Should harpoons been Torpedo or Missile Slot?

By eagletsi111, in X-Wing

With all the 5 dice and more attacks around, in various ways and the ability to get 4 or 5 dice attacks with turret based ships, I don't really believe that they are Overpowered for the following reasons.

compared to other ordnance, yes they are overpowered. However, this is a discussion for another thread. (My take is just make all other ordnance keep their target lock too, instead of spending to fire)

Compared to other ships in the game that can get 4 die attacks or more regularly.

You must have a target lock,

You must be in arc,

These require you to Fly better, which I like.

you must use the mod slot.

They make generic ships so much better, because a z with a harpoon needs to be dealt with as a threat.

If you make harpoons use either slot you bring a lot of torp based ships back to the table.

So my question was should they be able to be used in a torp or missle slot? Would that help?

Mix fix for Torps and Missles:

Torps get +1 Critical hit added to their attack when attacking large ships

Missiles get +1 hit added to their attack when attacking small ships

Edited by eagletsi111
13 hours ago, Blail Blerg said:

Here's your hate for all the other overpowered shtt in the game recently:

Wookkiess was designed poorly for balance.

Scurgg is DUMB

TS Genius is DUMB

Shadowcaster is overpowered and undercoated and has too easy greens for dumb around the map play.

Jumpmasters were stupid overpowered.

Dengar shoulda never been PS9 +VI.

Miranda is DUMB

the Ghost is DUMB and a pita.

PS9 Fenn Rau with coordinate steals the show from the Upsilon.

TLT is only ok cuz everything else is so DUMB.

Prozac 4 u

14 hours ago, HolySorcerer said:

Hopefully X-Wing 2.0 will differentiate the two ordnance types in a meaningful way.

That said, harpoon missiles are stupid.

more prozac 4 u

8 hours ago, Squark said:

It's a shame FFG's caution in introducing coordinate to the base game proved to be excessive. But frankly, given what the k-wing, the jumpmaster, the Wookiee gunship, etc. have turned out to be, I think a lot of us wish FFG was a bit more cautious.

Concerning imperials, FFG is always ultra-cautious... However with Scum, FFG just go bananas.

14 hours ago, HolySorcerer said:

Hopefully X-Wing 2.0 will differentiate the two ordnance types in a meaningful way.

That said, harpoon missiles are stupid.

X-Wing 2.0? what is that?

9 hours ago, Blail Blerg said:

I know you want to defend your point, but when someone asks you to step into their shoes, usually a request to listen. Instead of further entrenching yourself in your position.

This is blatantly untrue. since you believe, here is the counter evidence: Ways to give other ships more action economy or direct increase or decrease of damage: Airen Cracken, Dutch Vander, Garvin, Ahsoka, Lando, Shara Bey, Jan Ors crew, Jan Ors pilot, Jyn Erso, Kanan crew, Kanan pilot, Kyle Katarn pilot, Esege Tugetu, ALL 4 Sheathipedes, Rex.

Airen is used often as a missile carrier + action helper NOW (see Miranda). Dutch was used quite often in earlier waves. Shara Bey is extremely solid. Jan Ors pilot is very powerful, was used in Dash Jan lists at Tier 1 in Wave 5. Kanan was a T1 terror in Wave8, and is RIGHT NOW with Fenn. Esege is used in Epic. BS. Your rube gold dismissal as blatantly untrue.

Boosting your own action economy or efficiency: Rey, Sabine, c3P0, Kyle Katarn, Lando, Maul.

Go ahead, count up the ways Imperials can increase action economy on other ships.

Your strawman dismissal is a statement without support.

You should go try it for 5 games.

You know, its really not fun to have to say these things.

I do see your point. I admitted it was a shame that the upsilon is too expensive. And just to go a little further, I find it very frustrating the Empire lost many of its most competitive ships at the same time FFG got paranoid about buffing Palp Aces- I actually started playing as a primarily Imperial player before branching out to all three factions, and it bugs me we don't see Tie Fighters on the table apart from Wampa and the infuriating paint job on Sabine's Tie Fighter. And the near complete absence of Tie Interceptors sucks too.

I could argue more, but its clear your heart is not in it so I'll drop it. I do apologize for the strawman comment, though. That was harsher than I meant.

23 hours ago, eagletsi111 said:

If Harpoons were Torpedo or Missile slot, would more people accept it?

I know everyone wanted a nerf, but really when you have rey and other ships dealing 5 dice damage each turn basic or slightly moded, I don't think harpoon is so bad. It makes Arc's important again and helps generic ships become competitive.

So I ask should Harpoons have been Torpedo or Missile Slot, would that be a good fix. X-wings and other ships with Torps would become good again.

Thanks,

There is 1 big difference here. Rey is more than likely at least half of your squad points. She also needs to be piloted carefuly in order for her ability to trigger. Handling a Falcon is not the same thing as maneuvering a Scurrg or a Gunboat. The problem with harpoons is when you have 3-4 ships doing an alpha strike with them relatively easily. Thats too much firepower to handle for many builds.

9 hours ago, Ronu said:

You forgot the VXC gets a Turret, a Torpedo slot, a front and rear arc, which it can launch said Torp from, it can make two attacks per turn, and can now coordinate with the phantom II, freely while also taking its own action.

No, I was just talking about something else. My first sentence was literally "the Upsilon doesn't compare favorably to the Ghost."

I was mostly making a point about what someone was saying about the two ships as a means of utilizing the 4 attack value. Folks say "the ghost has excessive mobility" and "the Upsilon has terrible mobility" when the only difference is the 4-straight and 5-K, and as such, the VCX is a strong platform for 4 attack. I don't disagree with this, but mostly find it interesting that a K-Turn has that much of an effect. It's clear that a FCS/ABT VCX is far better than an FCS Upsilon, while barely having anything to do with Turrets, and while having nothing to do with the rear special arc.

That said, I didn't make that clear in my OP. So it goes.

Edited by theBitterFig

Happens on ships without Turrets are fine, heck, I believe it’s even assisting in the “saving” of X-Wing. In addition, they are absolutely necessary to counter Lowhhrick and Reingorce. Beyond these reasons, they’re needed for controlling Asajj and Kanan Ghosts; these are nuts in comparison to the beloved ships of of our Star Wars fighter v fighter game that we all love; one could argue they are the game’s very soul.