FFG and TLT Hate, where is the Nerf?

By eagletsi111, in X-Wing

1 hour ago, JohnWE said:

Instead of rolling 3 dice, roll a number of dice equal to the agility value of the target ship.

Yuck. The cry for the TLT nerf is strongly championed by those of us who'd like to see high agility ships have a chance again... this doesn't help at all.

I'd like to see it unable to modify dice out of arc or capped to 1 damage net

For me, TLT seems just fine the way it is. Everyone has their opinion about what should be nerfed in X-wing. For instance, I think R2-D2 astromech is the absolute worst card in X-wing as it leads to horrible win scenarios where running away from the fight can be your main strategy to win. At least TLT's kill things and can in turn be killed.

  • Did you know:
  • TLT -- 1.183 average damage per round
  • 3-attack primary -- 1.222 average damage per round

Here's some anecdotal evidence about why TLT's are just fine. Last week I flew a 4-ship scum list with 2 TLT's. With 9 TLT shots against a TIE advanced, I did a total of 2 damage. Most of the time I had focus. Twice it was focus fired TLT shots. The TIE advanced only ever had 1 focus token. Palpatine blocked 2 damage across the 18 dice rolls. A TLT nerf would mean the Y-wing would never see play again. I for one like seeing viable original trilogy ships on the board.

6 hours ago, Kaptin Krunch said:

Do you have a link to the interview? I have seen so many people reference it, yet I can't seem to find it.

Look for it on Team Covenant's website or on youtube.

Double post

Edited by Stoneface
Duplicate post
13 minutes ago, Dengar5 said:

For me, TLT seems just fine the way it is. Everyone has their opinion about what should be nerfed in X-wing. For instance, I think R2-D2 astromech is the absolute worst card in X-wing as it leads to horrible win scenarios where running away from the fight can be your main strategy to win. At least TLT's kill things and can in turn be killed.

  • Did you know:
  • TLT -- 1.183 average damage per round
  • 3-attack primary -- 1.222 average damage per round

Here's some anecdotal evidence about why TLT's are just fine. Last week I flew a 4-ship scum list with 2 TLT's. With 9 TLT shots against a TIE advanced, I did a total of 2 damage. Most of the time I had focus. Twice it was focus fired TLT shots. The TIE advanced only ever had 1 focus token. Palpatine blocked 2 damage across the 18 dice rolls. A TLT nerf would mean the Y-wing would never see play again. I for one like seeing viable original trilogy ships on the board.

We can think both TLT and R2-D2 are in need of nerfing, its just that this topic is about TLT.

I'm assuming that most of the calls for a nerf on the TLT are coming from players that fly predominantly Imps. Before clamoring for the game balancing nerf, think how it would affect Rebels or Scum. When it was released people lost their minds over 4 Y-Wings with TLT. When was the last time you saw this squad? Anytime, not just Regionals or Nationals

If the game is so out of whack that the calls for nerfs are becoming a daily mantra I have a fix for it. Don't buy any new releases. No Guns for Hire, no Wave XII or XIII, nothing! Grab FFG by the purse strings and force X-wing 2.0. That will fix the game or kill it. Obviously, it's so bad it should be put out of our misery. Right?

The other option is play more, complain less and just have fun.

End of rant.

1 minute ago, Stoneface said:

I'm assuming that most of the calls for a nerf on the TLT are coming from players that fly predominantly Imps. Before clamoring for the game balancing nerf, think how it would affect Rebels or Scum. When it was released people lost their minds over 4 Y-Wings with TLT. When was the last time you saw this squad? Anytime, not just Regionals or Nationals

If the game is so out of whack that the calls for nerfs are becoming a daily mantra I have a fix for it. Don't buy any new releases. No Guns for Hire, no Wave XII or XIII, nothing! Grab FFG by the purse strings and force X-wing 2.0. That will fix the game or kill it. Obviously, it's so bad it should be put out of our misery. Right?

The other option is play more, complain less and just have fun.

End of rant.

Honestly, if FFG drops the ball on the Gunboat, I probably will just stop buying stuff. I have a myriad other things vying for my attention, so why would I give it to a game that just keeps getting worse after every release?

I'm just glad the're taking their time playtesting it.

no good rushing it;)

3 minutes ago, Infinite_Maelstrom said:

I'm just glad the're taking their time playtesting it.

no good rushing it;)

I hope you're right.

4 minutes ago, Infinite_Maelstrom said:

I'm just glad the're taking their time playtesting it.

no good rushing it;)

Everything is supposed to be playtested. If that's any indication...

TLT should make a 2nd attack only if the 1st attack HITS.

That way it keeps the same pressure on big, low agility ships (as originally intended), but now the small nimble & fragile ships have only to cope with a single shot to be 'safe'.

2 hours ago, Dengar5 said:

For me, TLT seems just fine the way it is. Everyone has their opinion about what should be nerfed in X-wing. For instance, I think R2-D2 astromech is the absolute worst card in X-wing as it leads to horrible win scenarios where running away from the fight can be your main strategy to win. At least TLT's kill things and can in turn be killed.

