Confused by Firespray title prices

By Covered in Weasels, in X-Wing

1 hour ago, HolySorcerer said:

I think the Maurauder just feels cheap because of how stupid cheap Han is. Once his price goes up to a reasonable value then the other two titles with feel more in line with Maurauder.

Eh...Dengar gunner is a decidedly second ringer but he's still pretty game warping

Other titles just need to be cheaper or we'll still be flying Marauder or untitled firesprays

Edited by ficklegreendice
8 hours ago, Vector Strike said:

Hmm yes, vs blockers and swarms the Slave I title gets some value. But if the meta changes to Aces... eh

vs blockers and swarms just dive in with your Marauder and get a focus or two anyway.

Edited by skotothalamos
23 hours ago, Covered in Weasels said:

I'll be trying Boba Fett with Slave 1 and a few different torpedoes. Part of me feels wrong using any title but the Slave 1 on Boba's ship :D

This will be a better title if and when seismic torpedoes are released.

17 minutes ago, RunnerAZ said:

This will be a better title if and when seismic torpedoes are released.

Why?

If seismic torps do the same thing as seismic charges, but waste an attack, why is that good?

Plus, seismic charges have to be taken, just for flavor on the Firespray.

Seismic torps would be amazing if they were attacks (autodamage, anti-swarm)

BUT

You wouldn't be putting one on the spray when you could put them on a lowly Y with a **** range 3 attack

What seems nice about some sort of Seismic Torpedos with Slave One is that rocks are often one of the big restrictions on being able to swing in two directions. Like, you can only do a left turn, due to where the rock is. But blow the rock up early, and there's more space to move.

2 minutes ago, ficklegreendice said:

Seismic torps would be amazing if they were attacks (autodamage, anti-swarm)

BUT

You wouldn't be putting one on the spray when you could put them on a lowly Y with a **** range 3 attack

What do you mean by "attacks"?

If they were an action like in 1.0, they wouldbe kinda awesome.

27 minutes ago, theBitterFig said:

What seems nice about some sort of Seismic Torpedos with Slave One is that rocks are often one of the big restrictions on being able to swing in two directions. Like, you can only do a left turn, due to where the rock is. But blow the rock up early, and there's more space to move.

Depends on the timing.

If it replaces an attack, I don't think it is worth it. If you can shoot it before moving (does the Firespray have a system slot for adv. sens?) it would be amazing

7 minutes ago, Commander Kaine said:

Depends on the timing.

If it replaces an attack, I don't think it is worth it. If you can shoot it before moving (does the Firespray have a system slot for adv. sens?) it would be amazing

That's the upside. Whether or not it's worth it is another issue.

5 hours ago, Commander Kaine said:

Why?

If seismic torps do the same thing as seismic charges, but waste an attack, why is that good?

Plus, seismic charges have to be taken, just for flavor on the Firespray.

Seismic torps were an action. Causing damage with an action could be worth it.

20 minutes ago, RunnerAZ said:

Seismic torps were an action. Causing damage with an action could be worth it.

Yeah, I dun goofed up.

10 hours ago, Commander Kaine said:

If you can shoot it before moving ( does the Firespray have a system slot for adv. sens?) it would be amazing

Nope ?

Edited by Vector Strike

It kinda feels to me like they should all just be the same price.

They basically all do the same thing, add an upgrade slot and add an ability that sort of helps you leverage that slot.

Marauder is all about focusing on primary attacks and mods. I think the intention was supposed to be that you use it to take Veteran Tail Gunner so that you can attack front and back with mods on each relatively economically. None of the other generic gunners really work, as they all refer to turret arcs. Obviously, the fact that Scum has the best unique gunners throws this out of whack, but as I said I think the intention of Marauder was to facilitate focusing on your primaries and making the most of both arcs.

Slave One is all about torps. By extension, that shifts the focus heavily on the front arc. As a result, Slave One's additional effect is meant to make getting your forward arc on a target easier by offering activation level repositioning or re-directing. I know that sort of ability can be powerful in other situations, eg. avoiding a block but on the whole, I don't see how the torp slot is more powerful than the Gunner slot (both require additional investment, and those investments are relatively comparable in amount, with Gunner having more range) and I don't see Slave One's movement effect as being more beneficial to the torp focus than the re-rolls are to Marauder's primary focus.

Andrasta is, obviously, all about bombs. The weird thing is that, although flat adding an action seems initially more powerful than 'lesser' effects, Andrasta is easily the worst title while also being the most expensive. Nothing about the extra bomb slot and Reload actually reinforces each other. If it didn't add the Reload action, it could be worth it to take Bomblet so that you can get more bombs than with Protons by spending shields. But because it does add reload, Protons are still more attractive to me because they have a better effect for the same cost and starting charge count. But then the second bomb slot seems kinda redundant because you can't just add more Proton Bombs anymore. I guess the intention is so that you can take both Protons and Seismics, and if you do you're looking at a similar additional investment to the torps or gunners for the other two titles.

