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Thread: PROJECT: DUNELIZARD Do Privateers really have it that bad?
gohan6420 wrote:
Cuality wrote:
this is the most important post in the thread, something that every privateer needs to read. Each profession has the same relative number of ships, each with their strengths and weaknesses. If you toss another privateer ship into the master slot, then you would have to give the other professions another ship to even things out.
truewildman wrote:
The only way aship additionwould be viable is if it replaced one of our ships, to keep the number of ships even across the board.
Or, simply move a ship we already have to a Master cert, but I can just imagine the outcry that would be heard over that.
Hmmmmm. Give privateer another master ship isint too bad seeing how we only get 2 at master but the firespray dont count so 1 and the others 2 each so no privateer one more ship would not hurt and ppl that would see no fair they get another ship is unfair well we dont have as many ships at master so that is unfair
but you get all of your ships earlier... while the imps and rebs have to wait. the ship count is the same... each has 6 fighters to choose from and 1 MP ship... if you give the privateers a ship at master they would get 7 fighters and an MP ship... while the imps and rebels are still stuck with 6 fighters each.
i guess if you really want a master ship you can take one of your other ships and put it in the master tree. Probably the black sun bomber since it moves just like the b-wing and oppressor.
Cuality wrote:
gohan6420 wrote:
Cuality wrote:
this is the most important post in the thread, something that every privateer needs to read. Each profession has the same relative number of ships, each with their strengths and weaknesses. If you toss another privateer ship into the master slot, then you would have to give the other professions another ship to even things out.
truewildman wrote:
The only way aship additionwould be viable is if it replaced one of our ships, to keep the number of ships even across the board.
Or, simply move a ship we already have to a Master cert, but I can just imagine the outcry that would be heard over that.
Hmmmmm. Give privateer another master ship isint too bad seeing how we only get 2 at master but the firespray dont count so 1 and the others 2 each so no privateer one more ship would not hurt and ppl that would see no fair they get another ship is unfair well we dont have as many ships at master so that is unfair
but you get all of your ships earlier... while the imps and rebs have to wait. the ship count is the same... each has 6 fighters to choose from and 1 MP ship... if you give the privateers a ship at master they would get 7 fighters and an MP ship... while the imps and rebels are still stuck with 6 fighters each.
i guess if you really want a master ship you can take one of your other ships and put it in the master tree. Probably the black sun bomber since it moves just like the b-wing and oppressor.
Yes but the kimo is crap.
and the Y-Wing and Longprobe is a tank.
gohan6420 wrote:
Cuality wrote:
gohan6420 wrote:
Cuality wrote:
this is the most important post in the thread, something that every privateer needs to read. Each profession has the same relative number of ships, each with their strengths and weaknesses. If you toss another privateer ship into the master slot, then you would have to give the other professions another ship to even things out.
truewildman wrote:
The only way aship additionwould be viable is if it replaced one of our ships, to keep the number of ships even across the board.
Or, simply move a ship we already have to a Master cert, but I can just imagine the outcry that would be heard over that.
Hmmmmm. Give privateer another master ship isint too bad seeing how we only get 2 at master but the firespray dont count so 1 and the others 2 each so no privateer one more ship would not hurt and ppl that would see no fair they get another ship is unfair well we dont have as many ships at master so that is unfair
but you get all of your ships earlier... while the imps and rebs have to wait. the ship count is the same... each has 6 fighters to choose from and 1 MP ship... if you give the privateers a ship at master they would get 7 fighters and an MP ship... while the imps and rebels are still stuck with 6 fighters each.
i guess if you really want a master ship you can take one of your other ships and put it in the master tree. Probably the black sun bomber since it moves just like the b-wing and oppressor.
Yes but the kimo is crap.
and the Y-Wing and Longprobe is a tank.
the bwing is crap. so is the TIE bomber. the oppressor is also a peice of junk. master imp pilots will either use the advanced or the interceptor.
the point is that each profession has good and bad ships. but each profession has the same number of ships, so adding a master ship is pretty pointless.
gohan6420 wrote:
How about getting rid of the kimo and put the ixi on that spot and then give us a master ship. The kimo is like a clone of the rih but didn't come out rite.
