Ships with arc need to matter again...

By clanofwolves, in X-Wing

3 hours ago, ficklegreendice said:

because RAC is a PS 10 turret, and therefore far and away the easiest way to use and abuse Kylo Ren's ability. You will simply never see Kylo crew on any other platform competitively.

Except for that guy who came second place at the French National (170 players), who had Captain Yorr carrying Kylo around.

5 hours ago, Stoneface said:

While I agree with you to an extent, I think part of the problem is players not adjusting their play to face these turret, bomb carrying builds. They're in too much of a hurry to kill something. Patience and positioning are missing from a lot of players game plans. I'm guilty of it too.

I'm sure most players have heard the Old saying,"Don't just stand there, do something". Against a patient player this will be disastrous.

Why adjust when you can just cry OP and call for it to be nerfed. See a new NerF.A.Q. that means FFG listens and we are in charge of X-wing development now MWAHAHAHAHA.:P

Just wondering if any have real combat experience with a real fixed turrent trying to hit something much smaller and faster than you? Would love to know factual opinions on the matter. I don’t personally but I have played several simulations in video games over the years and it’s DAYUM hard.

You have 2 options you either get your pilot to fly in a straight line( basically making you a sitting duck) and try to burn incoming before you die, or you evade and basically hit nothing because unless the pilot and you are seriously intune and you can anticipate their every move your shots are ruined every 2 seconds or so.

Basically turrents in Xwing, as fickle has said many times, are waaaaay too efficient. Since we don’t have hit and damage die the only way to fix them is make all of them 2 dice attacks max or make them unmoddable. As they are now they really are ridiculous. I get people’s anger over them. Your whole crew doesn’t need turrents, one is enough if they hit hard enough and that is kind of sad.

Edited by LordFajubi
4 hours ago, ficklegreendice said:

kylo is stupid good against two ships because he just halves (or more than halves) their damage output for two rounds

if they continue to be popular, he will see play on RAC if he sees play at all

Heck, why just halve their attack when you can have a permanent reduction of their PS to zero. Start spamming that against people who play the PS race and get a goiter and hypertension from all the delicious salt you'll be licking from their tears as you win the bid for initiative AND out PS Nym or Dengar with Academy Pilots.

Edit: PS, works against RAC too!

Edited by flyboymb
2 hours ago, HanScottFirst said:

But idk, part of the movies is the falcon taking on 3 or 4 TIE fighters and winning, and it's not even close. Each turret was manned separately, and there were still people to fly it while Han and Luke focused on targeting. That, I think, is the design idea. Hence the Shadow Caster has a mobile arc, because the pilot had to control the turret. Or so I have heard.

I assume you mean the scene in ANH? Where they sent 4 ties against them fleeing with a tracking device? Tarkin would have had those pilots balls for dice off his mirror if they destroyed the falcon, they LET them go.

How bout Empire where also 3-4 ties are after the falcon? Did they bother trying to shoot them? No. Han ran like **** dipping and dodging because they would have gotten nuked in a real fight.

No offense to you in any way, don’t know you from Adam, but I hate when people use the New Hope scene as turrent power. An HWK could have accomplished the same escape with an ion turrent. That is not turrent power that was an imperial plan in action.

Edited by LordFajubi

Whether it is or not is also irrelevant

Game > fluff

If the game TIE fighters were as incompetent vas the movie ones, you'd need at least 16 to be a credible threat to anything

And that's just too much clutter for a 3 by 3

3 minutes ago, ficklegreendice said:

Whether it is or not is also irrelevant

Game > fluff

If the game TIE fighters were as incompetent vas the movie ones, you'd need at least 16 to be a credible threat to anything

And that's just too much clutter for a 3 by 3

I don’t know outside plot armor main characters, tie fighters killed rebels pretty well ship to ship.

Now storm troopers suck something awful with rifles.

Edited by LordFajubi
Just now, LordFajubi said:

I don’t know outside plot armor main characters, tie fighters killed rebels pretty well ship to ship.

That's why we don't see much of red, green, gold or dagger squadron :P

Maybe I am crazy but I really don't like turret ships that much. I find I do much better with arced ships, they feel much more efficient if you can fly them correctly.

Now I do enjoy some of the funny arc ships (Tie SF I really like).

Also when I see a turret ship on the other side I am usually filled with extra confidence, I don't really have issues with them. I guess this all comes down to personal play styles, people seem to forget that because they struggle against something or find something better then something else not everyone does due to having a different playstyle and set of skills.

Also, RAC is dead meat to any list running 4-5 hard hitting ships. Goes down like a sack of potatoes. We don't see that many decimators in our local meta as they generally get beat down severely do to the kinds of lists that are flown here. (last regionals we had several out of town guys come with RAC's and just get blasted they all commented that no one local to the regionals were running decimators and how horrible their builds fared in our meta)

Edited by Icelom
5 hours ago, ficklegreendice said:

kylo is stupid good against two ships because he just halves (or more than halves) their damage output for two rounds

if they continue to be popular, he will see play on RAC if he sees play at all

Well now we know our treasured friends were looking at adjusting RACLO Post this FAQ(they talked about it on a recent podcast) I imagine it’s definitely a build to look into running.

As I've said in other threads: Ordnance, turrets and bombs should be a part of the game, but they shouldn't be the game. Currently all the high tier lists are just abusing those 3 mechanics, whilst arced non-alpha fighters are falling further and further behind.

