So, I'll go ahead and copy the episode description in here and the link to it, but this thread is mostly to contain a discussion I'd like to have about synced turret, and by proxy TLT.
Also, standard language/content disclaimers here.
http://carolinakrayts.libsyn.com/episode-15-trespass
Ben, Chris, Tyler, THE Zack Mathews, and Travis "The Johnson" Johnson join long time fans of the show Paul Heaver and Ricky White of Scum and Villainy who call in to talk shop, including:
- Just how bad is Synced Turret? (Spoiler Alert, really, really, really bad)
- Tyler losing to a Firespray
- Is XWing over? Should we all pack up and go home?
- Why are the forums so bad?
- How should we analyze the worlds meta?
- Seriously, just how bad is Synced Turret?
- And a whole lot more...
"Actual content" starts at about 45 minutes!
Carolina KRAYTS Facebook community:
https://www.facebook.com/groups/carolinakrayts
Notes: https://docs.google.com/document/d/1i9_TDs91p_enynaPBpiJ6O2LQK2oDq_PDX6cgNf5YBA
Stats: https://docs.google.com/spreadsheets/d/1GslirLswQPdjT9hPmmFJ_5LEBR1A7QcoOLeDdbO60RM/
Now, for the actual discussion I'm so down on Synced Turret being such unbelievable garbage that I would love to be convinced otherwise. Actually, I'd like to be convinced that FFG could ever print a turret that is moderately fair and compete with TLT. In the show I mentioned just making up a range 1-2 turret that we would even consider playing over TLT, which we arbitrarily decided on this as an "overpowered" turret:
Very-Synced Turret
When attacking, you may reroll all attack dice.
3 attack dice, range 1-2. 4 points.
Way better than synced turret, right? I might even consider taking it over TLT! No target lock requirement, no arc reroll requirement! 2 points cheaper than TLT! My question is, would you even play this over TLT? Here's the quick breakdown for what damage you should expect against different 0-3 agility ships with a focus, and a focus/evade. This is assuming the turret has a focus to spend on offense. (All done with http://xwingcalculator.x10host.com/diceuilm.html )
Very-Synced Turret
Attacker, Defender focus
0 agility 2.8 damage
1 agility 2.18 damage
2 agility 1.56 damage
3 agility 0.98 damage
Attacker focus, Defender focus/evade
0 agility 1.81 damage
1 agility 1.19 damage
2 agility .64 damage
3 agility .31 damage
Twin Laser Turret
Attacker, Defender focus
0 agi 1.9 damage
1 agi 1.6 damage
2 agi 1.3 damage
3 agi .90 damage
Attacker focus, Defender focus/evade
0 agi 1.76 damage
1 agi 1.31 damage
2 agi .81 damage
3 agi .45 damage
You'll notice those numbers are... not very different. You might be thinking you're getting a bargain getting a turret that does slightly more damage than TLT for 2 points cheaper!
Except, TLT is range 2-3, and this turret is range 1-2. This doesn't seem like a massive difference, but range 1-2 is about 98.5 ship bases, and range 2-3 is about 177.1 ship bases. The TLT firing area is almost twice the size of every other turret.
I did the math for these by hand, so my apologies if they're a little off! Any corrections would be appreciated. I was lazy, so the area of the arc calculations include the part of the arc on the ship base for the small/large base arcs, which is not area you could actually shoot at.
Turrets
Range 1 Band: 29.63 Ship Bases
Range 2 Band: 68.91 Ship Bases
Range 3 Band: 108.17 Ship Bases
Range 1-2 Turret: 98.5 ship bases
Range 2-3 Turret: 177.08 ship bases
Standard Arcs
Range 1-3 standard small base arc: 40.6 ship bases
Range 1-3 standard large base arc: 57.3 ship bases
Don't forget, TLT has the advantage that for the largest range band, 3, it gets a defensive bonus, while when something with a range 1-2 turret is trading shots it is at best equal at range 2 for combat bonuses, but often at range 1 where it has no bonus but has an additional die being rolled at it.
Also, while our new turret may look much cheaper than TLT as it's 50% more for the actual upgrade card, it's not like you can take the thing by itself. The cheapest platform would be a HWK, so running at 20 points (16 base, 4 turret). A TLT HWK is 22, so in actuality the largest possible difference in price for a TLT is 10%. I honestly don't think this fabricated turret would see competitive play at 4 points - the most obvious abuse would be 5 HWKs with it which wouldn't stand a chance in the current meta.
Quite frankly, I don't think the TLT damage output and firing area is reasonable, and FFG is clearly unable to print a turret that isn't complete *** ever again because of it. What madness would they have to make to even compete with TLT? Honestly, I think the only reason TLT didn't complete end the game was autothrusters existing, but you shouldn't be required to hard counter a single upgrade to be able to have a competitive list! Also, TLTs are currently being suppressed by all the torp scouts out there, but if they were ever nerfed or fell out of favor, let's not pretend there isn't another boogeyman right behind them...
Please, if you disagree or have corrections, or ideas for turrets that are moderately fair and good FFG could make, let's start a conversation! I'll consolidate the best of the arguments for/against for next week and let's see if anyone can talk me off the cliff