So when will we see a torpedo upgrade?

By Ralgon, in X-Wing

Hapoons, cruise missiles, bomlet generators sabine, cad and the new toys in the resistance bomber......

Nice work on the rest of ordanace guys but when are we going to see a torp boost in the same vein. There are rather vocal groups of the community this would at least temporarily placate, and likely help many of the classics get to the table now they are locked out of scouts.....

Thoughts and idea's?

Edited by Ralgon

I would hope that if we see a torpedo "fix" (Perhaps in the form of vastly more efficient cards like we have seen for missiles), it will make them feel different than missiles.

In my mind, missiles should be highly accurate and a great response to high agility fighters like A-Wings and Interceptors, while torpedoes should be a better response to low agility ships like the Decimator or the Ghost.

Perhaps a torpedo with an accuracy corrector effect so it would always get 2 hits, but if it hit you could roll 6 dice and deal and hits or crits to your opponent?

On the opposite side, a missile that always hit and did exactly one damage would be an interesting tool.

52 minutes ago, Ralgon said:

Hapoons, cruise missiles, bomlet generators sabine, cad and the new toys in the resistance bomber......

Nice work on the rest of ordanace guys but when are we going to see a torp boost in the same vein. There are rather vocal groups of the community this would at least temporarily placate, and likely help many of the classics get to the table now they are locked out of scouts.....

Thoughts and idea's?

Plasmas are already there. Chips as well. We just ended the reign of torpedo boats. So I only can assume sarcasm.

Plasma Torpedoes are scarily effecient. Extra Munitions was a torpedo slot, and for a while made the missile carriers cranky.

Where's the issue, here?

30 minutes ago, Reiver said:

Plasma Torpedoes are scarily effecient. Extra Munitions was a torpedo slot, and for a while made the missile carriers cranky.

Where's the issue, here?

Ehhhh...plasma torpedoes and extra munitions were fine and all, but that was, like, three metas ago , so...

Well, FFG? What have you done for me, lately ?

:P

Hoping for one that let's me keep the TL.

No frills, no thrills, no conditions, just let me keep the TL for 3-4 points with 4 red dice. Nice for Gunboat.

Plasma torps are good, but they are limited in how you can viably use them because they spend the target lock.

For instance, LRS TIE bombers work best with cruise, harpoon, and homing missiles specifically because they don't spend the target lock. Plasma torps are statistically inferior.

I agree, we wants a new torp that doesn't spend the target lock. Lets call in Proton torp mkIII -- 5-dice, range2-3, 4-points, Rebel and Scum only.

Just errata all torpedos to be Target Lock then delete the sentence that says you must spend the target Lock.

:Insert name here: Torpedoes

3 dice. range 1

Attack: TL. Discard this card to perform this attack. If this attack hits, deal 2 facedown damage cards to the defender, then cancel all results.

3 pts.

Hits hard, keeps TL, cheap, but its only 3 dice, and limited by its range. It is to punish these beefy 1 agility ships.

Armor Piercing Torpedoes. 3 Attack Dice, range 2-3. Cost 3.

Attack: Target Lock. Discard your target lock to make this attack.

If this attack hits, cancel all dice results. Then the defender suffers 5 damage.

Not very accurate, but hits really hard. This may be overkill? Maybe make it suffer 4 damage. But I like the idea of separating accuracy from damage output.

@RufusDaMan very similar ideas!

Meh. Other than early wave Rebel ships, who is torp only that needs the help? RACs doing fine. StarVipers are in a good place. I guess T-70s?

I’m far more worried about the rich getting richer... Fenn Rau, Ghost, Miranda, Nym, etc if Torps get even stronger.

1 hour ago, BlodVargarna said:

Just errata all torpedos to be Target Lock then delete the sentence that says you must spend the target Lock.

I'd take Plasmas over Harpoons any day if this were the case!

7 hours ago, xanderf said:

Ehhhh...plasma torpedoes and extra munitions were fine and all, but that was, like, three metas ago , so...

Well, FFG? What have you done for me, lately ?

