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Thread: A Suggestion: Turn the TIE Interceptor Into a Dedicated Gunfighter
Vicotnik wrote: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")
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)
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.
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.
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 As of A New Hope, the X-wing was already an outdated ship.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.
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
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.
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!
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
Message Edited by Mordegar on 11-02-2004 07:39 AM
Message Edited by GalakFayar on 11-02-2004 04:02 PM