Either way, the fact that Reload is action dependent means Andrasta is basically forcing you to focus on bombs even more than the other two titles with their respective weapons - you're essentially forgoing offensive or defensive actions to rely on doing damage via bombs, and avoiding being shot by putting bombs in their way. Far more than the other two, Andrasta forces the ship into certain builds. Nobody wants Reload for missiles, and Andrasta means you can't get a torp slot - so that Reload action is only to support bombs, just like Maruader is basically only used to support the primary.

TL;DR - all three titles basically do the same thing for a different weapon type, but for some reason the most generally useful passive effect is the cheapest, while the most restricted is the most expensive. All three should probably be the same cost to emphasise that you're taking them to inform the rest of the build, and that cost should probably be 4 points each. Marauder is too cheap, Slave One and Andrasta are too expensive.

5 hours ago, GuacCousteau said:

It kinda feels to me like they should all just be the same price.

They basically all do the same thing, add an upgrade slot and add an ability that sort of helps you leverage that slot.

Marauder is all about focusing on primary attacks and mods. I think the intention was supposed to be that you use it to take Veteran Tail Gunner so that you can attack front and back with mods on each relatively economically. None of the other generic gunners really work, as they all refer to turret arcs. Obviously, the fact that Scum has the best unique gunners throws this out of whack, but as I said I think the intention of Marauder was to facilitate focusing on your primaries and making the most of both arcs.

Slave One is all about torps. By extension, that shifts the focus heavily on the front arc. As a result, Slave One's additional effect is meant to make getting your forward arc on a target easier by offering activation level repositioning or re-directing. I know that sort of ability can be powerful in other situations, eg. avoiding a block but on the whole, I don't see how the torp slot is more powerful than the Gunner slot (both require additional investment, and those investments are relatively comparable in amount, with Gunner having more range) and I don't see Slave One's movement effect as being more beneficial to the torp focus than the re-rolls are to Marauder's primary focus.

Andrasta is, obviously, all about bombs. The weird thing is that, although flat adding an action seems initially more powerful than 'lesser' effects, Andrasta is easily the worst title while also being the most expensive. Nothing about the extra bomb slot and Reload actually reinforces each other. If it didn't add the Reload action, it could be worth it to take Bomblet so that you can get more bombs than with Protons by spending shields. But because it does add reload, Protons are still more attractive to me because they have a better effect for the same cost and starting charge count. But then the second bomb slot seems kinda redundant because you can't just add more Proton Bombs anymore. I guess the intention is so that you can take both Protons and Seismics, and if you do you're looking at a similar additional investment to the torps or gunners for the other two titles.

Either way, the fact that Reload is action dependent means Andrasta is basically forcing you to focus on bombs even more than the other two titles with their respective weapons - you're essentially forgoing offensive or defensive actions to rely on doing damage via bombs, and avoiding being shot by putting bombs in their way. Far more than the other two, Andrasta forces the ship into certain builds. Nobody wants Reload for missiles, and Andrasta means you can't get a torp slot - so that Reload action is only to support bombs, just like Maruader is basically only used to support the primary.

TL;DR - all three titles basically do the same thing for a different weapon type, but for some reason the most generally useful passive effect is the cheapest, while the most restricted is the most expensive. All three should probably be the same cost to emphasise that you're taking them to inform the rest of the build, and that cost should probably be 4 points each. Marauder is too cheap, Slave One and Andrasta are too expensive.

Andrasta is Azameen's ship so, of course, bombs. He's a highly effective bomb and mine layer and that brings up the other factor you left out - mines, while they can't be reloaded, are still highly effective as damage and corralling tools, forcing opponents to move where you want them. Azameen can drop mines and bombs in some crazy ways, made even crazier with skilled bombardier. Andrasta on Azameen is a spectacular combo and that's why it's a heavy cost. They really tailored each title to their respective pilots, so looking at them in context makes their costs seem more sensible.

22 hours ago, Bad Idea Comics said:

Andrasta is Azameen's ship so, of course, bombs. He's a highly effective bomb and mine layer and that brings up the other factor you left out - mines, while they can't be reloaded, are still highly effective as damage and corralling tools, forcing opponents to move where you want them. Azameen can drop mines and bombs in some crazy ways, made even crazier with skilled bombardier. Andrasta on Azameen is a spectacular combo and that's why it's a heavy cost. They really tailored each title to their respective pilots, so looking at them in context makes their costs seem more sensible.

Good point about context.

Though it always seemed a bit odd to me, because I don't recall Emon doing much bombing in X-Wing Alliance.