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Thread: A Suggestion: Turn the TIE Interceptor Into a Dedicated Gunfighter

DrakoonShao
Mon Nov 01, 2004 2:57 pm
#53

While I agree about having 4 gun mounts and no missle mounts idea on the Interceptor, I have to say HOLY COW it has 50k mass?!? Did I read that right? I ama privateer myself and unforuntately didn't get high enough to use the Interceptor in Beta so I didn't know that and am not sure of how it handles. Does it have a problem with turn radius and speed?


I am a 2-3-2-2 privateer right now though and am flying a Kihraxz Black Sun fighter (the Privateer equivalent of the Interceptor from what I've heard). I only have 1 cannon mount and 1 missle mount. I also only have 30k mass. I would fricking kill for 50k mass, but am not having much problem taking down tier 3 and 4 craft right now as long as I'm flying it like the craft should be flown (hit and run, not straight lines). My ship was made by a master weaponsmith (who's someone I've know since the game started) with top quality materials.He said30k is what the massusually is around on top of the line versions ofthe craft and I believe him since I"ve know him forso long. Not to be harsh, but if 50k is a joke then what's 30k considered?


While I currently have all my component slots filled on my ship, I'm making do with low end and low mass parts as much as possible. I'm still using a level 1 player crafted reactor, currently this is meeting my requirements since I only get one gun (which is a level 5 currently even though I can use up to level 7). Using level player crafter armor as well. The rest of my parts are filled with the best preformance vs mass parts I can find. With this setup, I can fly circles around most other craft and don't see why the Interceptor wouldn't be able to do the same. The Kihraxz, like the Interceptor is to Imps,is supposed to be the Privateer's top pure dogfighter from what I've read and it seems to be even worse off than the interceptor, yet I can kill in it just fine. An extra 20k mass would eliminate nearly all the challange of the craft in my mind as I would be able to drop a lot better armor and shields on this craft and not worry about evasive manuevers as much.


So now my question is, what am I missing here? While I agree that it would made sense to have 2 cannons vs 1 and 1, I'm not understanding why it's such a bad ship.





Drakkoon Shao (Gorath) -- Smuggler
Smuggler's Alliance Ace-- Vaksai - Firespray - YT-1300 - YT-2400 - ARC - Scyk

Shaelyna Kadas (Gorath) -- Spy
Novice Pilot -- Heavy Tie Fighter

Kallarrlo (Gorath) -- 12pt Wookiee Weaponsmith and Alliance Ace

Opyso (Gorath) -- Ithorian Force Adept


Barb-Wire
Mon Nov 01, 2004 3:40 pm
#54

a common mistake i have been seeing people make when they are asking for help is they seem to want HUGE reactors. when i explain to them that its best to fit in all your gear you want first then look at the reactor reaquirments and put in a reactor that is JUSSST big enough regen rate wise to do the job for the least weight. so far on my TIE int i havent needed to get a reactor larger than a level 2.... this saves an enourmous amount of mass that can be used for other things


the reactor does not affect the regen rate of your capacitor more reactor energy than you need is wasted. ideally if your gear takes 7800 energy you want a reactor that generates 7800 energy and has the lowest mass possible. typically i will outfit a ship and find out what it needs for energy then experiment a reactor till its at that energy then drop its mass. doing this i can often fit in either low mass low level reactors or create a level 1 or 2 reactor.


hope this helps some.





Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Violencia
Mon Nov 01, 2004 4:02 pm
#55

2p/0m (so 4 projectiles in total) seems reasonable and true to canon. About the mass. Well I would suggest changing the resource cost to 3/4 + like 10k more mass. Tie/In compared to X-Wing is pretty small spacecraft thus much harder to hit (the damage box seems to be just the ball cockpit, everywhere else the shots come through) and more maneuverable (better than X-Wing).
Vicotnik
Mon Nov 01, 2004 9:06 pm
#56






ArianSix wrote:








Vicotnik wrote:


No, all ships drain from the same capacitor. With some luck, you might be able to find a few decent very low level looted capacitors on the bazaar. I think I sawa level two or three onewith a recharge value of about 40. Should be enough for two weapons at the very least. Especially if your two weapons are player crafted ones with the speed limiter <---- The best upgrade ever if you plan on having more than one laser.







I'm not even sure if 40 with a speed limiter is going to be enough for high end weapons...


My current gun drains 36 at a rate of .43. I have a 40 capacitor so I'm basically pulling at a rate of 72/40 which means big negatives. This setup is good for medium duration bursts before I need to wait for a recharge (good enough for most use since you're rarely firing constantly).






