Twin Laser Turret: Is It Fine, Or Is It Not?

By FTS Gecko, in X-Wing

I think the Ghost is fine actually. I also think TLT is fine. It's what the Ghost was meant to do, is get four weak attacks per round, because in the show, that thing is literally covered in turrets, and has a different person firing each one.

The Kanan/Fenn list is more an unforeseen problem with the PS11 coordinate. It's annoying, but it's not the most horribly oppressive thing ever. There's already plenty of ways to beat it.

As for TLT in general, TLT spam (either Nymranda, triple K-Wings, or quadruple Y-Wings) is very frustrating but manageable. I think we need to stop demanding that stuff gets nerfed just because it's doing well. Unless something is clearly completely dominating the meta, we shouldn't be trying to nerf it. TLT and/or Harpoons are in almost all of the top lists, but not all of them. I don't think TLT is specifically a problem, and it just encourages a different playstyle. I personally find it boring to fly, so I don't use it much, but I don't get angry when other people do.

On 2/8/2018 at 3:47 PM, Wolfmanhays said:

There is an easy fix. The issue is the weapon has no downside. On the second shot there should be a separate dice roll and if the attacker rolls a hit, then they must discard the TLT. Maybe take a damage. Something that adds a drawback to using the weapon.

Also the ghost fix should be you can fire two different weapons. So you can't use the TLT for what usually is 4 auto hits.

My take is that the shuttle is separate and you must by a tlt for it also. So if you bought two tlt's one for the shuttle and one for the ghost, 12 pts. That would make sense. The end of turn shot should always come from what the shuttle has equipped, not the ghost.

Edited by eagletsi111

I think the power level of the TLT is totally acceptable on wave 1-6 frames (and the TIE Aggressor, so boot) What I'm more concerned about is the strength of the frames on which TLT is strong. Currently there are three:

Kanan/Fenn, where it has an enormous amount of anti-ace tools in HotCop, SJ, double-tap and 4-die primary.

Nym, where he has a fantastic anti ace ability in TJ/Genius, not to mention Harpoons.

Miranda, where she has brilliant anti-ace abilities in Sabine bomblets, regen, SLAM, not to mention a 5-die harpoon powered by LRS.

In other words, every single ship on which TLT is currently good has a natural and near-guaranteed counter to the entire Ace Archetype. They also happen to do exceedingly well against the swarm and munitions archetype, only leaving other turrets as a threat. All this is really made possible by the TLT, since without it there's a far larger bubble of safety in which arc-based ships can reside.

On 10/02/2018 at 3:32 AM, Kieransi said:

I think the Ghost is fine actually. I also think TLT is fine. It's what the Ghost was meant to do, is get four weak attacks per round, because in the show, that thing is literally covered in turrets, and has a different person firing each one.

As for TLT in general, TLT spam (either Nymranda, triple K-Wings, or quadruple Y-Wings) is very frustrating but manageable. I think we need to stop demanding that stuff gets nerfed just because it's doing well. Unless something is clearly completely dominating the meta, we shouldn't be trying to nerf it. TLT and/or Harpoons are in almost all of the top lists, but not all of them. I don't think TLT is specifically a problem, and it just encourages a different playstyle. I personally find it boring to fly, so I don't use it much, but I don't get angry when other people do.

Well.... It's got a dorsal and ventral (?) turret and a couple of forward firing guns. It also gets curb-stomped by a single prototype TIE Defender, so Rebels isn't really something to go on.

I've found by playing against the Squadron Benchmark Computer that Thug Life (4 TLT Y-wings) can be fairly easily beaten by as little as a 35 point ace, given enough flying skill and a little luck. With the advent of Harpoon Nus, it's not even the best swarm you can get.

On 2018. 02. 08. at 5:41 PM, FTS Gecko said:

But it's proven to be equally effective against high agility, low health targets.

Okay, I see this exact argument in every single anti-TLT threads, and I'm genuinely baffled by it.

What is wrong with ME that I can't get it to work like that? Anytime I bring one or more TLT equipped ships I always get roflstomped by my friends' x7 Defenders, Kylo Rens... etc. Rolling 3 dice 2 times in a row, and only getting to modify the first shot very rarely does this magical "consistent 2 dmg even against high AGI targets" to me.

I dunno, I must be missing something.

1 hour ago, Captain Pellaeon said:

Okay, I see this exact argument in every single anti-TLT threads, and I'm genuinely baffled by it.

What is wrong with ME that I can't get it to work like that? Anytime I bring one or more TLT equipped ships I always get roflstomped by my friends' x7 Defenders, Kylo Rens... etc. Rolling 3 dice 2 times in a row, and only getting to modify the first shot very rarely does this magical "consistent 2 dmg even against high AGI targets" to me.

I dunno, I must be missing something.

How many TLTs are you fielding? A single TLT is usually just a bit annoying unless it’s synergizing with Miranda’s regen or (AC) ghost. Why are you only getting minimal mods? Which ship types are you using?

On 2018. 02. 11. at 1:46 PM, GrimmyV said:

How many TLTs are you fielding? A single TLT is usually just a bit annoying unless it’s synergizing with Miranda’s regen or (AC) ghost. Why are you only getting minimal mods? Which ship types are you using?

Usually just Miranda, or one single Y-Wing. I suppose that's the problem.

Then again, all factions have access to a potential 4 TLT carrier list, yet they aren't really prominent lists.