What upgrades are going away?

By Ravenhull, in X-Wing

Okay, Push the Limit, Veteran Instincts, and Adaptability have pretty much been confirmed as gone.

Based on what the devs have said, I’m guessing Engine Upgrade and Vectored Trusters are either completely gone, or only available on ships with the red version natively. And considering there is a Talent for upgrading Barrel Roll to white, not holding my breath for VT. Overall, the seem to be putting the breaks on adding an action outside of Turrets adding rotation. (I’ve heard them say Engine Upgrade was gone, but then kinda qualified it, leaving me to speculate about a card to make a red boost white.)

Rumors have said Twin-Laser Turret and Harpoon are going away. I understand maybe with Harpoon, they are avoiding area damage, or just the mechanics. If it is anti-area damage, Ion Pulse Missile and Assault Missile might be on the chopping block, but that’s just my speculation. But bombs still do area damage.

My personal guess, with the change to Seismic bombs, Seismic Toros might be dropped as redundant. But they did say terrain removal would be a thing.

There are also a few that will either go away, or see a point increase.

These are all speculation, and if I’m wrong, so be it.

I think it might be more a case of which ones are staying. Seems like they've all been tweaked at the very least. The only one I can think of that's the exact same ability is Recon Specialist... but even that got a name change to Perceptive Copilot.

Yeah, and a few are effectively new cards, such as Ruthlessness/Ruthless. Also, T-65s got an additional hull point, so I’m guessing bye Integrated Astromech. Part of the quest to fix the ‘must have’ thing.

Just saying, TLT under the new rules might not be necessarily as bad as it is now. Rotating arc, range bonuses on turrets (that a 2-3 range turret only sees the negative side of) and the possibility to adjust cost on the fly are all things that could make TLTs quite balanced in 2.0

I sure Sabine was been spayed/neutered.

Edited by Pooleman

I recently went through my binder and just marveled over all those (old) unique crew, that are just never run on the table, and I guess some that never ever had?!?

I am sure a lot of these are just going to be dropped rather than tweeked into usefullness...

I expect 60-70% of upgrades are gone, at least.

2 minutes ago, SOTL said:

I expect 60-70% of upgrades are gone, at least.

Still going to be a hefty set of cards in the new Conversion Kits...

Almost nothing is staying in exactly its original form, basically.

a few keep their original effect, but bullseye arc only (Crackshot, predator though predator is also 1 re-roll only and primary weapon only)

most likely going to be even harder to secure action independent mods outside of your forward facing bullseye arc, which gives me further faith that ye ole turrets won't be the absolute worst thing to play against anymore

Edited by ficklegreendice

I can't wait for the Saboteur meta.

I would start thinking about all upgrades as completely new. It sounds like they’re going through enough changes in wording/naming/effect on the whole that trying to connect them to 1e upgrades is going to be more confusing then treating them as new entities.

You must unlearn what you have learned.

Find myself really wanting Snap Shot to show up again. Never that relevant but the fun factor and satisfaction of outguessing your opponent’s maneuver and instantly getting a payoff is one of the main 1.0 dynamics that I will be leaning on for fun these next months. The mechanic seems to be consistent with the ethos of 2.0 being focused on good flying as well.

TLT couldn’t have been balanced in 1.0 without changing it to range 1-2 and/or dropping it’s attack dice to 2, both of which would have been unprecedented moves. 2.0, as mentioned earlier, can adjust the cost and has brought turrets in line with the range bonus and the mobile arc.

1 hour ago, JLank said:

Find myself really wanting Snap Shot to show up again. Never that relevant but the fun factor and satisfaction of outguessing your opponent’s maneuver and instantly getting a payoff is one of the main 1.0 dynamics that I will be leaning on for fun these next months. The mechanic seems to be consistent with the ethos of 2.0 being focused on good flying as well.

Would you keep it full front, or another mod utilizing bullseye? Maybe bullseye, but able to go out to 3?

5 hours ago, Ravenhull said:

Okay, Push the Limit, Veteran Instincts, and Adaptability have pretty much been confirmed as gone.

