Trick Shot should have scaling point cost for ships with alternate firing arcs.

By Cloaker, in X-Wing

5 minutes ago, Vineheart01 said:

predator, crackshot, marksmanship, and outmaneuver dont even work on ships without a native front arc.

Those three don't have the front arc attack limitation that Outmaneuver does. Turret primaries work with all three as long as you have the target in your bullseye arc, Marksmanship works with any weapons as long as the target is in the bullseye arc. Getting the target in bullseye is the limiting factor for those three. All 4 upgrades for comparison:

latest?cb=20180509222524latest?cb=20180509222558latest?cb=20180509222637latest?cb=20180604183408

IMO Trick Shot should be limited to a set number of uses, like charges on other upgrades. Negating cover for the defender, while retaining it for the attacker, for the entire game is too big an advantage. And just changing its point cost is not enough to resolve the problem.

On 12/6/2018 at 10:33 PM, Firebird TMK said:

IMO Trick Shot should be limited to a set number of uses, like charges on other upgrades. Negating cover for the defender, while retaining it for the attacker, for the entire game is too big an advantage. And just changing its point cost is not enough to resolve the problem.

If trickshot is what we define as a problem...we are in a good state. The closest I've seen to an abuse of it is from Dash's Outrider, but the ship is laughably expensive even in its only competitive form discovered.

Fun stuff that I didn't expect to proc: Null coordinated a lock>>>roll to a focused trickshot Blackout, allowing to 5 die double mod a torp into a 1 die boba. Lost the game, but these bizarre moments we sporadically laugh about cannot happen if Trickshot weren't in the throwaway cost range. Only a few proxy games in and I see heroic pulling its weight (against me, haha) with fun stories talked about involving it. In 5 days, the discussion will sadly and inevitably change to that.

I have to chime in as well. I see nothing wrong as is.Nothing against you, not everyone agrees on everything. I often just try to juggle the ships and items on them to come even with the point limit without leaving points on the table unused. Trick Shot is just a one pointer to fill up that last point or couple points. I dont expect it to do much and am not disappointed that it doesnt.

Update; After watching quite a few wave 2 games with A-Wings, MG Ties and TIE S/F this past week in person, it's even more prominent than I thought it would be. I saw 3 out of 6 players using this upgrade in one night. Crazy. That's without anyone using Blackout.

Still think any ship with a secondary arc should pay more for this. We'll see.

Edited by Cloaker

Maybe it's not a problem with a cheap trick shot, but expensive other EPTs? Bring them down a point each?

On 12/4/2018 at 8:37 AM, SOTL said:

Let's scale everything with everything everyday, everyone.

Some laugh, but for ffs, there's some truth to your joke. You've already got enough cards that are going to sit in a binder unused even in our o so glorious 2nd edition. Doing that to trick shot will only add it to the unused, as others have said already.

How often is it actually proc'ing, even on turreted ships??

On 12/5/2018 at 8:17 PM, Blademaster72 said:

Take smaller asteroids and debris, place the 3 largest on on side or corner. Stay away from that area also seismic charges.

Been doing this last few weeks. It's working well. Neutered Mining Guild TIEs, Blackout, Scum Han Falcon, Shotgun Dash, stress loving Braylen and Ten Nunb Bwing, Resistance A-Wings, and Collision Detector lists over the past month or so. It's amazing how much this simple obstacle choice has helped.

Aside from dash I'm underwhelmed with stuff that needs obstruction. Blackout is good because its I5 and in silence. Trick shot is used because its 1pt.

For hyperspace I can technically put seismics on strikers ailerons kturn next turn drop seismic and move away to avoid damage.