36 is an insanely high drain of energy per shot. At the last stage of beta, I had a capacitor with a recharge of 40-somethingin my Nova and two mark V guns with around, if not less, than 20 drain per shot. The speed limiter works wonders. The turret gunners could shoot their heart out, only rarely did the energy completely run out.




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Vicotnik
Mon Nov 01, 2004 9:11 pm
#57







FuryoftheStars wrote:


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)




Well, yes. Going by SWG standards, this would be true. But if you would be going after the standard set in the X-wing series of games, almost all ships would have two launchers with their own individual ammo supply. (Though it would always be the same ammo type in both "tubes")




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
XFS0701
Mon Nov 01, 2004 10:14 pm
#58

One thing I've noticed (and one reason why I've stopped using looted weapons, for the most part) is that player-crafted weapons usually have 1/2 to 2/3 of the energy requirements that looted weapons do. That's one reason why I searched far and wide for a reactor with 15,000+ output. And now that I have it, I don't need it anymore. Even on my Rihkxark, my energy is only in the high 13,000 range...a number easily reachable by a really good MkII, or, at the most, a MkIII reactor. The extra 15,000 mass that the MkIV takes up is wasted.
Jedi244
Mon Nov 01, 2004 10:32 pm
#59

Not true. The A-wing has always been the faster and more maneuverable craft then the tie interceptor. At the very least it is AS fast and maneuverable.


As far as balance goes; I run through many cities as a covert reb and am frequently inspected/uncovered by imp npcs which leaves me open to pvp attacks, which I don't care for. Imp players do have an advantage in alot of areas. Rebs have advantages in others.
KreuzRitter
Mon Nov 01, 2004 10:43 pm
#60



KaylBreinhar wrote:
Am I the only one that thinks that the TIE Interceptor not having 4 projectile mounts is anathema? I mean, it was what made the damn thing FEARED. Before you decide to say "no" or flame me, hear me out.

1) I think the ship should have four projectile mounts but no missile mounts. This would free up room for a beefier reactor, better countermeasures, better boosters...everything to make the Interceptor a tried-and-true dogfighter. No missile mounts means that if you're dying to an Interceptor, it's because he's successfully keeping on your tail long enough to kill you, not because he can keep you centerlined long enough to lock you up. Missiles are the "easy" way to win a dogfight.

2) This would make the Interceptor a niche skill craft, as missile hounds still would have the Bomber to fall back on. You just might see squadrons make the Interceptor their de facto craft simply because flown correctly, a ship like this would be lethal.

3) Rebels get a 3p/2m ship with 50k more mass to play with in the X-Wing at Level III, which would undoubtedly give them a much easier time of levelling through Tier III missions. 1p/1m and 50k mass vs. 3p/2m and 100k mass? C'mon, Devs - that's like pitting a 0404 Marksman against a Master Rifleman.

And on a completely unrelated note: Make the Decimator 3p/3m. It's our best damn ship, and it's outclassed by a B-Wing in every category except mass.

Message Edited by KaylBreinhar on 10-31-2004 04:56 PM





Agreed...

As for our strength being numbers.... HA!

That's like saying "Bring in continuity"

How do you suggest the dev's enforce this? Because players won't...

Given the option... stronger fightercraft or weaker fightercraft?

That's what I thought.



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ArianSix
Tue Nov 02, 2004 1:10 am
#61






Jaiken-Halcyon wrote:

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







Well, JtL does have them with 4 partical weapons and they shoot 4 bolts per trigger pull too, but they only do the damage of one weapon no matter how many of those bolts hit.


-- A6





(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

RM-125
Tue Nov 02, 2004 1:18 am
#62

I also agree, the Interceptor needs 1 more weapon hardpoint and about 15k more mass - it would be perfect then.



RM-125
Medical Corp
Stormtrooper Detachment Epsilon
Citairen_Mugarrii
Tue Nov 02, 2004 1:28 am
#63






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.
HikoSeijurothe14th
Tue Nov 02, 2004 1:40 am
#64

/sign
/bump




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"Hittenmitsurugy Ryu Amakareru Ryu no Hiramiki"-- you are sliced in half by a lightsaber
KaylBreinhar
Tue Nov 02, 2004 1:41 am
#65

Again, noted. Pickin's have been slim on Eclipse. The reactor only weighs 6576 units, though - I've seen lesser ones with beefier masses.

Message Edited by KaylBreinhar on 11-01-2004 04:00 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
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