and sorry FFG if I sound harsh, but when you designed the card and added its cost, did you actually playtest it? I feel like it was discarded as a bad upgrade as soon as it was released.
Heavy turbolaser turret, anyone ever used this?
It had some niche uses back in wave 2, but with the addition of flotillas in wave 3 and the gradual move to fleets with less brace tokens overall (and more small support ships), HTTs have become increasingly irrelevant against many targets. You see redirects much more regularly and XI7s' effect is stronger and doesn't give your opponent a choice to minimize its effect like HTTs do. Plus XI7s synergize well with accuracy-generating tech, which is more universally useful and in an environment with flotillas, in high demand.
In short I doubt we'll ever see HTTs in any kind of quantity unless there's a huge meta shake-up in the game in the future.
I would also support some kind of upgrade re-do at some point but for FFG it would just make more sense to release new upgrades and get it right next time for the same amount of effort and more money (for them) and less confusion for the player base.
21 minutes ago, Snipafist said:It had some niche uses back in wave 2, but with the addition of flotillas in wave 3 and the gradual move to fleets with less brace tokens overall (and more small support ships), HTTs have become increasingly irrelevant against many targets. You see redirects much more regularly and XI7s' effect is stronger and doesn't give your opponent a choice to minimize its effect like HTTs do. Plus XI7s synergize well with accuracy-generating tech, which is more universally useful and in an environment with flotillas, in high demand.
In short I doubt we'll ever see HTTs in any kind of quantity unless there's a huge meta shake-up in the game in the future.
I would also support some kind of upgrade re-do at some point but for FFG it would just make more sense to release new upgrades and get it right next time for the same amount of effort and more money (for them) and less confusion for the player base.
Add xi7 as tournament prize and Jonus and HTT will be done.
Just now, ovinomanc3r said:Add xi7 as tournament prize and Jonus and HTT will be done.

XI7s were full alt tournament kit prizes I believe in the fall 2016 kit. They're still pretty easy to find on eBay.
2 minutes ago, ovinomanc3r said:I know. What I said were the arguments you forgot
QuoteAdd xi7 as tournament prize and Jonus and HTT will be done.
To be fair I find that sentence really confusing. The use of two "ands" without any real break in the flow makes it read a few different ways.
Plus Jonus is Imperial-only.
4 minutes ago, Snipafist said:To be fair I find that sentence really confusing. The use of two "ands" without any real break in the flow makes it read a few different ways.
Plus Jonus is Imperial-only.
I had trouble understanding what he said in another thread so maybe we're not the problem
(just kidding ovinomancer)
11 minutes ago, Snipafist said:To be fair I find that sentence really confusing. The use of two "ands" without any real break in the flow makes it read a few different ways.
Plus Jonus is Imperial-only.
Sorry. English is not my mother language so I easily miss this kind of things.
Yes Jonus is imperial but they were the only ones who thought about using HTT I think. Rebels couldnt do too much with them and never had serious problems looking for accuracies. But maybe is my wrong understanding of rebels. I never played them.
Edited by ovinomanc3rMaybe Warlord+SW-7+HTT+Jonus could be ok. Jonus grants a double hit. SW-7 gives +3 damage, so you start at 5 damage at medium. It's a combo, but very expensive and clunky.
Vic I+APT+OE+HTT. Same concept as the MC30 with HTT. APT gives +1 damage. Taking Screed could let you turn any red Acc into a double on black dice, or crit on red, so Screed gives +1-2 damage. Problem is getting into range. This way HTT is more of a tech card instead of the crucial combo piece. If you hit something without Brace, it's having a bad day. If you hit something with Brace, it's either eating a lot of damage, or eating half damage in 1 place. Run AG or SA, HA and SR. AG in a Vic I is deadly. SA forces your opponent to come to you. HA puts it in the perfect position, so SR will be picked. You start with a Nav token, and designate the fighting area. Dust clouds can shield your approach from Ackbar or an ISD allowing you to close on target. Running Screed means you probably have Demo, so it's a strong hammer+anvil approach. Demo works well with the objectives as well.
I think HTT is only suitable for APT ships. They can't generate Accs very well to start with, so fighting flotillas is not their best task. Sure H9 MC30s can do it, but they aren't effective against ECM ships. HTT solves that.
I still don't think it's great.
I think that for HTT to be useful, there should be a meta defining ship that has multiple braces, no redirects and other important defence tokens. As things stand now, the existence of M30 kills HTT outright.