Pilot Archive
Thread: Imperial Guard Interceptor: What is the point?
The heavy TIE I use to complete the mission with has 96k in mass, is just as fast, and have better manageability. I would had hoped that it would at least had as much mass as the heavy TIE, preferable more.
Especially since, it still only got one gun and one missile hard point!
So did the devs stick it to the imperials again, or does it has some hidden benefits.
So...
Rapax, why would you want this ship?
1.) 1.0 SpdX modiifer.
2.) Apparently has a small hitbox thus making it hard to hit.
3.) 80K mass is still ALOT of mass for any Tie Fighter Varient.
4.) Quad bolt arrangement
The only thing im usure of, is the acutal YPR accerlration stats inflight. Please tell me its greater then a T/I or T/A.
Even if it has the same accelration of a T/I or T/A, id still use it for the above 3 reasons anyway.
Personnally i feel its really a PvP ship. Not to say you can't PvE in it, but given the current technology edge in PvP in parts requirement, the RG TIE is the way to go if your an old school crumudgeon who refuses to fly a JSF out of principle.
EDIT: forgot reason number 4.
Message Edited by Ducimus on 07-07-2005 08:09 PM
(Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [SP: 1 Gun] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 4) TIE-Advanced: 80k Resources ~65k mass [SP: 2 Guns] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 3) TIE-Interceptor: 60k Resources ~50k mass [SP: 1 Gun] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
(Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [SP: 1 Gun] 1 missile
[Spdx 0.98 Acc 50 Dec 50 Pitch 500 Yaw 500 Roll 250]
So no it does not have better manageability then the advanced or normal interceptor.
And what's so good about quarto bolts? The 2 parallel ones close to the centre of the cockpit seems better for actuarially hitting where you want.
And for the umpteenth time, the YPR accelerations are just that - how fast you "snap to" a turn! RGI/IGIs turn at the exact same speed as a JSF (give or take the fraction of a second it takes a pilot to move their control element in a specific direction).
Think I'm full of it? Hit 100% throttle, find a nice fixed point in space, and throw your ship into a free diagonal turn, counting the number of seconds it takes to go 360 degrees.
It'll be the same.
Well... I believe that the ships hitzone is bugged, why?
Ever tried killing one?
If not, try shooting one of the AI controlled IG TIEs in Kashyyk, then try killing a AI controlled Interceptor...
So... Its a quite viable ship for ganking rebels when you get bored of the JSF
NIR_Bria wrote:
Well... I believe that the ships hitzone is bugged, why?
Ever tried killing one?
If not, try shooting one of the AI controlled IG TIEs in Kashyyk, then try killing a AI controlled Interceptor...
So... Its a quite viable ship for ganking rebels when you get bored of the JSF
Definately near impossible to hit with blasters - thats why i pack a proton mark 3 launcher!
NIR_Bria wrote:
Well... I believe that the ships hitzone is bugged, why?
Ever tried killing one?
If not, try shooting one of the AI controlled IG TIEs in Kashyyk, then try killing a AI controlled Interceptor...
So... Its a quite viable ship for ganking rebels when you get bored of the JSF
Yeah, I've noticed that too. I've been out in my Heavy X-Wing alleviating a little boredom on the Tier 3 Crimson TIEs in Kashyyyk Space. Jebus H Christmas, what a pain in the d!ck to get a hit on. I'd rate them somewhere worse than A-Wings and Droid fighters to put a shot on. I light up their shields like a roman candle, but get nothing in return unless its a damned near dead on rear or dead on the nose hit.
Its a major revisit of the old invincibility bug.
Ducimus wrote:
Personnally i feel its really a PvP ship. Not to say you can't PvE in it, but given the current technology edge in PvP in parts requirement, the RG TIE is the way to go if your an old school crumudgeon who refuses to fly a JSF out of principle.