Shipwright Archive

Thread: TIE Interceptor: Gunfighter

Malitevv
Thu Nov 04, 2004 4:08 pm
#14


I'm not so sure 10k mass isn't a big deal. the mass on all the lower tier TIEs is already so low that 10k is a significant increase and adds alot more options. Most players I've encountered are complaining that they can't really even makeroom for a missile launcher ina lower tier TIE even though it can take one because the mass is so low. but with +10k mass that wouldn't be a problem.

Message Edited by Malitevv on 11-04-2004 03:08 PM



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In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Malitevv
Thu Nov 04, 2004 5:05 pm
#15






Kaleborn wrote:

I managed to piece together a pretty nice little TIE/In that I was very happy with. Didn't feel I was missing out on

anything major. I believe I had:


lvl 5 shield

lvl 5 blaster

lvl 2 engine/reactor - we all know that this is no compromiseif you get the right loot

lvl 4 cap? (it was about 3k mass)

lvl 5 armor back AND front(quite a suprise I was able to fit this in)


I also squeezed in a proton launcher (mk II i think) and droid interface (never used the flight computer though...)


In any case, my mass came out to 39800 or something out of 40300. Reactor juicewas also a tight squeeze but I had a few hundred units to spare. *sniff* alot of fond memories with that plucky little ship (er, for all of3 days until I got the Intercepter anyway lol).


I'm only 3222 (i know i know, but i HAD to get it) and I'm fretting over how I'm going to put together a similar flavor of

ship for my Int. Boy, going from 5 - 7 level gear is quite a jump.


I figure I'll need to lose the missles (arg I just found some great proton IIs that are 1800-2900 dmg or something). Hate to lose the droid interface and computer. I still haven't played around with it yet, but those weapon/engine commands look like a nice boost.


Front armor will definately take a hit. Might even have to leave shields and armor untouched... arg. We'll see. It's a dogfighter, so preference will go to the blaster and engine.


RE'ing here I come...







yeah. I think the important thing to realize though, is that that can only be done with quality loot drops on either the reactor, the engine, or both.


the mass and/or energy output of the reactor is likely going to be the limiting factor that prevents getting everything in if you use crafted components. With crafted components it is impossible to get even close to the mass/energy outputs of the looted reactors. from lvl 1 through 5, the crafted reactors will either have way too much mass, or way too little energy.


this is actually my only complaint with loot drops. the stats of many of those looted reactors completely change the rules regarding mass/energy tradeoffs in the lower mass ships. and the reactors that do it are not really all that rare.




---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Ackdel
Thu Nov 04, 2004 5:43 pm
#16

Technically, the TIE Interceptor should have 3 weapons hardpoints (and no missiles). They have blasters on the tip of each wing (4) and another pair on the cockpit ball.




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Barb-Wire
Fri Nov 05, 2004 1:18 am
#17






loonatik wrote:








Barb-Wire wrote:






loonatik wrote:





Barb-Wire wrote:

well actually my take on it is that the TIE, TIE/In, and TIE Interceptor should NOT have a missile hardpoint but should have dual guns.


as a minimum.






Yet that wouldnt be accurate to the SW Universe. So are you saying you dont care about continuity?






ummm i never saw a TIE shoot a missile in star wars empire strikes back or return of the jedi.


nothing in those movies said they had or didnt have shields either. the only reference to the range of a TIE was old ben kenobi saying it was a short range fighter. they refered to the xwing in much the same way before the battle of yavin4 yet it turned out to have a hyper drive.


so if your a continuityfreek then it should have four guns and no missiles...


Message Edited by Barb-Wire on 11-04-2004 10:51 AM





Well, according to the databank they do have missiles. Secondly, you are correct, they did not have shields. So do not load them, and you will solve your mass problems.


Also on the 4 guns, would you really load them if they gave you 4 gun spots? The way they have done it is let you load one, and it fires all 4 positions. If you did have 4 gun positions, it would require so much mass, that you would only be able to load a low level. So they had to balance some stuff there.


