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Thread: A Suggestion: Turn the TIE Interceptor Into a Dedicated Gunfighter
XFS0701
Mon Nov 01, 2004 12:04 pm
#40
It seems like the Rebs are getting all the good stuff. Sorry, Imps. =P Good thing I'm sitting out as a pirate. Arr! Of course, I'd love to trade my Kihraxz for a TIE Interceptor...that extra 15k mass the Interceptor gets would be a nice add-on. =)
Makes you wonder what the devs are going to do when the Rebellion wins the Battle of Hoth because all their Jedi and TKMs slaughter the AT-AT squadrons and their Y-Wings and B-Wings are hosing all the Imperial ships.
FalinMor
Mon Nov 01, 2004 12:26 pm
#41
With the current handling of the Interceptor, I think it'd be fair to boost it to 2p/1m and maybe 65k. I don't really think it needs any more than that to compete with an X-Wing. given equal pilot talent.
It's too weak as it is right now, though.
Falin
Jaiken-Halcyon
Mon Nov 01, 2004 12:43 pm
#42
i completely agrre with this - the actual movies have them with four lasers, they are ronowned and feared for it. All games so far have had them with 4, now why the sudden change. Their role is to jump into a fray, and use their speed and close range weapons to win!
Please change this devs, its just not right like it is
Vicotnik
Mon Nov 01, 2004 1:28 pm
#43
KaylBreinhar wrote:
Ideally, I'd like to see a 4p/0m fighter with the same 100k mass as the X-Wing, or at the very least, 3p/1m and the 100k mass. This would enable four cannons to be loaded, along with a beefy reactor, healthy capacitor, nice shielding, nice armor, and nice countermeasure ability. Then the interceptor will be what it SHOULD be, a gunfighter.
Actually, 100k mass won't be enough for all that. ![]()
Four good cannons with a capacitor and a reactor to support it all will eat up the bulk of your mass.
KaylBreinhar
Mon Nov 01, 2004 1:41 pm
#44
Noted. Even 2p/2m would be easier to stomach. The ability to have an ion cannon to strip shields away and a dedicated blaster/disruptor to eat at armor at L3 would be extremely nice, and I'd PREFER not to do it in a TIE Bomber, even though it looks like I'll have to. I don't even know why anyone would even buy a TIE Advanced if the bomber can be so nicely outfitted given the mass...it's only 15k over the Interceptor.
Additionally, speaking of that logic-defying resource "fuzzy math," somehow 60k of resources turns into 190k of mass in a TIE Bomber's case...sheesh.
As for Rebels, they get their best ship outside of a B-Wing at Level III. It's like the first Jedi system, where Rebels got the Master Dark Jedi skills at the Apprentice-Knight level and got +10 regen a full two steps earlier.
Additionally, speaking of that logic-defying resource "fuzzy math," somehow 60k of resources turns into 190k of mass in a TIE Bomber's case...sheesh.
As for Rebels, they get their best ship outside of a B-Wing at Level III. It's like the first Jedi system, where Rebels got the Master Dark Jedi skills at the Apprentice-Knight level and got +10 regen a full two steps earlier.
KaylBreinhar
Mon Nov 01, 2004 1:45 pm
#45
All I know is I've been extraordinarily lucky. I've got a 13000 power reactor, 1100-1680 damage *green* blasters (luckily I was able to keep with canon), 900 strength shields, 992-993 strength armor, a 1083 power capacitor, and an engine with 60-64 manueverability in my TIE/In. And none of the components are over 5th level even though I can use 6-7 level equipment right now. I still have about 3950 mass, too.
I don't take damage unless I do something stupid, and I haven't had to eject since getting my space legs in the freebie ship.
I don't take damage unless I do something stupid, and I haven't had to eject since getting my space legs in the freebie ship.
Vicotnik
Mon Nov 01, 2004 1:53 pm
#46
KaylBreinhar wrote:
All I know is I've been extraordinarily lucky. I've got a 13000 power reactor, 1100-1680 damage *green* blasters (luckily I was able to keep with canon), 900 strength shields, 992-993 strength armor, a 1083 power capacitor, and an engine with 60-64 manueverability in my TIE/In. And none of the components are over 5th level even though I can use 6-7 level equipment right now. I still have about 3950 mass, too.
I don't take damage unless I do something stupid, and I haven't had to eject since getting my space legs in the freebie ship.
Just a quick question about your component set up: Do you really need a 13000 power reactor? Due to the limited hardpoints on your ship, you should be able to downsize the reactor some and free up some mass for even better components and still have spare energy... That way you could probably get a much better crafted weapon.
FuryoftheStars
Mon Nov 01, 2004 2:19 pm
#47
Actually, even though the X-Wing does have 2 launcher tubes, they share the same ammo supply. By saying it has 2 missile launchers your saying it can have 2 different payloads at the same time. It can't. (as far as I'm aware)
Vicotnik wrote:
FuryoftheStars wrote:
X-Wing:
Projectile Weapons: 3 2
Missile: 2 1
Has the X-wing really got two launchers in JTL? It could only have one throughout beta.
Anyway, the red number for missiles should be 2.
Horrorcore
Mon Nov 01, 2004 2:23 pm
#48
We certainly need something to help us get balanced, that's for sure.
Some more mass and another one or 2 gun mounts in exchange for our missile launcher sounds perfect 
FuryoftheStars
Mon Nov 01, 2004 2:26 pm
#49
Citairen_Mugarrii wrote:
FuryoftheStars wrote:
TIE Advanced:
Projectile Weapons: 2 1
Missile: 1
Have to agree with you other than that one. But, for what we have ingame as a so called Tie Advanced, yes that is the case. (Ingame is the X1, Vader's prototype tie, which in the movie uses the cockpit ball weapon mount) The actual Tie Advanced had cannons mounted on the tips of the panels like the Interceptor does, giving it four, or in SWG terms, 2 hardpoints. So that would give:
TIE Advanced X1(Vader's Prototype):
Projectile Weapons: 2 1
Missile: 1
TIE Advanced:
Projectile Weapons: 2
Missile: 1
Where they say the Inerceptor was based on the advanced, they mean the X1, the actual Tie Advanced was a further development later to create a superior craft, leading to the Defender, and eventually the XM-1, neither of which are likely to ever be ingame.
Ok, I wasn't 100% sure on that. I knew from the movies that Vader's TIE only had the 1, but I did seem to recall from XWA the Advanced having 2 but couldn't remember for sure. I'll go ahead and edit that.
FuryoftheStars
Mon Nov 01, 2004 2:29 pm
#50
Hey, here's a good question for you guys. Do the TIE's requirereactors to be installed? If they do, I'm thinking the Devs may have screwed up a tad... the wings on the TIEs are supposed to be the power generators. At most you should need a power regulator to control the power coming in through them, but that should be lighter than an actual reactor. That should free up some mass for you....
XFS0701
Mon Nov 01, 2004 2:36 pm
#51
They need reactors, and can have shields, as well as missiles and they can hyperjump.
As is obvious is most things, hear the warcry of SWG: "Continuity be damned!"