Cuality wrote:
gohan6420 wrote:
Cuality wrote:
gohan6420 wrote:
Cuality wrote:
this is the most important post in the thread, something that every privateer needs to read. Each profession has the same relative number of ships, each with their strengths and weaknesses. If you toss another privateer ship into the master slot, then you would have to give the other professions another ship to even things out.
truewildman wrote:
The only way aship additionwould be viable is if it replaced one of our ships, to keep the number of ships even across the board.
Or, simply move a ship we already have to a Master cert, but I can just imagine the outcry that would be heard over that.
Hmmmmm. Give privateer another master ship isint too bad seeing how we only get 2 at master but the firespray dont count so 1 and the others 2 each so no privateer one more ship would not hurt and ppl that would see no fair they get another ship is unfair well we dont have as many ships at master so that is unfair
but you get all of your ships earlier... while the imps and rebs have to wait. the ship count is the same... each has 6 fighters to choose from and 1 MP ship... if you give the privateers a ship at master they would get 7 fighters and an MP ship... while the imps and rebels are still stuck with 6 fighters each.
i guess if you really want a master ship you can take one of your other ships and put it in the master tree. Probably the black sun bomber since it moves just like the b-wing and oppressor.
Yes but the kimo is crap.
and the Y-Wing and Longprobe is a tank.
the bwing is crap. so is the TIE bomber. the oppressor is also a peice of junk. master imp pilots will either use the advanced or the interceptor.
the point is that each profession has good and bad ships. but each profession has the same number of ships, so adding a master ship is pretty pointless.
Cuality wrote:
gohan6420 wrote:
How about getting rid of the kimo and put the ixi on that spot and then give us a master ship. The kimo is like a clone of the rih but didn't come out rite.
actually, now that i read the stats on each... the kimo would make an even master ship. Manuevers the same as the oppressor with 1 more gun spot and 2 less missile ports, it also is more manueverable than the b-wing.
Yes but what of the mass? Think of that?
Cuality wrote:
gohan6420 wrote:
Cuality wrote:
this is the most important post in the thread, something that every privateer needs to read. Each profession has the same relative number of ships, each with their strengths and weaknesses. If you toss another privateer ship into the master slot, then you would have to give the other professions another ship to even things out.
truewildman wrote:
The only way aship additionwould be viable is if it replaced one of our ships, to keep the number of ships even across the board.
Or, simply move a ship we already have to a Master cert, but I can just imagine the outcry that would be heard over that.
Hmmmmm. Give privateer another master ship isint too bad seeing how we only get 2 at master but the firespray dont count so 1 and the others 2 each so no privateer one more ship would not hurt and ppl that would see no fair they get another ship is unfair well we dont have as many ships at master so that is unfair
but you get all of your ships earlier... while the imps and rebs have to wait. the ship count is the same... each has 6 fighters to choose from and 1 MP ship... if you give the privateers a ship at master they would get 7 fighters and an MP ship... while the imps and rebels are still stuck with 6 fighters each.
i guess if you really want a master ship you can take one of your other ships and put it in the master tree. Probably the black sun bomber since it moves just like the b-wing and oppressor.
Actually, don't Imps get 8? They have the Tie Light Duty, Tie Fighter, Tie In, Tie Interceptor, Tie bomber, Tie Aggressor, Tie Advanced, and finally the Tie Oppressor. That's 8 by my count, so if anything both the Rebs and Privateers should get2 more ships each. Here's how I see them matching up from a ranking (medium fighter, light fighter, etc) and a handling(play) stylestandpoint at least. Note: I'm leaving out the multiperson ships and the firespray because they don't matter in this comparison.