The A-Wing should have 2 engine spots, but, the way the numbers work, it would be hard. So IMO what they have done, is just give a little more mass for a better engine.


The amount of guns on the TIE Interceptor is inline with its equiv, the A-Wing.

Furthermore, dont get on me about being a continuity freak. You are the one saying the interceptor is not a interceptor...


Message Edited by loonatik on 11-04-2004 11:03 AM





not asking for more guns just removal of the missile launcher and adding a gunspot in its place. still two weapons and the TIE Int is then a different ship than the TIE/In



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
PadiOne
Fri Nov 05, 2004 1:58 am
#18

It seems to me that the Tie/IN turns better than the Interceptor. I grant you that the interceptor is a bit bigger, but I thought it would be 2nd only to the adv in maneuverability. The movies never gave us a way to compare the adv to the interceptor for maneuvering, so I'm drawing some of this from previous games. Mainly "X-wing".



____________________________________________

ExplosiveMaster
Fri Nov 05, 2004 2:01 am
#19

BLA BLA BLA !

Why everyone seem to whant to remove the missile port on TIE ? It shoud have one !

The reason ? We are not clones or meatlump pilots !

Did you all who have tie actually read what the trainers say ! (most people dont, that usually why they fail the first FS quest they try...)

Do the usual meatlump can go inside the Emperor Retreat ?

We are the ELITE ! We are the Imperial pilots chosen by the Inquisitors (The people that played TIE Fighter will remember the shadow guy who guived specials quests) because we learn way faster than the usual pilots who pass years in piloting academy.

Therefore we have the skills to kill, and use our brain and handsto equip, tune, customize, even pait (if your Privateer or rebel, someone said he colored his TIE, but i did not tryed) basically make your ship way more powerfull than the average monkey !

That make usUNIQUE pilots, pilots who are allowed hi-end ships and prototypes like TIE Defender...(See the expantion of the game TIE Fighter...)


Imperial ACE Pilots Unite and get us rid of the rebelion one and for all !

(I may get ban cause the Dev are pro-Rebel and they shown it many times )

(And for the Rebel who coud get angry, There is no glory whithout great chalenges. Thats why there is very few Hero in time of peace. War favor the strong, and get us rid of meatlump.
Kadix
Fri Nov 05, 2004 5:43 am
#20

I keep hearing rebel pilots say that the TIE Interceptor is the equivelant to on A-Wing, not an X-Wing. If you look at where we get it on the skill tree, it's an X-Wing. If you look at where the guns are mounted in the physical model (one at the edge of each solor panal) it's a match for firepower on an X-Wing.


If you look at's current game stats, it's an undermass A-Wing.


I expect we'll see a lot of threads about the TIE Advanced that are on similiar lines. The only difference between my TIE Advanced and my old TIE Interceptor is that I have one extra gun on the advanced. All of the internal components are the same except for that one gun.


TIE's are more maneuverable (slightly), but it's not enough to justify the huge gap in mass between TIE's and rebel and neutral craft, and the TIE Interceptor (and TIE Oppressor) could really use an extra projectile slot in addition to some extra mass.
Warmaker01
Fri Nov 05, 2004 7:17 am
#21






loonatik wrote:





Well, according to the databank they do have missiles. Secondly, you are correct, they did not have shields. So do not load them, and you will solve your mass problems.


Also on the 4 guns, would you really load them if they gave you 4 gun spots? The way they have done it is let you load one, and it fires all 4 positions. If you did have 4 gun positions, it would require so much mass, that you would only be able to load a low level. So they had to balance some stuff there.


The A-Wing should have 2 engine spots, but, the way the numbers work, it would be hard. So IMO what they have done, is just give a little more mass for a better engine.


The amount of guns on the TIE Interceptor is inline with its equiv, the A-Wing.

