VOTE Here: Most Hated Upgrade Card in X-Wing

By TitaniumChopstick, in X-Wing

To play against .... Palp

Upgrades I hate, and the reasons I hate them:


Veteran Instincts - Just plain bad design, almost as if the designers early on had no idea how powerful initiative order would really be. This card, if properly designed shoudl have been 2pts for +1 skill. Max skill is 9.

Push the Limit - Killed card design space. This should have been broken up into many similar but different cards.

Engine upgrade - Should never have been allowed on large ships, or if allowed on large ships, it should have been at least 2 or 3 points more for them.

Zuckuss - The card needed a limit or a restriction. 1x Die rerolling a turn would have been fine... or perhaps he should have taken X stress to re-roll X dice, but he always had to force the opponent to re-roll ALL dice, including blanks. He's too good, for to few points.

Pain Droid - My god this card needed a range limitation. The idea that a stupid astromech can fire back at whatever range he's being attacked at is just stupid. Or maybe it needed to be limited to a firing arc. Something.

TLT - This card is undercosted by at least 1 point. And it's lazy.

There are probably others - but these are just the ones from the top of my mind.

I sense an absence of objectivity in this thread.

the challenge wasn't to be objective. It was to vote on which card we hated the most. So to claim a lack of objectivity is sort of redundant. It's perfectly legitimate to hate a card for the sole reason that good players use them.

I sense an absence of objectivity in this thread.

You entered a thread about cards that people hate and thought that a lack of objectivity was a noteworthy aspect of the thread? Are you a Vulcan?

Live long and Prosper.

expose

R3 Astromech

100% useless card. Even Expose can be viable on a decimator, but R3 is complete utter garbage.

The existence of this card makes me upset. Its not even an old card, its just an insanely bad card that we JUST got.

wasting a slot in my card bank. Thats all it does.

Munitions Failsafe. While some are close, MF is the only card right now that is completely worthless.

For one's that are too good, I think Crackshot should have been two points. Its not that its undercosted, but its far and away better than all the other 1 point EPTs besides VI. Perhaps, a lot of the 1 point discarded EPTs besides Crackshot should have been 0 points.

Edited by Jo Jo

Munitions Failsafe. The only card that is now completely worthless.

Nerra Dantels with Deadeye, Accuracy Corrector, Flechette Torpedoes and Munitions Failsafe. 33 points to hand out stress in any direction. Use the first half of Accuracy Corrector (may cancel all dice results) but not the second half (may add two hit results.) The torpedo misses, but still hands out stress, Munitions Failsafe keeps the munition for round after round of stress. The big drawback is no damage.

Failsafe is still a somewhat valid choice on ships w/o a torp slot for EM.

Though i agree its pretty lousy. Its too easy to do 1 damage with a 4die attack.

Munitions Failsafe. The only card that is now completely worthless.

Nerra Dantels with Deadeye, Accuracy Corrector, Flechette Torpedoes and Munitions Failsafe. 33 points to hand out stress in any direction. Use the first half of Accuracy Corrector (may cancel all dice results) but not the second half (may add two hit results.) The torpedo misses, but still hands out stress, Munitions Failsafe keeps the munition for round after round of stress. The big drawback is no damage.

Let me know how not having a 1/3 of your list doing no damage works out for you.

Failsafe is still a somewhat valid choice on ships w/o a torp slot for EM.

Though i agree its pretty lousy. Its too easy to do 1 damage with a 4die attack.

Yeah, Guidance Chips or LRS will be better and cheaper in pretty much any conceivable situation.

Failsafe is still a somewhat valid choice on ships w/o a torp slot for EM.

Though i agree its pretty lousy. Its too easy to do 1 damage with a 4die attack.

Yeah, Guidance Chips or LRS will be better and cheaper in pretty much any conceivable situation.

And it actually costs a point.

For everyone hating on Failsafe, I would say give R3A2, Gunner, Flechette torps and Failsafe a try on Braylen Stramm. Maybe a little overkill, but I'll tell you what- triple stressing an ace any time it falls in your primary arc is no joke.

