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Ribann

Ultimate Fix for TIE Advanced

87 posts in this topic

List any ideas you have for improving TIE Advanced.

My ideas....

Title: XI (TIE Advanced Only) [Cost: 2]

You may use a Secondary Weapon without spending a Target Lock.

_____________________________________________________________________________

Modification: Oversized Armament Payload [Cost: 2]

When you equip (1) Cluster Missiles [Missile Slot], you may equip a second Cluster Missiles for a total of two.

_____________________________________________________________________________

Modification: SFS Engine Output (TIE Advanced Only) [Cost: 6]

Your action bar gains the [boost] icon. You may perform one free boost action after performing a boost action (for a total of two boost actions).

__________________________________________________________________________

Missle: Near-field Communication Alignment [Cost 4]

When range 1 of another TIE Advanced, you may add one extra attack dice to your primary attack.

__________________________________________________________________________

Elite Pilot Talent: I Have You Now [Cost 3]

When you roll 1 critical hit when attacking, you may perform a free target lock.

Just tossing some ideas out. Not all of them are good; you don't have to tell me. Just curious what some of you have come up with as far as making the TIE Advanced viable?

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some of these would be plenty fun but theyre a little overcosted.

 

wouldnt it be fun to have the advanced use all these crazy titles?  =D

 

--

 

mine:

problem:  1. tie adv too costly.  2. has no clear role.

attempt to fix:  1. reduce cost  2. look at what imperials are missing:  a 20 pt ish, moderately more tanky fighter.  basically, a multirole plane.  we have bombers and we have fighters, just no multiroles.  (go look at aircraft designations:  F-14, F/A-18)

 

TITLE:  -2 pts, Tie Adv gains system slot.  

 

uses:  FCS:  better fighter and good for low PS missile carriers.  Opens two roles: Fighter and Missile carrier. 

ADV SEN: high mobility fighter

sensor jammer:  could be used to increase tankiness. 

enhanced scopes.  nah. 

 

additionally, this means adding the engine upgrade would be more viable because of a lowered cost.  This lets the Adv possibly get more R1 shots, upping its firepower.  

 

Good attributes of the Adv:

has better survivability than the interceptors, phantoms and tie fighters

exists at a 20pt ish cost suggested of a medium fighter like the xwing

 

imagine: 5 PS2 Adv + 2 assault missiles.  Should be a bit better than the 5 Gamma + seismic squad.

or a 23pt PS2 with boost

27pt Vader.  This is not going to break any metas. Sorry, that's still two attack dice.  Vader isn't used in a prevalent amount in the current meta anyway.  Would help to have him as a good phantom fighter perhaps.  

Ribann and Cubanboy like this

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one of these threads again... sigh

 

Why not use the search function, and revive one of the older "how to fix Tie Advance" threads; there are plenty!

oneway likes this

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It's a bit heavy handed but I have long considered an upgrade likes this:

 

Advanced Blasters: When attacking at range 2, increase your primary weapon value by 1 (to a maximum of 3)

 

Price it suitably and now any 2-attack ship that people lament as less competitive or not suitable to build lists around gets an attack boost without straight up making it 3 attack.  Originally this was my idea for a fix for the TIE Advanced and A-wing specifically but it just needs to be priced high enough that you can't cheese a bunch of academy pilots or z-95s with it

 

Unfortunately for the Advanced, it doesn't really have the upgrade slots for other releases to buff it naturally.  Short of releasing a title for it or new pilots (and it would be a travesty to release some unknown pilot that is better than Vader) there isn't much to be done, and the Advanced doesn't really have any repaint options aside from FFG just making it up.  That kind of just leaves the modification slot

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I'd like I see both a title and an Advanced-only modification for it, so you could potentially add both, depending how much you want to buff it.