Furthermore, dont get on me about being a continuity freak. You are the one saying the interceptor is not a interceptor...


Message Edited by loonatik on 11-04-2004 11:03 AM





As for the 4 guns, I believe it was the idea that the TIE Interceptor had 4 blasters total... since JTL equips blasters in pairs, that would equate to 2 Projectile slots for a TIE Interceptor.


In Return of the Jedi, TIE Interceptors had 4 blasters. In all the X-Wing series of games, TIE Interceptors had 4 blasters.


How about this for a compromise? Remove the TIE Interceptor's Missile Slot and replace it with a Projectile.


The TIE Interceptor will be the "Gunfighter" for the low level Imperial TIEs.

Barb-Wire
Fri Nov 05, 2004 7:25 am
#22






Warmaker01 wrote:





loonatik wrote:





Well, according to the databank they do have missiles. Secondly, you are correct, they did not have shields. So do not load them, and you will solve your mass problems.


Also on the 4 guns, would you really load them if they gave you 4 gun spots? The way they have done it is let you load one, and it fires all 4 positions. If you did have 4 gun positions, it would require so much mass, that you would only be able to load a low level. So they had to balance some stuff there.


The A-Wing should have 2 engine spots, but, the way the numbers work, it would be hard. So IMO what they have done, is just give a little more mass for a better engine.


The amount of guns on the TIE Interceptor is inline with its equiv, the A-Wing.

Furthermore, dont get on me about being a continuity freak. You are the one saying the interceptor is not a interceptor...


Message Edited by loonatik on 11-04-2004 11:03 AM





As for the 4 guns, I believe it was the idea that the TIE Interceptor had 4 blasters total... since JTL equips blasters in pairs, that would equate to 2 Projectile slots for a TIE Interceptor.


In Return of the Jedi, TIE Interceptors had 4 blasters. In all the X-Wing series of games, TIE Interceptors had 4 blasters.


How about this for a compromise? Remove the TIE Interceptor's Missile Slot and replace it with a Projectile.


The TIE Interceptor will be the "Gunfighter" for the low level Imperial TIEs.





i agree but i also think that the TIE Interceptor should be a viable choice all the way to master. the rebel X-Wing is viable at master level. however the imperial naval pilot is forced to fly an agressor/opressor?!??!?!??? i want to fly a TIE Interceptor that can actually compee with a X-Wing.


in beta during the PVP phase the devs gave us all uber loot and under those conditions yeah... the TIE Int could compete with a X-wing. as it is now the X-Wing has three guns the TIE Int one. since no one had any mass problems in beta with the TIE Int the lone voices were pretty much ignored. now we end up with the TIE Int pretty much the EXACT same ship as the TIE/In





Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Nikolayg
Fri Nov 05, 2004 7:07 pm
#23

I think their 50k mass is good for the interceptor, IMO sence the Empire was using mass tactics it only makes sence that they had no shields or hyperdrive or droid onboard most Ties. However that doesnt mean that their is no space for it, you would just have to sacrifice something. On my interceptor I was able to install a lvl 7 eng(72spd, 60+p.y.r)a lvl 7blaster(1900-2700) and a lvl 7 shield(1700/1700 re10).With no armor or droid or photon luncherand only a lvl 3 cap and a lvl 1 reactor(11000 output).

With it Iwas able to do the second tear 3 mission for the Black Epsolon sqdrn (BE ppl you know how long and hard and sadistic that mission is) alone. That was a true gunfighter

Bloodfin. Katia Rifleman, TKA, Swordman, Imp pilot

certifiedandrew
Fri Nov 05, 2004 7:45 pm
#24

I've gotta throw in my 2 cents here. I finally got around to getting qualified for an Interceptor tonight (tested Rebel on Beta), and I used the same engine for a controlled experiment.

The sweet spot is at a much higher thrust with the Interceptor, and this makes a HUGE difference in maneuverability. I love being able to whip around at 750 speed. I have to say that at other speeds, it also seems to turn more quickly. Also, I seem to take fewer hits due to my size and profile.