:P

Still sarcasm??? :P
Stop confusing me! I really can't tell. There had been some insane salty post lately :P

here's a budget idea:

Salvaged Torpedo. 1 point . (possibly Scum and Rebel only for theme? Sorry Imps)
Attack: 2. Range 2-3
Attack [Focus]: Discard this card and to perform this attack.
If this attack hits, cancel all dice and roll three attack dice. Apply any unmodified hit and crit results to the defender.

It's basically what you would expect out of a budget torpedo: low accuracy, unpredictable damage, can't be taken on Epic (since it requires use of focus). Basically, you would only consider putting it on a 2 Primary Attack ship (Y-Wing, M3-A "Heavy" Interceptor, etc) when your squad is already at 98 or 99 points, when you hadn't considered putting torps on because they're so dang expensive. It's thematic, and probably averages more damage than a 2-attack primary (especially at Range 3).

Just a thought, my gut says the torpedo slot is just about as ubiquitous as the mod slot. Given that, FFG should not release any new torpedoes -- we don't need anything that all ships can abuse until the Q4 2020 FAQ

Last torpedo release was Seismic, no? Lightning and twice and such. Unlikely.

EnergyTorpedo.png.31fc4e667bd1531b042e3e22412af7d0.png

This was my concept for the "unlimited torpedoes" mechanic. There's no guidance in an energy torpedo (it's just a magnetically bottled bit of plasma), but they have good max distance. It's more powerful than UG, but slow, effectively being a reloaded torpedo.

There needs to be some torpedoes that don't spend the TL, now that the Jumpmaster is no longer a thing, maybe it will happen. There was no way a torpedo would come out that would make that ship better. There are now a few missiles that are viable, even on single missile carriers, I would like the same with torpedoes, Plasmas are ok, but basically require GC. If I could keep the TL to reroll, it opens up the mod slot.

10 hours ago, Ziusdra said:

here's a budget idea:

Salvaged Torpedo. 1 point . (possibly Scum and Rebel only for theme? Sorry Imps)
Attack: 2. Range 2-3
Attack [Focus]: Discard this card and to perform this attack.
If this attack hits, cancel all dice and roll three attack dice. Apply any unmodified hit and crit results to the defender.

It's basically what you would expect out of a budget torpedo: low accuracy, unpredictable damage, can't be taken on Epic (since it requires use of focus). Basically, you would only consider putting it on a 2 Primary Attack ship (Y-Wing, M3-A "Heavy" Interceptor, etc) when your squad is already at 98 or 99 points, when you hadn't considered putting torps on because they're so dang expensive. It's thematic, and probably averages more damage than a 2-attack primary (especially at Range 3).

No... Just no

28697648282_a981562c0f_z.jpg

(* August 6, 2016 )

Interesting Possible Combinations ...

Munitions Failsafe (1)
Guidance Chips (0)
Long Range Scanners (0)

Vectored Thrusters (2) or
Autothrusters (2) with boost

Integrated Astromech (0) X-wing only.
B-Wing/E2 (1) B-wing only.

Made this for a "Xwing 3.0" reboot attempt, but it work fine as a new torpedo type, albet one stepping on the proton's toes a bit.

Iz89aMn.jpg

21 hours ago, xanderf said:

Ehhhh...plasma torpedoes and extra munitions were fine and all, but that was, like, three metas ago , so...

Well, FFG? What have you done for me, lately ?

:P

Nerfed everything you were whining about, are you happy now? Waaa TLTs are OP we Want NERFS!!!!! Why do we even bother?

What we need is two different ordnance slots. Right now torpedoes are just less efficient missiles.

Let's errata all missiles to not discard TL; then torpedoes keep the discard rule but deal one more damage if it hits. Finally, ban chimps. Job done.

9 hours ago, gabe69velasquez said:

28697648282_a981562c0f_z.jpg

(* August 6, 2016 )

Interesting Possible Combinations ...

Munitions Failsafe (1)
Guidance Chips (0)
Long Range Scanners (0)

Vectored Thrusters (2) or
Autothrusters (2) with boost

Integrated Astromech (0) X-wing only.
B-Wing/E2 (1) B-wing only.

On the punisher: lwf, GC, tie mk II,

Would a torpedo similar to Harpoon and Cruise be a good thing for the game? Because I doubt that...