What ships should see changes to their upgrade bars?

By PhantomFO, in X-Wing

2 minutes ago, gadwag said:

If you put a talent slot on vader, debris gambit gets stapled on. No thanks. I'd much prefer a points reduction on him (or no change at all, depending on what other ships change and how) rather than making him into an expensive super-tank points fortress.

Talent slots also don't help out the low init TIE advanced pilots at all. They are already too expensive, and spending more points on talents won't help them.

In Hyperspace it won't matter cause DG isn't legal. In extended I doubt it becomes an issue due to all the things that prey on Vader and his inability to reliably boost.

The x1 does need to have a points decrease along with the added slot to make it viable, on that I agree.

Edited by impspy

Ties. Add missles and shields.

1 hour ago, Sir13scott said:

Tech to E-wings would be cool but I’m probably dreaming

I have that same dream ...

1 hour ago, viedit said:

My only issue with that is that any new mod that comes out has to pass the "Will this break Fenn Rau?" test. There could be some things that just make him hyper NPE if they aren't well tested.

2 hours ago, FriendofYoda said:

On board with this all the way, I'd also give Fang fighters a mod slot

I was going to suggest mods on both A's and Fang's, but this is the reason for no. there are a lot of potential crazy combos available even tho the slot isn't that great right now.

People sure are hating on the poor Phantom. It's not that I'm intrinsically opposed to the gunner vs crew issue, its that we have no gunners that work with the Phantom. It also removes our only small based crew carrier. Maybe if the TIE Shuttle comes back and we get some useful gunners this would be an option, but until then this sounds horrible.

My totally points agnostic and unbiased list of things I'd love to see changed.

Gunboat +1 cannon slot

Defender +1 mod slot

Advanced +1 mod slot and/or +1 talent slot (including Vader)

Decimator +1 crew slot and +1 sensor slot

Punisher +1 talent slot

Aggressor +1 sensor slot

50 minutes ago, HolySorcerer said:

People sure are hating on the poor Phantom. It's not that I'm intrinsically opposed to the gunner vs crew issue, its that we have no gunners that work with the Phantom. It also removes our only small based crew carrier. Maybe if the TIE Shuttle comes back and we get some useful gunners this would be an option, but until then this sounds horrible.

It's not a small-base, but they do still have the medium-based Reaper to go along with the larger Lambda.

As for gunners that would work on the Phantom: Fifth Brother?

Just now, PhantomFO said:

It's not a small-base, but they do still have the medium-based Reaper to go along with the larger Lambda.

As for gunners that would work on the Phantom: Fifth Brother?

Fifth Brother is terrible, and limited.

Force+ Talent slots DO NOT WORK TOGETHER. Namely because Debris Gambit + Force for focus. IS A BIG BIG BIG BIG NO NO NO.

Much as I love Vader, Vader has historically been able to be OP and has the incredible opportunity in 2.0 to be also.

1 hour ago, HolySorcerer said:

It also removes our only small based crew carrier.

I think that's kind of the point.

2 hours ago, gadwag said:

Good thread! Upgrade slot changes are a really interesting aspect of the rebalance which is not talked about enough.

If you put a talent slot on vader, debris gambit gets stapled on. No thanks. I'd much prefer a points reduction on him (or no change at all, depending on what other ships change and how) rather than making him into an expensive super-tank points fortress.

Talent slots also don't help out the low init TIE advanced pilots at all. They are already too expensive, and spending more points on talents won't help them.

This sounds promising

Isn't Vader crew being so good the main reason for not seeing him as pilot?

Otherwise agreeing, talent and force on Vader is too much.

We already have far too many instances of high(est) ini and amazing ability.

3 hours ago, viedit said:

My only issue with that is that any new mod that comes out has to pass the "Will this break Fenn Rau?" test. There could be some things that just make him hyper NPE if they aren't well tested.

That's imho pretty much the reason the mod slot was explicitly removed from the Fang.

However that could easily solved by just giving Fenn only no mod slot (he likes his fighter as it is, no dirty mechanics modding his baby). Not sure if a mod would brake the other pilots. For diversity within the faction I would however like that they keep it as is, no mods at all on Fangs.

Scum definitely needs at least one more gunner carrier, Scurrg is a good candidate (weakest of all dedicated bombers). And please not only on Y+ large bases.

A nice thing could be to give the generic Findsman a force slot. Some incentive for using G1A, and not forcing people to play the Shadowcaster (stupid large bases).

6 hours ago, Wiredin said:

add talent slot to RZ1 A wings

Overcosted as they are, would people really sink more points into them?