Imp - Reb - Privateer
Tie Light Duty - Z-95 - Scyk
Tie Fighter - *none* - *none*
Tie/In - *none* - *none*
Tie Bomber - Y-Wing Longprobe - Kimogilla
Tie Interceptor -A-Wing - Kihraxz
Tie Aggressor - Y-Wing - *none*
Tie Advanced - X-Wing - Dunelizard / Ixiyen
Tie Oppressor - B-Wing - Rihkxyrk
First off, I am currently have a 4-4-4-4 Privateer pilot and a 2-2-2-2 Imp pilot as well.Since I'm only 2-2-2-2 as an imp I'm not going to claim to be an expert and all this is from what I've seen so far andfigured from ship stats and reading the forums. Idon't have a rebel pilot currently so I can't comeat this from their point of view. Also note that I listed the both the Dunelizard and the Ixiyen as comparible to the Tie Advanced / X-Wing since they are very similar in a stats balance standpoint. You trade off a little manueverablity for extra mass, not enough difference for them to be rated that much different overall. If anything the Ixiyen might be in a class between the Tie Advanced / X-Wing and the Tie Oppressor / B-Wing, but I didn't think the stats were different enough from the Duneto list it that way.
Some might point out that 2 Privateer ships in the same class as the X-Wing/Tie Advanced is unbalancing, but the imperial ship styling is supposed to be light and fast vs heavy armorment. I've see some Imps complain that "all 3 of myearly tierships are the same", when actually their stats are very different even though they might not look that different (but was enough for me to list them seperately above from my point of view). The Tie/In is for those that need more armor than the regular Tie Fighter while those that are more evasive can stay with theTie Fighterand it's agility, like I probably will. Someone will probably say "No way you can use a Tie Fighter in Tier 3, but I balanced a Kihraxz I could do tier 4 missions in when it only had 30k mass.As I see it, Ishould have no problem managing the Tie Fighter's 20k mass at leastuntil I can get the Interceptor. It's all about understanding how the ship is meant to be flown. Yes the Dunelizard is a nice heavy ship early on but the Tie Fighterhasamazing agilityand in the hands of the right style player can be just as deadly. The Tie Fighter easily outmanuevers the Dunelizard at it's level. In fact, I'm having just as easy of a time with it as I did with my Dune at the same point and I'm going up the Storm Squadron missions as an Imp (heard they were the hardest and I like challanges, went up Smuggler's Alliance as a Privateer). I believe that we can almost say for practical purposes that the Dunelizard = the Tie Fighter + the Tie In from an overall ship equality standpoint, from flying both I think this is a fair trade off. I, myself, wouldbe willing to make that trade off and say Privateers are down just one ship instead of two. Therefore, where I seeprivateers missing out is in the turreted ship department
So if you wanted to add a ship to Privateer, give us a turreted ship at master. This would make up for us missing a match-up to the Y-Wing and Aggressor. Maybe a variation of the Rihkxyrk with a turret for a buddy to control? A new ship would be great, but that would sure work for me (and not step on the Rebs too much compared to two Y-Wings or the Imps for 3 Ties that look the same). It would be nice to go up flying with onebuddy manning a turretvs having to find a whole crew to man our YT-1300.
Just somerandom information and extra things to note. I like agility and speed over power in my ships so I'm partially biased from that point of view. That's why I'm loving my Imp character right now, I get fast and agile stuff from the start
I'd probably be playing him all the time, and be higherin myskills,if I wasn't having such a hard time getting my master mission done on my Privateer (work 2nd shift and go to school during the day, soit's hard to find groups to go after the Vette at the times I play).
Finally, if you know any info I am missing please point it out. As I said above, I'm not going to claim to be an expert and am just trying to take a balanced look at things from what I know.
DrakoonShao wrote:
Actually, don't Imps get 8? They have the Tie Light Duty, Tie Fighter, Tie In, Tie Interceptor, Tie bomber, Tie Aggressor, Tie Advanced, and finally the Tie Oppressor. That's 8 by my count, so if anything both the Rebs and Privateers should get2 more ships each. Here's how I see them matching up from a ranking (medium fighter, light fighter, etc) and a handling(play) stylestandpoint at least. Note: I'm leaving out the multiperson ships and the firespray because they don't matter in this comparison.