I love this ship. I also love using Imperial speed programs to travel at 960 with my 80 speed engine! I just wish it had more mass. Another weapon hardpoint would also be preferable. Let's not forget that the X-Wing has the same firing style, and has 3 hardpoints.



*edited by admin*
ExplosiveMaster
Sat Nov 06, 2004 3:54 pm
#25

You whant to stay a nooby pilot ? Then do it !

Keep using the nooby unshielded TIE you got for free !


Let the big boys customize theirs ships and die like the rest of the meatlump !


The reason the TIE Interceptor got 1 weapon slot is because it need 4 identical lazers.

As for the Missile slot, dont put on in if you whant.

The reason we dont see mutch missiles in the movies, is because there is a limited number of them and most likely they run out of missiles when the camera is recording lol

Seriously think about 10 missiles, but you have to fight 1 or 2 hours... I ran out after 5 to 10 targets... about 5 min... the rest of the 1-2 hours i fight with lazers ! So you will see me 99% of the time not firing a missile !

They use Missiles in the books and thoses make a lot of difference in critical situations.


The pilot tree are good, stop complaining about your own fault at not understanding how it is done !
Warmaker01
Sat Nov 06, 2004 4:23 pm
#26



Slice and dice time, here we go...




ExplosiveMaster wrote:

You whant to stay a nooby pilot ? Then do it !


Umm... no.


Keep using the nooby unshielded TIE you got for free !


Same as above.


Let the big boys customize theirs ships and die like the rest of the meatlump !


Same as above.


The reason the TIE Interceptor got 1 weapon slot is because it need 4 identical lazers.


Great! You can say the same for the X-Wing! The TIE Interceptor and the X-Wing throughout any depiction in the movies fire 4 lasers (or blasters if you prefer, but not lazers). So, in JTL, from what we see, one projectile weapon fires 2 blasts, in other words, a single pair of blasters. If 1 Projectile Weapon = 2 blasts, then 2 Projectile weapons = 4 blasts, right?I neverwas too good in math, but that sounds right to me. And according to your logic, since the X-Wing fired 4 identical "lazers", the X-Wing (which is a Tier 3 cert, same as the TIE Interceptor) should be limited to 1 Projectile Weapon? Please correct me if my math and sense of logic is wrong.


As for the Missile slot, dont put on in if you whant.


That's fine, and the removal of a missile slotto be replaced by aprojectile slot would be... almost likehow TIE Interceptors were in Return of the Jedi! Eeek! That's too close to canon! We don't need respect to continuity in this game! I want my Jedi Starfighter!


The reason we dont see mutch missiles in the movies, is because there is a limited number of them and most likely they run out of missiles when the camera is recording lol


The reason we didn't see missiles in the movies is all we saw were Proton Torpedoes.


Seriously think about 10 missiles, but you have to fight 1 or 2 hours... I ran out after 5 to 10 targets... about 5 min... the rest of the 1-2 hours i fight with lazers ! So you will see me 99% of the time not firing a missile !

They use Missiles in the books and thoses make a lot of difference in critical situations.


If you're running out of your payload of 10 missiles / torpedoes after the first 5-10 targets you need to learn a few things: Fire Discipline & Prioritizing your targets, especially in regards to your limited ordnancepayload for your mission.


The pilot tree are good, stop complaining about your own fault at not understanding how it is done !


Buddy, I know how it's done, and I was in the JTL Beta. I've also played numerous sims that make JTL look like a coloring book in terms of learning curves. I've played sims that took quite a longwhile just to get a good feel of how to use your radar, weapon systems, and assorted avionics.I've played sims where the manual (well, at least back in the day) was a couple hundred pages long. I know how the flying's done, I'm griping on how the fighters, specifically the TIEs,are implemented.




Message Edited by Warmaker01 on 11-06-2004 03:25 PM

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