The Real Value of Quickdraw?

By Ronu, in X-Wing

I’m still getting back into my F/O stuff and S/F’s were a lot of fun in 1.0. However I keep looking at the S/F and trying to see the value of them compared to the F/O or V/N.

With basically all of the goodies that made th S/F shine in 1.0 are either gone, changed or taxed fairly high. I’m struggling to see the Value in Quickdraw compared to his old days.

Yes i6 is a big deal as an Ace which can help while attempting to arc dodge. However, his inability to make use of all his tools at all times seems limiting. His ability screams jouster, but if your using the S/F Gunner, you’re either holding on to use QD’s ability or your using the SFG to double tap.

I guess the big question is does he still fly similarly to his old form? He just doesn’t seem the terror to go after early he used to be. Backdraft actually seems to have more overall value, for what your getting back vs the cost opportunities overall.

Or you just keep your arc forward and use the ability double tap.

QD is still good, but not the same ship at all.

She's an ace, not a missile, fly her as such. Get crazy and throw Afterburners on there... you might be surprised.

At least Afterburners or Advanced Sensors seem mandatory on QD. (and SF Gunner... I can't imaging not running Gunner on QD, so much so that I'll often neglect to mention it)

1e QD could rely on Lightweight Frame (for a 3rd green die) and all their action economy to lose shields slowly even if left out in the open.

Now, FCS takes a Lock action, you can't bank a Focus from last turn, there aren't easy dice mods from a Talent, and while it's technically possible to equip Stealth Device, I don't think I'd recommend it. So you'll probably just be 2 green dice and maybe a focus. So getting out of arcs is critical. But they can take the tools to do so.

Worst Case? Quickdraw is kinda Wedge. Init 6, does a few more damage than a generic, but dies easy.

Realistically, QD's charge ability should have read "Once per round, if you lose a shield, you may spend a Charge to make a bonus primary attack that ignores the 2 attack limit per round rule."

QD is in a weird spot... the point of the ship was lots of attacks until you killed her, she wasn't particularly OP, just happened to be the best value on the Imp. side. Her extra attacks wouldn't have been so tough to deal with if there weren't so many cards in 1E like Expertise and Adv Optics and FCS, but that's not a QD problem, it was a powercreep problem.

Now the ship is fairly neutered at the expense of those old cards.

FCS is still super good on her, and I’d be tempted to take fanatical to free up action economy in the late game.

Electronic Baffle ironically does wonders for making her ability proc 3 times and set off fanatical, but it’s really for someone who’s better at arc-dodging than me.