Based on what the devs have said, I’m guessing Engine Upgrade and Vectored Trusters are either completely gone, or only available on ships with the red version natively. And considering there is a Talent for upgrading Barrel Roll to white, not holding my breath for VT. Overall, the seem to be putting the breaks on adding an action outside of Turrets adding rotation. (I’ve heard them say Engine Upgrade was gone, but then kinda qualified it, leaving me to speculate about a card to make a red boost white.)

Rumors have said Twin-Laser Turret and Harpoon are going away. I understand maybe with Harpoon, they are avoiding area damage, or just the mechanics. If it is anti-area damage, Ion Pulse Missile and Assault Missile might be on the chopping block, but that’s just my speculation. But bombs still do area damage.

My personal guess, with the change to Seismic bombs, Seismic Toros might be dropped as redundant. But they did say terrain removal would be a thing.

There are also a few that will either go away, or see a point increase.

These are all speculation, and if I’m wrong, so be it.

You still have a kind of engine upgrade in "After Burners." That upgrade says that you can spend a CHARGE (it has 3 charges) after performing a 3-5 speed move. You can do this even if you are stressed.

FFG seems to be closing doors and opening a ton of windows. This card doesn't cause stress, can be used when stressed, and doesn't count as an action. However it is finite.

I'm not sure of all of the limitations on the card (including points), but it will let you boost in critical moments if you set yourself up for it.

In a way, afterburners sounds like a way to do that moment at the beginning of TLJ. Though what Poe used might be closer to a Burn-Out Slam usable by small base.

Pretty sure that Blaster/Dorsal/Synced Turrets will be gone. Seems like it would make more sense to just bake them into the ships as a primary weapon.

Afterburners after any of the flip around red stress moves would be really clutch, and the ability to do that three times in a game? Definitely seems like a great replacement for engine upgrade! It's like a primed thrusters/engine upgrade combo card for old tech ships.

13 minutes ago, PhantomFO said:

Pretty sure that Blaster/Dorsal/Synced Turrets will be gone. Seems like it would make more sense to just bake them into the ships as a primary weapon.

They have to have some turret besides an Ion Cannon turret. Maybe there is a mechanic that you can replace your PWT with an equipped turret that gives you better firepower, but at an increased cost. Ships like the K-wing have multiple turrets on them, so maybe you can have both and gain an additional arc?

I bet the autoblaster turret gets the can, or isn't auto damage. That seems to go against what they are trying to do in 2.0

Losing Engine Upgrade may be a bit hard for me... But I’m really worried about whether or not they remove the illicit Cloaking Device. It may not have been top-tier, but that was still one of my favorite cards.

13 minutes ago, Jo Jo said:

They have to have some turret besides an Ion Cannon turret. Maybe there is a mechanic that you can replace your PWT with an equipped turret that gives you better firepower, but at an increased cost. Ships like the K-wing have multiple turrets on them, so maybe you can have both and gain an additional arc?

I bet the autoblaster turret gets the can, or isn't auto damage. That seems to go against what they are trying to do in 2.0

I'm not sure about AB Turret. It's a strong effect, but would also be limited with only Range 1, a mobile arc, and only two attack dice vs more durable ships.

3 minutes ago, It’s One Of Ours said:

Losing Engine Upgrade may be a bit hard for me... But I’m really worried about whether or not they remove the illicit Cloaking Device. It may not have been top-tier, but that was still one of my favorite cards.

Rebel conversion kit contains a cloak token according to the image so I'm guessing it's still around in some form?

5 minutes ago, It’s One Of Ours said:

Losing Engine Upgrade may be a bit hard for me... But I’m really worried about whether or not they remove the illicit Cloaking Device. It may not have been top-tier, but that was still one of my favorite cards.

With there being a cloak token in the Rebel Upgrade Kit, there is speculation that it might be for an illicit cloak.

I’m wondering if we are going to see a baked in illicit slot on the YTs.

1 minute ago, gamblertuba said:

Rebel conversion kit contains a cloak token according to the image so I'm guessing it's still around in some form?

Yeah, I noticed that... But I didn’t see one in the Scum and Villainy conversion kit. Unless it has a red side, and the token in the bottom left is the reverse side of the cloak token. It’s enough to make me worried about it’s future.