Imp - Reb - Privateer
Tie Light Duty - Z-95 - Scyk
Tie Fighter - *none* - *none*
Tie/In - *none* - *none*
Tie Bomber - Y-Wing Longprobe - Kimogilla
Tie Interceptor -A-Wing - Kihraxz
Tie Aggressor - Y-Wing - *none*
Tie Advanced - X-Wing - Dunelizard / Ixiyen
Tie Oppressor - B-Wing - Rihkxyrk
First off, I am currently have a 4-4-4-4 Privateer pilot and a 2-2-2-2 Imp pilot as well.Since I'm only 2-2-2-2 as an imp I'm not going to claim to be an expert and all this is from what I've seen so far andfigured from ship stats and reading the forums. Idon't have a rebel pilot currently so I can't comeat this from their point of view. Also note that I listed the both the Dunelizard and the Ixiyen as comparible to the Tie Advanced / X-Wing since they are very similar in a stats balance standpoint. You trade off a little manueverablity for extra mass, not enough difference for them to be rated that much different overall. If anything the Ixiyen might be in a class between the Tie Advanced / X-Wing and the Tie Oppressor / B-Wing, but I didn't think the stats were different enough from the Duneto list it that way.
Some might point out that 2 Privateer ships in the same class as the X-Wing/Tie Advanced is unbalancing, but the imperial ship styling is supposed to be light and fast vs heavy armorment. I've see some Imps complain that "all 3 of myearly tierships are the same", when actually their stats are very different even though they might not look that different (but was enough for me to list them seperately above from my point of view). The Tie/In is for those that need more armor than the regular Tie Fighter while those that are more evasive can stay with theTie Fighterand it's agility, like I probably will. Someone will probably say "No way you can use a Tie Fighter in Tier 3, but I balanced a Kihraxz I could do tier 4 missions in when it only had 30k mass.As I see it, Ishould have no problem managing the Tie Fighter's 20k mass at leastuntil I can get the Interceptor. It's all about understanding how the ship is meant to be flown. Yes the Dunelizard is a nice heavy ship early on but the Tie Fighterhasamazing agilityand in the hands of the right style player can be just as deadly. The Tie Fighter easily outmanuevers the Dunelizard at it's level. In fact, I'm having just as easy of a time with it as I did with my Dune at the same point and I'm going up the Storm Squadron missions as an Imp (heard they were the hardest and I like challanges, went up Smuggler's Alliance as a Privateer). I believe that we can almost say for practical purposes that the Dunelizard = the Tie Fighter + the Tie In from an overall ship equality standpoint, from flying both I think this is a fair trade off. I, myself, wouldbe willing to make that trade off and say Privateers are down just one ship instead of two. Therefore, where I seeprivateers missing out is in the turreted ship department
So if you wanted to add a ship to Privateer, give us a turreted ship at master. This would make up for us missing a match-up to the Y-Wing and Aggressor. Maybe a variation of the Rihkxyrk with a turret for a buddy to control? A new ship would be great, but that would sure work for me (and not step on the Rebs too much compared to two Y-Wings or the Imps for 3 Ties that look the same). It would be nice to go up flying with onebuddy manning a turretvs having to find a whole crew to man our YT-1300.
Just somerandom information and extra things to note. I like agility and speed over power in my ships so I'm partially biased from that point of view. That's why I'm loving my Imp character right now, I get fast and agile stuff from the start
I'd probably be playing him all the time, and be higherin myskills,if I wasn't having such a hard time getting my master mission done on my Privateer (work 2nd shift and go to school during the day, soit's hard to find groups to go after the Vette at the times I play).