23 minutes ago, JJ48 said:

I think that's kind of the point.

At least as in remove extremely hypermobile small base carrier.

Could be okay on something like TIE aggressor.

1 minute ago, Managarmr said:

At least as in remove extremely hypermobile small base carrier.

Could be okay on something like TIE aggressor.

Tie Aggressor would be fun with crew. I know it really should be a gunner and NOT a crew, but still. =(

We need our Tie Shuttle Bomber back too.

Rebels;

A-wing (+ talent)

YT-2400 (- gunner)

VCX-100 (+ sensor)

Imperials;

Phantom (crew > gunner)

Punisher (- mod)

Decimator (gunner > crew)

Scum;

Escape craft (- crew)

Scurrg (+ gunner)

Jumpmaster (+ gunner)

6 hours ago, PhantomFO said:

The Y-Wing was solid for almost the entirety of 1.0 without any sort of crew or gunner slot. With Reload, Barrel Roll, and a significantly improved dial, it'll still be solid and received the most love of any ship in 2.0. The gunner was overkill IMO.

EDIT: oh god yes on the second talent slot for the RZ-1. I can't believe I forgot that one.

The generic Y-wings have only just become useful due to their current form. Taking the gunner slot away would stop me from playing the generics. I think the gunner slot is fine, its more so a particular gunner *cough* Han *cough* that needs to be addressed.

22 minutes ago, Managarmr said:

At least as in remove extremely hypermobile small base carrier.

Could be okay on something like TIE aggressor.

Isn't calling anything on an Aggressor "okay" being rather generous?

5 hours ago, Sir13scott said:

Tech to E-wings would be cool but I’m probably dreaming

I could get behind that. . .

28 minutes ago, JJ48 said:

Isn't calling anything on an Aggressor "okay" being rather generous?

Vet Tur Gunner double tap if you can get it off I would consider a little over "okay". Big if on getting the double tap off with the TIE Aggressor being tin foil.

3 hours ago, Hiemfire said:

Vet Tur Gunner double tap if you can get it off I would consider a little over "okay". Big if on getting the double tap off with the TIE Aggressor being tin foil.

Big if on using a Tie Aggressor for anything resembling trying to win a competitive game anyway. =D

No one remembers the Auzituk. Can we get something to help this ship? Trade it for crew. Rebels has enough crew carriers as it is, one less crew member shouldn't hurt it. I would say Gunner, but they all seem to require a mobile arc or auxiliary arc.

Speaking of crew, can the Rebel TIE get a crew slot? Or illicit? I miss some of those first edition option for this ship.

And I'm probably the only one, but can we get a hard point on the Rebel Zed? I'd love to have a torp or a cannon as an option, much like the Scykk.

3 hours ago, Force Majeure said:

No one remembers the Auzituk. Can we get something to help this ship? Trade it for crew. Rebels has enough crew carriers as it is, one less crew member shouldn't hurt it. I would say Gunner, but they all seem to require a mobile arc or auxiliary arc. 

Tha Auzituk was a all about reinforce, so what it needs is offensive dice modes while still being able to use it's signature ability. But all rebel options (Saw and Magva) are hopelessly overcosted, so bringing back Wookiee Comandos (possibly as a two-slot-gunner?) could help a lot.

Edited by Duskwalker
13 hours ago, Ikka said:

Scurrg Bomber and Lancer both need a Gunner slot.

This ^

13 hours ago, Q10fanatic said:

I'd like a Mod slot added to the Fang. Add some variety to the build.

agreed. would be nice option to take a stealth device or hull or shield upgrade on the Fang ;)

I love the Fang and I haven't even used Fenn yet. But while it may want a mod slot, it really doesn't need one, so I'd be wary of fixing something not broke.

A Stealth Fang would be a ***** to put down with even slightly favourable green dice, of course this makes me want one :D

Edited by Cuz05

Rebel tie needs crew and illicit badly if it ever wants to see play

Um, back to the OP's point @PhantomFO... I say, a hearty No. Leave the text and symbols on the cards alone. I say let 'em change points a slight bit here and there (subjectively as possible) up and down, and see how it goes.

9 minutes ago, clanofwolves said:

Um, back to the OP's point @PhantomFO... I say, a hearty No. Leave the text and symbols on the cards alone. I say let 'em change points a slight bit here and there (subjectively as possible) up and down, and see how it goes.

What symbols? Upgrade slots were intentionally left off the cards to allow exactly these sorts of changes. Best example would be to remove the sensor slot from the Punisher. That does a lot to rein in some of the bonkers combos without touching points.