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

FuryoftheStars
Tue Nov 02, 2004 2:01 am
#66



Vicotnik wrote:


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")



Hehe, yes. And if we look at the projectile weapons too, by SWG standards, the X-Wing has 2 weapons that cover the 4 actual cannons on the wing tips. The stats I gave in the list goes by SWG standards... 1 = 2 of the same type.
FuryoftheStars
Tue Nov 02, 2004 2:02 am
#67



Jedi244 wrote:
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.



I think (not 100% sure) that the A-Wing is faster, but the Interceptor is more manueverable.
Vashner
Tue Nov 02, 2004 2:15 am
#68

Check out this early phase 1 Tie Interceptor I had..


hehehe.. Notice the gunz?


http://home.satx.rr.com/krograth/images/jtl31.jpg



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SharkBoy007
Tue Nov 02, 2004 2:22 am
#69

Taken from the Star Wars Encyclopedia by Stephen Sansweet (page 309):


"TIE Interceptor:


Faster and more maneuverable that the standard TIE/In fighter, it stemmed from the advances developed for Darth Vader's TIE Advanced x1 Prototype. The TIE Interceptor uses the standard TIE cockpit, drive pod, and wing braces. The solar panels appear to be dagger-shaped, making the Interceptor more intimidating, while giving the ship a smaller profile, making it harder for Rebel gunners to target.The TIE interceptor has more powerful drives than the TIE/In and is almost as fast as the New Republic's A-wing fighter."


In this entry, it states that it had no hyperdrive capability and shields, but that Thrawn later had them outfitted with shields. So, obviously these could have shields, and for obvious gameplay reasons, we need the hyperdrives. That said, I like that the ships are fairly "customizable", however the interceptor needs a serious overhaul, for game play reasons alone.



Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
SharkBoy007
Tue Nov 02, 2004 2:24 am
#70






GadonThek wrote:
"Guess what, Imperials are supposed to be outclassed ship for ship."

In JTL TIEs have shields and hyperdrives, I think this is one of the few situations where balance has to win out over continuity.

Oh, and for your information, the Imperials are not meant to be outclassed ship-for-ship, they are suppost to be outclassed pilot-for-pilot. The standard TIE is a pile of junk, but the TIE Interceptor was DESIGNED to fight the X-Wing.





See my post above, but you are basically wrong. Thrawn did outfit the interceptors with shields, and the interceptor was built in answer to the alliance's A-Wing. As of A New Hope, the X-wing was already an outdated ship. And alliance pilots had a healthy respect for TIE pilots, as it was their piloting skills that determined whether they got home in one piece, since the ships had no shields to rely on.



Mox Shehalis
Former Unit Commander, Phoenix Rising (RIP 15 Nov 2005)
I AM A MORE THAN A DOLLAR SIGN, I AM A HUMAN BEING WHO DECIDED TO SPEND HIS SPARE CASH AND TIME IN A WONDERFUL GALAXY FAR AWAY.
ArianSix
Tue Nov 02, 2004 7:33 am
#71








Vicotnik wrote:


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.





It seems that a lot of what happenned in beta is now out the window.


I agree, that 36 is high for a projectile weapon, but of all the high end weapons I have (about 7 guns) not a single one of them is under 27 in drain.


My ship is now outfitted with a 43 capacitor, so if we assume 27 x 2 @ .43 refire we're looking at a total drain ratio of 108/43. As you can see, even this loadout is draining twice as fast as the capacitator can recharge My current loadout is a 36 and a 27 at .43 refire so I'm draining a whopping 252/40.


Now don't hold me to the 252/40 loadout... I'm just trying it out... if it turns out that this loadout in my Tie-Adv is just too much, I'll be migrating back to my Tie-Int.


-- A6






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

ArianSix
Tue Nov 02, 2004 7:37 am
#72

After playing around with the Tie-Adv a little bit (got one last night)... I think the Tie-Int would need more mods than just a mass increase to become feasable.


The Tie-Adv has 15k more mass than the Tie-Int. What I did was migrate the same engines over and fill the ship up to max capacity.


My preliminary testing seems to indicate that the performance hit of 15k mass is larger than we may think. My ship's top speed is the same, but it's roll, yaw, etc seem not perform as well.


Ofcourse this is based on the assumption that the Tie-Adv and the Tie-Int have the same performance mods but different mass. This is what's in those non-official guides on the forums.


So either we have 2 things that seem to be affecting performance...


1) The 15k mass is hurting performance noticably


2) The Tie-Adv does not have the same performance characteristics as the Tie-Int making this comparison null and invalid.


If (1) is the case, the Tie-Int would need more mass + better chassis mods in order to compensate for a second gun mount.


-- A6




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

DarthDominus
Tue Nov 02, 2004 7:58 am
#73

/bump for a good cause.




