So when will we see a torpedo upgrade?

By Ralgon, in X-Wing

2 minutes ago, GreenDragoon said:

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

Who said it had to be? I was thinking more along the lines of what we have with the action economy of harpoon and cruise.

Because, you know, buff to all the rebel OT stuff everyone wants.........

4 minutes ago, Ralgon said:

Who said it had to be?

Uh... I hope everyone? Why would we want an upgrade that's a bad thing for the game?

Looking back, I'm wish developers would have taken a different approach to ordnance. Either special dice or a system that, after a hit result is uncancelled a specific damage happens (condition cards would work great like harpooned).

3 minutes ago, Mrk1984 said:

Looking back, I'm wish developers would have taken a different approach to ordnance. Either special dice or a system that, after a hit result is uncancelled a specific damage happens (condition cards would work great like harpooned).

I like with proton torpedo, assign the condition: destroyed.

Destroyed condition: remove your ship from play.

I like Chaff: 2 points

At the start of the combat phase, discard this card and remove a red target lock assigned to your ship.

6 hours ago, RufusDaMan said:

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

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Harpoon Missiles (4)
Integral Refit (0)
Guidance Chips (0)
Twin Ion Engine Mk. II (1)
Lightweight Frame (2)
Total: 41

Probably a bit too much for standard, but in epic format, ouch.

Or how about simply a title reducing the point cost for torpedoes on X and maybe Y wings.

Edited by Cr0aker
2 hours ago, Cr0aker said:

Or how about simply a title reducing the point cost for torpedoes on X and maybe Y wings.

yeah, coz that won't make imps salty at all

5 minutes ago, Ralgon said:

yeah, coz that won't make imps salty at all

As seen by past evidence (coughVaksaicough) Rebels and Scum could have the most neutered, POC ship which was never good and will never be good without a buff - and if you give just it a buff, Imperial players will crawl out of the woodwork to be upset that somehow they didn't get anything out of it.

I've said this before but I think FFG have nailed how star wars missiles should feel, torpedoes in star wars always felt more like launched bombs (they are, I'm just trying to be descriptive :P)

In WW1 the German U-boats used magnetic torpedoes that used proximity fuses (like modern day misslles) creating shock waves to buckle the hull of heavily armoured ships instead of having to pierce said armour.

I think this would be a cool mechanic to have as an X-wing minis torpedo. Similar to a proton bomb, it could bypass shields. Maybe if you land a crit with it, it deals a face-up damage card. Or maybe you get to choose a ship based critical card from your opponents deck to deal to the ship. I think it would be thematic, and it would combo well with guidance chips on 3 atk primary ships in that regard too.

7 hours ago, BVRCH said:

I've said this before but I think FFG have nailed how star wars missiles should feel, torpedoes in star wars always felt more like launched bombs (they are, I'm just trying to be descriptive :P)

In WW1 the German U-boats used magnetic torpedoes that used proximity fuses (like modern day misslles) creating shock waves to buckle the hull of heavily armoured ships instead of having to pierce said armour.

I think this would be a cool mechanic to have as an X-wing minis torpedo. Similar to a proton bomb, it could bypass shields. Maybe if you land a crit with it, it deals a face-up damage card. Or maybe you get to choose a ship based critical card from your opponents deck to deal to the ship. I think it would be thematic, and it would combo well with guidance chips on 3 atk primary ships in that regard too.

You'd have people up in arms for another Kylo without the need for RAC :D

19 hours ago, Mrk1984 said:

Looking back, I'm wish developers would have taken a different approach to ordnance. Either special dice or a system that, after a hit result is uncancelled a specific damage happens (condition cards would work great like harpooned).

Almost everyone I've seen seriously discuss ordnance, wishes that they'd used multiple types of dice in X Wing. It's a real shame they didn't.

On topic, Jumpmasters were so strong for so long that it's not really surprising we didn't see another torp upgrade released. Now that they've been stomped good and hard, I wouldn't be surprised to see some new ones - but obviously, not til next wave.

12 hours ago, Cr0aker said:

Or how about simply a title reducing the point cost for torpedoes on X and maybe Y wings.