Munitions Failsafe. The only card that is now completely worthless.

Nerra Dantels with Deadeye, Accuracy Corrector, Flechette Torpedoes and Munitions Failsafe. 33 points to hand out stress in any direction. Use the first half of Accuracy Corrector (may cancel all dice results) but not the second half (may add two hit results.) The torpedo misses, but still hands out stress, Munitions Failsafe keeps the munition for round after round of stress. The big drawback is no damage.

Let me know how not having a 1/3 of your list doing no damage works out for you.

I said it's a drawback. Sometimes no damage is worth it. Palp and Manaroo both take 1/3-1/2 a list, and are frequently used without doing damage. I'm not placing Nera in the same competitive tier as those cards, just pointing out that a low-to-nil offense combination does not automatically amount to losing a game.

In no special order

PTL-with how important action economy can be its a hard upgrade for me to pass up, which limits the diversity of my list and the lists I play against.

Vet instincts- see every post above. It's tempting to play but is SO boring to use.

Tlt- I love the maneuvering aspect of this game. It's exciting to correctly predict and out fly your opponent. The other turrets feel thematic and well balance, ion cannon turret is my absolute favourite. Yes you are limited to one damage but you also mess up their maneuver for the next turn. Tlt is just reliable damage. All the time, no matter how well you out flew their arc, it doesn't matter cause they have 2 chances to hit you

Expose

My last poll just concluded https://community.fantasyflightgames.com/topic/234446-poll-results-best-and-worst-alternate-art-card-in-x-wing/so It's time to start a new one!

This topic suggested by: ficklegreendice

You guys should know the drill by now.

PLEASE SUGGEST NEW TOPICS ALONG WITH YOUR VOTE!!! :)

Veteran instincts.

That one card does more to unbalance the game than anything else. Pre nerf phantom topping out at ps7..fine. Keeping ps 9 to one or two ships per faction. What things should be.

Ryad is awesome powerful, but balanced because she can't get high ps.

Ffg would have a much easier time with balancing the game if the ps could be a hard cap on pilot effectiveness.

The one I need, but do not have.....

For everyone hating on Failsafe, I would say give R3A2, Gunner, Flechette torps and Failsafe a try on Braylen Stramm. Maybe a little overkill, but I'll tell you what- triple stressing an ace any time it falls in your primary arc is no joke.

For everyone hating on Failsafe, I would say give R3A2, Gunner, Flechette torps and Failsafe a try on Braylen Stramm. Maybe a little overkill, but I'll tell you what- triple stressing an ace any time it falls in your primary arc is no joke.

Maybe I'm being dim, but I don't see how you get to 'triple stress any time it falls in your primary arc'. Doing it once, yes, but then you've spent your target lock and are double stressed yourself. Braylen's ability only works 50% of the time, and can't be relied upon to clear your own stress in order to get an action next round.

For everyone hating on Failsafe, I would say give R3A2, Gunner, Flechette torps and Failsafe a try on Braylen Stramm. Maybe a little overkill, but I'll tell you what- triple stressing an ace any time it falls in your primary arc is no joke.

Maybe I'm being dim, but I don't see how you get to 'triple stress any time it falls in your primary arc'. Doing it once, yes, but then you've spent your target lock and are double stressed yourself. Braylen's ability only works 50% of the time, and can't be relied upon to clear your own stress in order to get an action next round.

No you are totally right. I was selling it too hard.

I shouldn't have said any time (Flechette torps also have a 2-3 range restriction, so that alone invalidates the statement), but Stramm's ability does allow you to clear the stress from r3a2 quickly with a lucky roll or two, so that a torp shot can be in play again mid and/or late game to close the gate shut on your opponent.

And although that stress clearing is not guaranteed as you mention, I find, especially in a tournament scenario, the stress gets cleared often enough over X amount of games that failsafe can be a worthwhile investment. And, while this would likely be putting too many points towards the gimmick, it's worth noting you could also combo it with a Weapons Engineer Shara Bay, or, in the future, with a pilot toting Targeting Synchronizer to still be able to get the stress torp off even when dealing with the r3a2 feedback.

