What upgrades are going away?

By Ravenhull, in X-Wing

7 minutes ago, It’s One Of Ours said:

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.

They haven't shown a full contents shot of any of the kits so I wouldn't read too much into any of it.

9 minutes 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?

Cloak could be an upgrade available to all factions. Or there is just one sheet of tokens like focus and stress and cloak and such and it goes in all the conversion kits. Rebels get a cloak token even though they don't get cloak, maybe?

I would hope so, for it does feel like a ‘scummy’ thing to use (said in a good way).

6 hours ago, ForceM said:

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

TLT due to its gunner affect was very bad to begin with. In 2.0 with even fewer actions available there is no need for this and the TLT should stay in 1.0. There are plenty of turrets out there to use, we do not need the TLT. After all it was mathematically better than every other turret in the game. Why bring over a weapon that nullifies every other turret? I believe the Krayts did a piece over it where if you had a 3 die turret range 1 to 2 that had all the mods baked in the TLT was still better. Leave the TLT to die we don't need it.

46 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.

Auto blaster is guaranteed out unless it gets no range bonus. Otherwise its a 2 point (severely under costed) turret that can do 3 damage with no defense. Sync I could see being in as it requires a target lock to use. And with out FCS its not as good as it once was. Dorsal seems fine nothing heavy with it but i do not think they would let it get the built in range bonus add in. Probably just say 2 die attack. Then it gets its 3 die normally. Then again a 2 die range to attack moving to 4 die range 1 attack would help to fend off those range 1 attacks from the enemy ships.

Noted the Scurrg was not listed for the rebels, so will Nym just be Scum or will he again be included in the scum package.

1 minute ago, librarian101 said:

Noted the Scurrg was not listed for the rebels, so will Nym just be Scum or will he again be included in the scum package.

Hmmmmm.... Interesting. Maybe they are going to avoid any ‘multi-faction’ packs in the future.

47 minutes ago, Ravenhull said:

Hmmmmm.... Interesting. Maybe they are going to avoid any ‘multi-faction’ packs in the future.

Han is going to be an interesting case. He can span 3 factions (Scum, Rebel, and Resistance).

Just now, BDrafty said:

Han is going to be an interesting case. He can span 3 factions (Scum, Rebel, and Resistance).

Or you'll buy the Falcon and get the stuff to play it in all three factions?

I think the salvaged astromech slot is going away. Based on the scum spread showing the R2 astromech, my guess is they simplified and combined the slots into one.

7 hours ago, Sciencius said:

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...

RIP Flight Instructor

I'll give anybody 1000 sharrrp-points that can tell me the point cost and ability of that crew without looking it up

1 hour ago, BlackFalcon88 said:

TLT due to its gunner affect was very bad to begin with. In 2.0 with even fewer actions available there is no need for this and the TLT should stay in 1.0. There are plenty of turrets out there to use, we do not need the TLT. After all it was mathematically better than every other turret in the game. Why bring over a weapon that nullifies every other turret? I believe the Krayts did a piece over it where if you had a 3 die turret range 1 to 2 that had all the mods baked in the TLT was still better. Leave the TLT to die we don't need it.

Auto blaster is guaranteed out unless it gets no range bonus. Otherwise its a 2 point (severely under costed) turret that can do 3 damage with no defense. Sync I could see being in as it requires a target lock to use. And with out FCS its not as good as it once was. Dorsal seems fine nothing heavy with it but i do not think they would let it get the built in range bonus add in. Probably just say 2 die attack. Then it gets its 3 die normally. Then again a 2 die range to attack moving to 4 die range 1 attack would help to fend off those range 1 attacks from the enemy ships.

I think you are too much into 1.0 thinking.

They can change the cost several times a year now, and both Autoblaster turret and TLT offer distinct cool mechanics to the game.

if you had an AB turret that cost 4 or 5 (or 8-10 in 2nd edition), this would make it pretty well balanced with a range bonus. It would also be pretty difficult and thus rewarding to get someone to range 1 and in the right arc, because remember, it’s not 360 anymore!

TLT, if decently costed and with the changes of range bonus for the opponent, and the 90 degree arc could akso be an interesting choice.

It’s just that some people can’t forget that it was borderline op in 1.0 and they are now so disgusted that they can’t see the advantage in having different choices of turrets.

They hear TLT and they tilt out...

Edited by ForceM
6 hours ago, Ravenhull said:

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

I think bullseye arc only for Snap Shot makes sense, but put it out to range 2.

Edited by JLank
45 minutes ago, sharrrp said:

RIP Flight Instructor

I'll give anybody 1000 sharrrp-points that can tell me the point cost and ability of that crew without looking it up

4 points, re-roll a focus result when defending, or a blank result if the attacker is PS 2 or lower. *checks* Bingo. Still got it.

1 minute ago, Squark said:

4 points, re-roll a focus result when defending, or a blank result if the attacker is PS 2 or lower. *checks* Bingo. Still got it.

It actually wasn't a terrible card, given its age (very few defense mods back then), it's just too pricey.

1 hour ago, ForceM said:

I think you are too much into 1.0 thinking.