Finally, if you know any info I am missing please point it out. As I said above, I'm not going to claim to be an expert and am just trying to take a balanced look at things from what I know.
i count the LD TIE, TIE and TIE/In as the same. simply because you can get all their masses to about the same aspect. In fact i had a friend make me a standard TIE that had more massthan i found on a TIE/In. There is no difference between them except for manueverabilty from the engines and color... it really isn't that much of a difference.
of course, if you want to use the slight differences between them, it could easily be said that we are given more ships simply because we lose out on the mass equation on ALL our ships. as well as firepower. Our first multi-blaster ship is the bomber in tier 3 which handles worse than any other ship on the field and is only useful if you have friends flying cover for you... as a solo-fighter it is worthless.
Cuality wrote:
DrakoonShao wrote:
Actually, don't Imps get 8? They have the Tie Light Duty, Tie Fighter, Tie In, Tie Interceptor, Tie bomber, Tie Aggressor, Tie Advanced, and finally the Tie Oppressor. That's 8 by my count, so if anything both the Rebs and Privateers should get2 more ships each. Here's how I see them matching up from a ranking (medium fighter, light fighter, etc) and a handling(play) stylestandpoint at least. Note: I'm leaving out the multiperson ships and the firespray because they don't matter in this comparison.
Imp - Reb - Privateer
Tie Light Duty - Z-95 - Scyk
Tie Fighter - *none* - *none*
Tie/In - *none* - *none*
Tie Bomber - Y-Wing Longprobe - Kimogilla
Tie Interceptor -A-Wing - Kihraxz
Tie Aggressor - Y-Wing - *none*
Tie Advanced - X-Wing - Dunelizard / Ixiyen
Tie Oppressor - B-Wing - Rihkxyrk
First off, I am currently have a 4-4-4-4 Privateer pilot and a 2-2-2-2 Imp pilot as well.Since I'm only 2-2-2-2 as an imp I'm not going to claim to be an expert and all this is from what I've seen so far andfigured from ship stats and reading the forums. Idon't have a rebel pilot currently so I can't comeat this from their point of view. Also note that I listed the both the Dunelizard and the Ixiyen as comparible to the Tie Advanced / X-Wing since they are very similar in a stats balance standpoint. You trade off a little manueverablity for extra mass, not enough difference for them to be rated that much different overall. If anything the Ixiyen might be in a class between the Tie Advanced / X-Wing and the Tie Oppressor / B-Wing, but I didn't think the stats were different enough from the Duneto list it that way.
Some might point out that 2 Privateer ships in the same class as the X-Wing/Tie Advanced is unbalancing, but the imperial ship styling is supposed to be light and fast vs heavy armorment. I've see some Imps complain that "all 3 of myearly tierships are the same", when actually their stats are very different even though they might not look that different (but was enough for me to list them seperately above from my point of view). The Tie/In is for those that need more armor than the regular Tie Fighter while those that are more evasive can stay with theTie Fighterand it's agility, like I probably will. Someone will probably say "No way you can use a Tie Fighter in Tier 3, but I balanced a Kihraxz I could do tier 4 missions in when it only had 30k mass.As I see it, Ishould have no problem managing the Tie Fighter's 20k mass at leastuntil I can get the Interceptor. It's all about understanding how the ship is meant to be flown. Yes the Dunelizard is a nice heavy ship early on but the Tie Fighterhasamazing agilityand in the hands of the right style player can be just as deadly. The Tie Fighter easily outmanuevers the Dunelizard at it's level. In fact, I'm having just as easy of a time with it as I did with my Dune at the same point and I'm going up the Storm Squadron missions as an Imp (heard they were the hardest and I like challanges, went up Smuggler's Alliance as a Privateer). I believe that we can almost say for practical purposes that the Dunelizard = the Tie Fighter + the Tie In from an overall ship equality standpoint, from flying both I think this is a fair trade off. I, myself, wouldbe willing to make that trade off and say Privateers are down just one ship instead of two. Therefore, where I seeprivateers missing out is in the turreted ship department
So if you wanted to add a ship to Privateer, give us a turreted ship at master. This would make up for us missing a match-up to the Y-Wing and Aggressor. Maybe a variation of the Rihkxyrk with a turret for a buddy to control? A new ship would be great, but that would sure work for me (and not step on the Rebs too much compared to two Y-Wings or the Imps for 3 Ties that look the same). It would be nice to go up flying with onebuddy manning a turretvs having to find a whole crew to man our YT-1300.