  • Did you know:
  • TLT -- 1.183 average damage per round
  • 3-attack primary -- 1.222 average damage per round

Here's some anecdotal evidence about why TLT's are just fine. Last week I flew a 4-ship scum list with 2 TLT's. With 9 TLT shots against a TIE advanced, I did a total of 2 damage. Most of the time I had focus. Twice it was focus fired TLT shots. The TIE advanced only ever had 1 focus token. Palpatine blocked 2 damage across the 18 dice rolls. A TLT nerf would mean the Y-wing would never see play again. I for one like seeing viable original trilogy ships on the board.

What mods are assumed, what target, etc?

And if TLT wasn't a turret it wouldn't be a problem. A 3-4 point cannon version would probably have no issues.

14 hours ago, gamblertuba said:

Unlikely but I would love to see TLT and Blaster Turret switch ranges.

And yes, the TLT needs some sort of change and has needed it since release. Without TLT, Miranda (and Nym) become more bearable. Maybe not balanced but closer.

I would just like to see blaster turret get errata so it doesn't suck as much. How about in firing arc may convert <focus> to <hits>.

5 minutes ago, Marinealver said:

I would just like to see blaster turret get errata so it doesn't suck as much. How about in firing arc may convert <focus> to <hits>.

First, make it not have to spend the focus to fire. Then we can see what else it needs.

Problem solved once again by the great one known as "NERF"

3cU8tVN.jpg

How about you must spend a focus token for the second attack?

3 hours ago, Marinealver said:

I would just like to see blaster turret get errata so it doesn't suck as much. How about in firing arc may convert <focus> to <hits>.

Blaster Turret is actually fine. Yes it sucks but that is the Tax you should have to pay for ignoring your arc. TLT not only allowes you to fire ot of arc but also upgrades your attack to something that is much better when your primary would be.

10 hours ago, Dengar5 said:

A TLT nerf would mean the Y-wing would never see play again. I for one like seeing viable original trilogy ships on the board.

Except there's no turret Y-wing in the OT, only BLT-A4 models. But we could slap turret slots on all OT ships, so you could consider them viable and be happy.
I would like to see the Y-wing viable as an ordnance carrier, that would be good for the OT ship.

And, btw, TLT is a little bit undercosted, but that's not the main problem. The issue is that TLT is restricting the meta by ... a lot !

Edited by Giledhil

And it's doing that at least in part because it's undercosted ;)

2 minutes ago, thespaceinvader said:

And it's doing that at least in part because it's undercosted ;)

I gues it would be OK as it is if the cost would be raised to 12Points.

12 points would be wildly, inapproiately costed.
That's a Z-95 you lose for the ability to do 2 damage if you roll nicely.
I agree it could do with a point cost (or a complete overhaul of the old turrets, to make them more competitive).

Btw, why are all of you ace flyers so worried about TLT?
Whenever I field it, I never have a chance of hitting aces with 3 agility, focus/evade + thrusters. Like, it is just not going to happen.
I need to bump, and hope for the gods of dice to make it work.

All aces can get into that range 1 safe-zone on generics.
On nym/miranda, it is harder to get in that zone, but honestly their damage output is very low, especially against ships with focus/evade/thrusters.
As seen in recent nationals, they are very vulnerable to alphastrikes, and if not flown extremely careful will crumble under PROPER firepower.

9 hours ago, Jehan Menasis said:

TLT should make a 2nd attack only if the 1st attack HITS.

That way it keeps the same pressure on big, low agility ships (as originally intended), but now the small nimble & fragile ships have only to cope with a single shot to be 'safe'.

This is a genuinely Brilliant Idea. We need more Ideas like this.

(...and less arguing:P...)

No nerf needed. I'm happy playing with it or against it.

RoV

5 minutes ago, ModernPenguin said:

12 points would be wildly, inapproiately costed.
That's a Z-95 you lose for the ability to do 2 damage if you roll nicely.
I agree it could do with a point cost (or a complete overhaul of the old turrets, to make them more competitive).

Btw, why are all of you ace flyers so worried about TLT?
Whenever I field it, I never have a chance of hitting aces with 3 agility, focus/evade + thrusters. Like, it is just not going to happen.
I need to bump, and hope for the gods of dice to make it work.

All aces can get into that range 1 safe-zone on generics.
On nym/miranda, it is harder to get in that zone, but honestly their damage output is very low, especially against ships with focus/evade/thrusters.
As seen in recent nationals, they are very vulnerable to alphastrikes, and if not flown extremely careful will crumble under PROPER firepower.

Traditional Autothruster Aces aren't worried that much about TLTs. But basically the only Autothruster ace in the game at the moment is Poe, and he basically ignores them.

Those Aces are worried about bombs and spike damage, though, enough TLTs can still overwhelm them. You can ignore one, but it'll probably cost you a token or two. Can you ignore 4? And without Autothrusters, nobody is safe, even Defenders get killed by TLT fire pretty quickly, because 3 red dice are better than 3 green dice, and getting double mods on a TLT isn't that difficult.

11 minutes ago, ModernPenguin said:


Whenever I field it, I never have a chance of hitting aces with 3 agility, focus/evade + thrusters.

The "+thrusters" is one of the TLT issues. It pushes back any high cost low/med HP ship without access to it. Goodbye TIE Avd and Striker aces (or Rebel aces without regen, btw), thnaks to TLT.