They can change the cost several times a year now, and both Autoblaster turret and TLT offer distinct cool mechanics to the game.

if you had an AB turret that cost 4 or 5 (or 8-10 in 2nd edition), this would make it pretty well balanced with a range bonus. It would also be pretty difficult and thus rewarding to get someone to range 1 and in the right arc, because remember, it’s not 360 anymore!

TLT, if decently costed and with the changes of range bonus for the opponent, and the 90 degree arc could akso be an interesting choice.

It’s just that some people can’t forget that it was borderline op in 1.0 and they are now so disgusted that they can’t see the advantage in having different choices of turrets.

They hear TLT and they tilt out...

A 3 die ABT would be incredibly strong since i can one shot many ships. I do not think this would be a good idea as it becomes a little too good as you could then roll up on say soontier fel or most empire aces and one shot him without him being able to defend him self. The weapon it self to me is not the issue its when you get range bonus that seems a bit over the top to me.

TLT was very good and that was with token stacking and AT. With out those abilities i really do not think this would be a good choice to bring over as it could become incredibly easy to push damage through. As they are reducing your tokens in general.

As for the Mobile arc style of turrets. I do not know how often you played the lancers but I really enjoyed them and its not that hard to keep a target in that side arc. As for dodging that arc they have already shown us a card that can allow you to change the arc at the beginning of the attack phase. The Luke gunner allows you to spend a force point, which i believe regens, to change that arc at start of combat. I am really hoping this is a one off and they do not make any other cards that allow arc changes but if the door is open they may step through.

I get that the TLT was liked by many and used by pretty much everybody. But when one turret is so good that it makes no sense to take any other turret is that a good thing?

As for point costs as we do not know what anything costs that would be a conversation of only assumptions and we all know what that does.

2 hours ago, sharrrp said:

RIP Flight Instructor

I'll give anybody 1000 sharrrp-points that can tell me the point cost and ability of that crew without looking it up

4 points.

When defending, you may reroll one of your Focus results. If the attacker's pilot skill is 2 or lower, you may reroll one of your blank results instead.

Did I get it right? That was just off the top of my head. Do I get a cookie if I got it right?

2 hours ago, BlackFalcon88 said:

A 3 die ABT would be incredibly strong since i can one shot many ships. I do not think this would be a good idea as it becomes a little too good as you could then roll up on say soontier fel or most empire aces and one shot him without him being able to defend him self. The weapon it self to me is not the issue its when you get range bonus that seems a bit over the top to me.

TLT was very good and that was with token stacking and AT. With out those abilities i really do not think this would be a good choice to bring over as it could become incredibly easy to push damage through. As they are reducing your tokens in general.

As for the Mobile arc style of turrets. I do not know how often you played the lancers but I really enjoyed them and its not that hard to keep a target in that side arc. As for dodging that arc they have already shown us a card that can allow you to change the arc at the beginning of the attack phase. The Luke gunner allows you to spend a force point, which i believe regens, to change that arc at start of combat. I am really hoping this is a one off and they do not make any other cards that allow arc changes but if the door is open they may step through.

I get that the TLT was liked by many and used by pretty much everybody. But when one turret is so good that it makes no sense to take any other turret is that a good thing?

As for point costs as we do not know what anything costs that would be a conversation of only assumptions and we all know what that does. 

A 3 dice Autoblaster attack is too good? I guess that's why Soontir Fel nearly went extinct because of the 3 dice cannon version of the Autoblaster. So many times i saw somebody "roll up" to him and delete him.

Seriously, the turret is nearly as hard to set up on him now with the firing arc. **** it was insanely hard to set the turreted weapon up for a R1 shot on Soontir even in 1.0 with 360 degrees. I know what i am talking about since i played Autoblaster Ghost Hera with VI, EU, Accuracy corrector and a healthy bid when Palpy wasn't yet nerfed and Soontir, Omega Leader and Inquisittor were everywhere. See, that kind of ship where anything with 4 HP or less at range 1 automatically goes pop if i only get in range.

I can tell you that even then it was quite hard to just get in R1 of these aces. Even with Hera being able to switch maneuvers after they moved. And when i pulled it off, frankly, i felt it was a deserved victory since i aimed to counter these lists, and not a balance problem with the Autoblaster. I don't think there have ever been a lot of complaints against the Autoblaster quite honestly...

As for the Luke gunner, that sounds quite interesting, if it is the case. That would make the turret he is working nearly as versatile as a 360 turret. Well even if you were right about this, maybe he costs you tons of points, and at least you can only have one of these turrets then.

You should also not forget that while stacking defensive tokens is not as easy, neither is it as easy to stack offensive tokens without PTL (I have not seen a possibility to easily get the good ole' Focus Target Lock, except with Synergies like the one of the Tube brothers or Garven Dreis. i.E. twho-whip combos). And if you have to rotate your turret, that mostly means no dice modifications for you this round. Which makes something like a TLT and any other turret much less scary, and an opponent can actively counterplay it now by outmaneuvering the ship that has it, forcing it to switch sectors, thus not having any tokens, or just arc-dodging it altogether if he has better Pilot initiative.

Edit: I am a bit baffled that the "place where the devil lives" (lacking a better description if i can't write the word) gets censored on this forum. Why exactly?!? I am not a native english speaker but is that even considered cursing, or politically incorrect? If so, that wasn't my intention.

Edited by ForceM