Just somerandom information and extra things to note. I like agility and speed over power in my ships so I'm partially biased from that point of view. That's why I'm loving my Imp character right now, I get fast and agile stuff from the start
I'd probably be playing him all the time, and be higherin myskills,if I wasn't having such a hard time getting my master mission done on my Privateer (work 2nd shift and go to school during the day, soit's hard to find groups to go after the Vette at the times I play).
Finally, if you know any info I am missing please point it out. As I said above, I'm not going to claim to be an expert and am just trying to take a balanced look at things from what I know.
i count the LD TIE, TIE and TIE/In as the same. simply because you can get all their masses to about the same aspect. In fact i had a friend make me a standard TIE that had more massthan i found on a TIE/In. There is no difference between them except for manueverabilty from the engines and color... it really isn't that much of a difference.
of course, if you want to use the slight differences between them, it could easily be said that we are given more ships simply because we lose out on the mass equation on ALL our ships. as well as firepower. Our first multi-blaster ship is the bomber in tier 3 which handles worse than any other ship on the field and is only useful if you have friends flying cover for you... as a solo-fighter it is worthless.
Well you say your ships are about the same so is the ixiyen to dunelizard not much difference and the rih to kimo just that the kimo is crap to the rih and the kih is like the scyk but with a lil more mass not too much but just a lil
gohan6420 wrote:
Cuality wrote:
DrakoonShao wrote:
Actually, don't Imps get 8? They have the Tie Light Duty, Tie Fighter, Tie In, Tie Interceptor, Tie bomber, Tie Aggressor, Tie Advanced, and finally the Tie Oppressor. That's 8 by my count, so if anything both the Rebs and Privateers should get2 more ships each. Here's how I see them matching up from a ranking (medium fighter, light fighter, etc) and a handling(play) stylestandpoint at least. Note: I'm leaving out the multiperson ships and the firespray because they don't matter in this comparison.
Imp - Reb - Privateer
Tie Light Duty - Z-95 - Scyk
Tie Fighter - *none* - *none*
Tie/In - *none* - *none*
Tie Bomber - Y-Wing Longprobe - Kimogilla
Tie Interceptor -A-Wing - Kihraxz
Tie Aggressor - Y-Wing - *none*
Tie Advanced - X-Wing - Dunelizard / Ixiyen
Tie Oppressor - B-Wing - Rihkxyrk
First off, I am currently have a 4-4-4-4 Privateer pilot and a 2-2-2-2 Imp pilot as well.Since I'm only 2-2-2-2 as an imp I'm not going to claim to be an expert and all this is from what I've seen so far andfigured from ship stats and reading the forums. Idon't have a rebel pilot currently so I can't comeat this from their point of view. Also note that I listed the both the Dunelizard and the Ixiyen as comparible to the Tie Advanced / X-Wing since they are very similar in a stats balance standpoint. You trade off a little manueverablity for extra mass, not enough difference for them to be rated that much different overall. If anything the Ixiyen might be in a class between the Tie Advanced / X-Wing and the Tie Oppressor / B-Wing, but I didn't think the stats were different enough from the Duneto list it that way.