X-Wings in particular as they don't want to take Guidance Chips over Integrated Astromech and only have one torpedo slot. At least Y-Wings and B-Wings can take Extra Munitions.

3 hours ago, ImperialPropaganda said:

You'd have people up in arms for another Kylo without the need for RAC :D

It would be a one off (or two off). Much more balanced than RAC Kylo.

Basic rule change:
"When a torpedo secondary weapon attack hits, during the Deal Damage step, all Hit and Crit results deal damage or critical damage as usual, even those results that were cancelled by Evade results during the Compare Results step."

7 minutes ago, Azrapse said:

Basic rule change:
"When a torpedo secondary weapon attack hits, during the Deal Damage step, all Hit and Crit results deal damage or critical damage as usual, even those results that were cancelled by Evade results during the Compare Results step."

That's a really good suggestion, but I think it would need to be accompanied by a general lowering of dice numbers for torps, because otherwise they're just routinely going to wipe 3- and 4-hull ships in one shot, which cannot ever dodge them due to only having 3 defence dice, and 4-hit rolls being very common.

53 minutes ago, thespaceinvader said:

That's a really good suggestion, but I think it would need to be accompanied by a general lowering of dice numbers for torps, because otherwise they're just routinely going to wipe 3- and 4-hull ships in one shot, which cannot ever dodge them due to only having 3 defence dice, and 4-hit rolls being very common.

The beauty of this is that 4-hit rolls are not very common with torpedos. Not having a target lock means that common results without chips are just 3+ hit rolls. 40+30. Meaning a 60% chance for a 3 agi ship with focus+evade to not get hit by the torpedo (98% with Palpatine and Autothrusters)

Now imo that is still too low, so while I might not agree on the details with you, I still agree on principle that lowing attack value of the torpedos by one would be good. Or just make the crit results of torpedos not cancelable by defense dice.

16 minutes ago, SEApocalypse said:

The beauty of this is that 4-hit rolls are not very common with torpedos. Not having a target lock means that common results without chips are just 3+ hit rolls. 40+30. Meaning a 60% chance for a 3 agi ship with focus+evade to not get hit by the torpedo (98% with Palpatine and Autothrusters)

Now imo that is still too low, so while I might not agree on the details with you, I still agree on principle that lowing attack value of the torpedos by one would be good. Or just make the crit results of torpedos not cancelable by defense dice.

If you have some way of changing eyeballs and Guidance Chips, 4 hit rolls are average.

16 minutes ago, thespaceinvader said:

If you have some way of changing eyeballs and Guidance Chips, 4 hit rolls are average.

Expected Damage

3.68359375

As I said, without chips less so

Expected Damage 3

Average roll on 4 dice is hit hit eye blank. You have to get unlucky to NOT do 4 damage with chips and a focus mod of some sort.

Setting the game up so an average roll will one-shot a defending ship that has 4hp and 3 dice without additionl evades is a TERRIBLE idea. It's basically talking about making torpedoes into sabine-enhanced cluster mines.

19 hours ago, gabe69velasquez said:

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Harpoon Missiles (4)
Integral Refit (0)
Guidance Chips (0)
Twin Ion Engine Mk. II (1)
Lightweight Frame (2)
Total: 41

Probably a bit too much for standard, but in epic format, ouch.

Ouch is right...thats a 41 point ship dead at the end of the first round of combat (in epic).

Edited by Cap116
Clarity
Just now, Cap116 said:
19 hours ago, gabe69velasquez said:
On 11/12/2017 at 8:46 AM, RufusDaMan said:

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

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Harpoon Missiles (4)
Integral Refit (0)
Guidance Chips (0)
Twin Ion Engine Mk. II (1)
Lightweight Frame (2)
Total: 41

Probably a bit too much for standard, but in epic format, ouch.

Ouch is right...thats a 41 point ship dead at the end of the first round of combat...

Nope...

As I'm sure all your alpha strikes are 9+ hits, and that's why you're world champion, right? Lol.

21 minutes ago, Cap116 said:

Ouch is right...thats a 41 point ship dead at the end of the first round of combat...

Use a Cutlass with AC. Can last the whole game, with consistant damage.