Edited by Kdubb

Also Engine Upgrade but only on large ships, really should have limited it to the 1 straight on large ships.

I completely agree (obviously) that Engine Upgrade is far too powerful on most Large ships, but the problem with this suggested fix is that it actually screws over the Large ships for which EU is not a problem. Namely the ships with arcs, that use EU as much (or more) for changing direction as for arc-dodging or ranging away from almost all guns they would otherwise face.

The Lambda, the Firespray, the YV-666 ... ships like these don't need the ability to change direction nerfed, but rather (like all Large ships) just the ability to speed away from meaningful retaliation. The ships that need EU nerfed are the PWT ships.

The fix for Large Boost is to shorten the Boost. It's incredibly easy to do. There's just no will in FFG design to do it. They'd rather do things like fiddle with tournament scoring of Large ships than fix the underlying problem.

For everyone hating on Failsafe, I would say give R3A2, Gunner, Flechette torps and Failsafe a try on Braylen Stramm. Maybe a little overkill, but I'll tell you what- triple stressing an ace any time it falls in your primary arc is no joke.

Maybe I'm being dim, but I don't see how you get to 'triple stress any time it falls in your primary arc'. Doing it once, yes, but then you've spent your target lock and are double stressed yourself. Braylen's ability only works 50% of the time, and can't be relied upon to clear your own stress in order to get an action next round.

No you are totally right. I was selling it too hard.

I shouldn't have said any time (Flechette torps also have a 2-3 range restriction, so that alone invalidates the statement), but Stramm's ability does allow you to clear the stress from r3a2 quickly with a lucky roll or two, so that a torp shot can be in play again mid and/or late game to close the gate shut on your opponent.

And although that stress clearing is not guaranteed as you mention, I find, especially in a tournament scenario, the stress gets cleared often enough over X amount of games that failsafe can be a worthwhile investment. And, while this would likely be putting too many points towards the gimmick, it's worth noting you could also combo it with a Weapons Engineer Shara Bay, or, in the future, with a pilot toting Targeting Synchronizer to still be able to get the stress torp off even when dealing with the r3a2 feedback.

(snip) time (Flechette torps also have a 2-3 range restriction, so that alone invalidates the statement), but Stramm's ability does allow you to clear the stress from r3a2 quickly with a lucky roll or two, so that a torp shot can be in play again mid and/or late game to close the gate shut on your opponent.

And although that stress clearing is not guaranteed as you mention, I find, especially in a tournament scenario, the stress gets cleared often enough over X amount of games that failsafe can be a worthwhile investment. And, while this would likely be putting too many points towards the gimmick, it's worth noting you could also combo it with a Weapons Engineer Shara Bay, or, in the future, with a pilot toting Targeting Synchronizer to still be able to get the stress torp off even when dealing with the r3a2 feedback.

Thnak you. That makes more sense now. I've been running Braylen for the last 2 weeks or so as the stressmule (FGD's classic list), and I'll have to see if the torps/munitions failsafe are worth the points.

C3PO

(snip) time (Flechette torps also have a 2-3 range restriction, so that alone invalidates the statement), but Stramm's ability does allow you to clear the stress from r3a2 quickly with a lucky roll or two, so that a torp shot can be in play again mid and/or late game to close the gate shut on your opponent.

And although that stress clearing is not guaranteed as you mention, I find, especially in a tournament scenario, the stress gets cleared often enough over X amount of games that failsafe can be a worthwhile investment. And, while this would likely be putting too many points towards the gimmick, it's worth noting you could also combo it with a Weapons Engineer Shara Bay, or, in the future, with a pilot toting Targeting Synchronizer to still be able to get the stress torp off even when dealing with the r3a2 feedback.

Thnak you. That makes more sense now. I've been running Braylen for the last 2 weeks or so as the stressmule (FGD's classic list), and I'll have to see if the torps/munitions failsafe are worth the points.