Some might point out that 2 Privateer ships in the same class as the X-Wing/Tie Advanced is unbalancing, but the imperial ship styling is supposed to be light and fast vs heavy armorment. I've see some Imps complain that "all 3 of myearly tierships are the same", when actually their stats are very different even though they might not look that different (but was enough for me to list them seperately above from my point of view). The Tie/In is for those that need more armor than the regular Tie Fighter while those that are more evasive can stay with theTie Fighterand it's agility, like I probably will. Someone will probably say "No way you can use a Tie Fighter in Tier 3, but I balanced a Kihraxz I could do tier 4 missions in when it only had 30k mass.As I see it, Ishould have no problem managing the Tie Fighter's 20k mass at leastuntil I can get the Interceptor. It's all about understanding how the ship is meant to be flown. Yes the Dunelizard is a nice heavy ship early on but the Tie Fighterhasamazing agilityand in the hands of the right style player can be just as deadly. The Tie Fighter easily outmanuevers the Dunelizard at it's level. In fact, I'm having just as easy of a time with it as I did with my Dune at the same point and I'm going up the Storm Squadron missions as an Imp (heard they were the hardest and I like challanges, went up Smuggler's Alliance as a Privateer). I believe that we can almost say for practical purposes that the Dunelizard = the Tie Fighter + the Tie In from an overall ship equality standpoint, from flying both I think this is a fair trade off. I, myself, wouldbe willing to make that trade off and say Privateers are down just one ship instead of two. Therefore, where I seeprivateers missing out is in the turreted ship department
So if you wanted to add a ship to Privateer, give us a turreted ship at master. This would make up for us missing a match-up to the Y-Wing and Aggressor. Maybe a variation of the Rihkxyrk with a turret for a buddy to control? A new ship would be great, but that would sure work for me (and not step on the Rebs too much compared to two Y-Wings or the Imps for 3 Ties that look the same). It would be nice to go up flying with onebuddy manning a turretvs having to find a whole crew to man our YT-1300.
Just somerandom information and extra things to note. I like agility and speed over power in my ships so I'm partially biased from that point of view. That's why I'm loving my Imp character right now, I get fast and agile stuff from the start
I'd probably be playing him all the time, and be higherin myskills,if I wasn't having such a hard time getting my master mission done on my Privateer (work 2nd shift and go to school during the day, soit's hard to find groups to go after the Vette at the times I play).
Finally, if you know any info I am missing please point it out. As I said above, I'm not going to claim to be an expert and am just trying to take a balanced look at things from what I know.
i count the LD TIE, TIE and TIE/In as the same. simply because you can get all their masses to about the same aspect. In fact i had a friend make me a standard TIE that had more massthan i found on a TIE/In. There is no difference between them except for manueverabilty from the engines and color... it really isn't that much of a difference.
of course, if you want to use the slight differences between them, it could easily be said that we are given more ships simply because we lose out on the mass equation on ALL our ships. as well as firepower. Our first multi-blaster ship is the bomber in tier 3 which handles worse than any other ship on the field and is only useful if you have friends flying cover for you... as a solo-fighter it is worthless.
Well you say your ships are about the same so is the ixiyen to dunelizard not much difference and the rih to kimo just that the kimo is crap to the rih and the kih is like the scyk but with a lil more mass not too much but just a lil
ixiyen and the dune have different profiles, dune also is more manueverable, each also have 2 gun ports and a missile port. Rih and kimo are similar but again with different profiles but each of them gets 3 weapon slots and a missile slot. The kih has 45k mass and the scyk has 15k. i guess when you are used to all your ships except for your bombers having less than 100k mass like the imps are... the 30k seems like a lot, but i guess with privateers, who are used to large mass readouts, 30k is basically nothing.
incidentally, the kih is almost on par with the interceptor in terms of mass and weapon loadout. the kih is cheaper to make but is also a little slower than the int (but they have similar agility)
but you are correct, i can't compare the 3 TIEs. The LD TIE has no missile port and is by default the worse starter ship in any tree. The standard TIE and TIE/In are different colors... and that is all.
But we can also look at the rebels... they get 1 fighter per teir, so they, in effect, have less ships than the other 2, especially since one of their fightersis only effective with a gunner. So in effect... the rebels have 5 fighters that they can use solo which gives them the least amount of options.