The recent FAQ had a lot of positive changes (props for that FFG), but it didn't go far enough. Nerf the **** out of the TLT (and also hit turrets in general), tone down the Bomblet Generator, then remove guidance chips from the game. A couple easy changes would go a long way to improving the game and shifting it back towards it's roots of actual dog-fighting.

The big-picture problem is FFG has been trying to fix big structural problems in the game with band-aid solutions like guidance chips, instead of stepping in and correcting the problem properly. These solutions then create further issues, which have been steadily piling up causing the previous skid-mark of a meta we found ourselves in. Luckily it seems the devs are realising they can't get away with just upgrade card fixes anymore. I just wish they were a little more aggressive with the erratas.

1 hour ago, Marinealver said:

Why adjust when you can just cry OP and call for it to be nerfed. See a new NerF.A.Q. that means FFG listens and we are in charge of X-wing development now MWAHAHAHAHA.:P

Improvise, Adapt and Overcome. If that doesn't work crush your opponent's ships with a hammer. None of this crying foul.

8 minutes ago, Stoneface said:

Improvise, Adapt and Overcome. If that doesn't work crush your opponent's ships with a hammer. None of this crying foul.

But then the rich kids will just buy more ships. Pay2win we need a nerf.:P

6 minutes ago, Marinealver said:

But then the rich kids will just buy more ships. Pay2win we need a nerf.:P

Hammers last forever! (If cared for properly)

23 minutes ago, Stoneface said:

Improvise, Adapt and Overcome. If that doesn't work crush your opponent's ships with a hammer. None of this crying foul.

*insert crazy thread story about guy who ran over other guy with his car over X-wing game*

2 hours ago, LordFajubi said:

I assume you mean the scene in ANH? Where they sent 4 ties against them fleeing with a tracking device? Tarkin would have had those pilots balls for dice off his mirror if they destroyed the falcon, they LET them go.

Yes! And good point about the plot line! Haha. That is true. Never thought of it that way! They could have sent a whole swarm of TIEs if they really wanted to.

---------

On a similar note:

Something that is almost comical, for those Rebel watchers (I have only seen season 1 and the first 2 TV specials, so maybe this does not hold true) is how many TIEs the Ghost can take out. Or when Vader solos a swarm of A-Wings and a frigate in his TIE Advanced. That Vader needs PS 15, 5 attack dice, and Fire Control System lol.

3 hours ago, LordFajubi said:

I don’t know outside plot armor main characters, tie fighters killed rebels pretty well ship to ship.

Now storm troopers suck something awful with rifles.

I betcha those main characters wouldn't have evaded the Glorious Gunboat.

Oh wait, "Tha force" is a thing.

I would love a spin-off movie/show that put the spotlight on the competent Empire members, like Soontir Fel, or an elite squadron of troopers, etc.

2 hours ago, FlyingAnchors said:

*insert crazy thread story about guy who ran over other guy with his car over X-wing game*

Haven't heard from him awhile.

11 hours ago, Boom Owl said:

I can't remember the last time I used a turret only list in a game.

Besides Quad TLT and its clone Quad/Trip Wookies.......what list without any 80 degree arc ships even remotely scares people still?

5 TIE Strikers. Or 4 TIE strikers and some kind of anchor. They're really good.

In fact, earlier this week I looked at the Vassal League, and almost every game in which a TIE striker was brought, that player won the match. There were two exceptions in the Unknown Reaches, but it was a striking pattern. Expect to see more of these ships this season.

8 hours ago, LordFajubi said:

Just wondering if any have real combat experience with a real fixed turret trying to hit something much smaller and faster than you? Would love to know factual opinions on the matter. I don’t personally but I have played several simulations in video games over the years and it’s DAYUM hard.

It is disgustingly difficult. I could go into more detail but I don't think the forum or post would appreciate the de-railment.

Personally, I'm in favour of a general rules change that makes it harder to fight outside of your firing arc(s).

Multiple examples show that turret ships in this game, while generally a tad less maneuverable, still have plenty of opportunities to catch enemies in their firing arc. Yet, they are mostly neither rewarded for such maneuvres, nor punished for turning their backs on their foes.

Since the Bullseye-firing arc introduces a token-stripping mechanic for well-executed maneuvres, how about restricting dice modification for turrets when firing outside of their firing arc?

2 hours ago, Parakitor said:

5 TIE Strikers. Or 4 TIE strikers and some kind of anchor. They're really good.

In fact, earlier this week I looked at the Vassal League, and almost every game in which a TIE striker was brought, that player won the match. There were two exceptions in the Unknown Reaches, but it was a striking pattern. Expect to see more of these ships this season.

CARTEL MARAUDERS. FIVE OF...

Wait a minute, wrong team, ahem:

IMPERIAL TRAINEES. FIVE OF THEM.

Gunboats will bring balance to the meta. Most ships that ignore the basic Arc rules are ones that will melt to repeated ordinance. Gunboats are perfectly equipped to exterminate them.

Arcs are really important for torpedo launches. We spent the past 18 months watching PS3 pilots line up their arcs for torpedo shots and everyone cried that they were overpowered and there was a Great Nerfing.

Small based ships need an erratta to keep up with the power creep of turrets and bombers. They are just being left in the dust.

An erratta to make small based arc fighters better:

Small Ships Only

When attacking with your primary weapon or defending, if the attacker or defender is in your primary firing arc and you are not in their primary firing arc, you may reroll one die.