Xayn Geist - Dark Jedi Padawan & Imperial Navy Ace
Aezyn Khell - Master Shipwright & Co-Owner of Dark Side Technologies
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

lisasdarren
Tue Nov 02, 2004 8:02 am
#74






ArianSix wrote:

After playing around with the Tie-Adv a little bit (got one last night)... I think the Tie-Int would need more mods than just a mass increase to become feasable.


The Tie-Adv has 15k more mass than the Tie-Int. What I did was migrate the same engines over and fill the ship up to max capacity.


My preliminary testing seems to indicate that the performance hit of 15k mass is larger than we may think. My ship's top speed is the same, but it's roll, yaw, etc seem not perform as well.


Ofcourse this is based on the assumption that the Tie-Adv and the Tie-Int have the same performance mods but different mass. This is what's in those non-official guides on the forums.






I was going to suggest a similar test to this one, take your TIE/In and do some tests, top speed, turn speed, how responsive it changes direction and optimum turn speed, then load the same kit into an interceptor and do the same again.


I can't do this test yet as I am only 2/2/2/1 but I am sure there is someone out there who can, if the interceptor is correctly stated as a dogfighter then it will be faster than the TIE/In on the same engine and more manouverable, the advantage of the interceptor isn't big guns, its being able to run circles around and outrun your enemies.


If you want big guns get a TIE Bomber instead


Note, if in fact the interceptor doesn't out manouver the TIE/In then there is something wrong and it needs to be looked at, until I fly it i can't pass judgement on it.






Trax Treort - Rifleman, Fencer & Imperial Pilot
Vicotnik
Tue Nov 02, 2004 8:18 am
#75






ArianSix wrote:








Vicotnik wrote:


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.






It seems that a lot of what happenned in beta is now out the window.


I agree, that 36 is high for a projectile weapon, but of all the high end weapons I have (about 7 guns) not a single one of them is under 27 in drain.


My ship is now outfitted with a 43 capacitor, so if we assume 27 x 2 @ .43 refire we're looking at a total drain ratio of 108/43. As you can see, even this loadout is draining twice as fast as the capacitator can recharge My current loadout is a 36 and a 27 at .43 refire so I'm draining a whopping 252/40.


Now don't hold me to the 252/40 loadout... I'm just trying it out... if it turns out that this loadout in my Tie-Adv is just too much, I'll be migrating back to my Tie-Int.


-- A6






Are any of these weapons crafted though? And if so, are they crafted with the speed limiter upgrade and maximum experimentation on energy drain per shot? Forget about those maximum damage increasers, shield efficiency upgrades, the speed limiter is the way to go!




--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
GalakFayar
Tue Nov 02, 2004 8:29 am
#76

The TIE Interceptor should becompared with the A-Wing, relying on speed and manouverability to stay alive and whittle down the opposition, the fact the Interceptor has sheilds levels the playing field when compared to it's Rebel Tier Equivalant (which is slower and less manouverable), there is no need to adjust anything about it



i wrote a sig here once, it had colours
y 4 r u teh h8???? ¯\(º_o)/¯
Mordegar
Tue Nov 02, 2004 8:31 am
#77

In my Opinion, make the Advanced Tier 3 and the Interceptor Tier 4.Give the Interceptor 75k Mass and 2 Weapons and it'll be fine.(Read the story on the Blueprint of the Advanced, the Advanced was the Prototype for the new Interceptor Series).

Message Edited by Mordegar on 11-02-2004 07:39 AM

GalakFayar
Tue Nov 02, 2004 9:01 am
#78


If you're going to (or at least suggest)be giving the Interceptor more mass and additional weapon slots, then i'm suggesting removal ofits sheild generator slot.


Once Again, the TIE Interceptor should be considered the Imperial version of the A-Wing, having lower mass because it has a smaller hull capacity for equipment, intelligent juggling of components will leave you with a deadly fighter, against the AI ships it might not be great (neither is the A-Wing) as it will take a minute or 2 to completely take out your target.. but in PVP you can take out an opponent with just a few hits anyway reguardless of their equipment.

You should still be able to fit a light reactor, booster, sheild generator and capacitor, then you still have the mass saved from those to add a weapon and decent engines. Armour shouldn't be too big of a consideration as you SHOULD be using your speed and manouverability to keep you out of the enemies line of fire. With a single weapon you dont need a high yeild capacitor, the reactor doesn't need to be too impressive (12k generation from a mark 1 reactor would be more than suitable), sheilds should be low mass, you shouldn't require them too much anyway, if you take a hit, manouver .. your true focus with the interceptor should be a decent engine and at best an advanced blaster, though even a heavy can be deadly in the right hands, remember, JTL is more about skill than equipment, if you cant hack it in one ship, fly one more suited to you flying style.

Message Edited by GalakFayar on 11-02-2004 04:02 PM



i wrote a sig here once, it had colours
y 4 r u teh h8???? ¯\(º_o)/¯
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