With the new harpoon being revealed we now have a collection of missiles that require a TL to use but not spend. This makes these attractive by enabling extra mods to get a better chance of max damage. But do some of the older ones need a tweek to make them a viable choice?
harpoon 4 points, may cause extra damage to target ship and others at R1 if you can get a crit through on another attack, or if target ship dies.
cruise missile 3 points, potential of 5 dice.
homing missile 5 points, the defender can't spend evade tokens. Not sure why you would use this with a choice of the other two above. Would this be good at 4 points instead of 5, I would prefer the ability of doing speed 1-2 and still having a good attack over the cruise for 1 point extra.
ion pulse 3 points. 1 damage and 2 ion tokens. Only 3 dice here seems to be the issue, it's a good control missile but at best 1 damage, it seems like 2-3 hits will not get through on quite a few targets. Would a fourth die make it more appealing or maybe a drop to 2 points?
adv homing missile 3 points. If hits deal 1 face up damage. It goes through shields but is fixed at R2, only has 3 dice. Getting a face up damage is good but the range restriction seems to be the big killer here, why not R2-3?
Now we have missiles that require you to spend the TL:
cluster, concussion and assault.
cluster 4 points, fire twice, R1-2, 3 dice.
concussion 4 points, turn a blank to a hit, R2-3, 4 dice.
assault 5 points, 4 dice R2-3, if hits all at R1 of target suffer 1 damage.
now all 3 of these in my view would be pretty spot on in line with the 2 new missiles if they did not have to spend the TL to use.
Any thoughts?