There are plenty things that could be done in each upgrade: increase any one of the base stats, add a system, cannon or new action, subtract up to five points from the cost of an applied modification (to a minimum of zero), add a special new ability, add an EPT slot, meaning named pilots have two. I'd like something clever and playtested by FFG, so I'm not saying specifically "give it one extra primary attack" or whatever. Something though.

Edited by mazz0
Vorpal Sword and Hinnyboy like this

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"TIE Avenger Title" (TIE Advanced only) card: Increase attack value by 1. Cost: 3 or 4 points. 

So your plan is to make a cheaper Defender? No.

 

Different dial, no cannon slot, less shields but does have an evade so yeah totally the same ship there.

 

The Avenger is going to turn up sooner or later and its going to have 3 attack.

Iffo likes this

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Yep. I concur with ribann.

Anyways i think we all agree that the advanced needs some love. I have no doubt ffg will provide. Probably in the next imp aces. Hopefully the y wing will see some lovin too...

Ribann likes this

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[insert link here to old threads]

Summarize:

free systems/FCS upgrade

X2-7 unique titles (including avenger. NO AVENGER MODEL)

Reduction of cost 3-4pts in form of refit (mod that reduces costs and adds systems slot?)

I expect we'll see an update soon. Huge ships maybe. Aces maybe. The new villain in Rebels is a sith inquisitor who flys an advanced.

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The problem with these added cost improvements is that they cost points. I don't think it is a good idea to spend more than 25 points on a ship with only 5 health.

A few good pilots could make them see play. They are not that bad. I would either make them team players (sharing focus or target locks) or more defensive (need TL or focus to be attacked or turns attack (eyes) to blanks...)

Edited by GeneticDrift

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Most balanced idea so far:

Title. TIE Advanced only.

Cost: -1 (Vader) / -2 (others)

This ship may equip a Fire Control System at no cost.

I would change FCS to systems upgrade. Vader already gets two actions. He shouldn't be allowed to only equip a free third action. Systems upgrade keeps every vader at least a little different. Otherwise every vader is Squad leader/title/FCS

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I think a possible change has to increase it's damage potential, can't be too expensive, but can't just make it Attack 3, otherwise it's a slightly cheaper Defender.  Like others, I initially thinking about "advanced blasters" of some kind.  One possibility was +1 Attack at short range.  That gives some purpose to it's good resilience:  Survive to get in close and start punishing the target.  The problem is we're just getting Proton Rockets (Attack 5 on the Advanced), for 3 points, so a permanent +1 on short range offense costs that much or more, and starts to cost 4 or 5 probably.  Another option might be to not allow the extra Evade die at Range 3.  That would allow Tie/ad to have reasonably good firepower at long range, and complement the Proton Rockets.  You could call an upgrade like that 1 point and probably not cause any imbalance.  That would mean you could get a Tempest Squadron Pilot with Proton Rockets for a 1 time 5 dice short range attack and a Range 3 attack that didn't allow an extra green die, all for 25 points.  It doesn't seem like it would make the Advanced a go-to unit, but it would be fairly capable.  

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These threads are so numerous. I really hope they fix the advanced soon if only so I never need see them anymore.

 

As well, I know I could just pass by, but my gosh it is bothersome to just look over them time after time, after time after time..etc..etc..

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Most balanced idea so far:

Title. TIE Advanced only.

Cost: -1 (Vader) / -2 (others)

This ship may equip a Fire Control System at no cost.

I would change FCS to systems upgrade. Vader already gets two actions. He shouldn't be allowed to only equip a free third action. Systems upgrade keeps every vader at least a little different. Otherwise every vader is Squad leader/title/FCS

The generic TIE Advanced @ 2/3/3/2 is only worth 17 points at PS2 relative to a 12 point TIE Fighter @ 2/3/3/0 @PS1. (MathWing).

Its over costed by 4 points relative to an Academy, so a mere 2 point reduction and addition of a system slot still won't make the generics useful at all. Vader also becomes better but not as much as everyone else. Could change the cost to 0 (Vader) / -2 (others) if you think he should be flat out more expensive.

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