Shipwright Archive
Thread: TIE Interceptor: Gunfighter
Message Edited by Malitevv on 11-04-2004 03:08 PM
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.
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
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
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
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.
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