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Nyxen

So Everyone's saying Outrider+HLC...

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...is going down in flames to TIEs.

 

That Range 1 blind spot is a major achilles heel. High PS TIEs (interceptors, phantoms, defenders, whatever) chew up Outrider+HLC. They move in close to the outrider, stay on its trail with boosts and rolls, and the outrider goes down in a few turns.

 

For imperial players this will be breath of fresh air after dealing with falcons.

This doesn't often work as well as you think.   ;)  

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...is going down in flames to TIEs.

 

That Range 1 blind spot is a major achilles heel. High PS TIEs (interceptors, phantoms, defenders, whatever) chew up Outrider+HLC. They move in close to the outrider, stay on its trail with boosts and rolls, and the outrider goes down in a few turns.

 

For imperial players this will be breath of fresh air after dealing with falcons.

 

Yes, but you are very likely to lose your very expensive 3-hull ship to the Heavy Laser Donut before you reach range 1, and then it will be very difficult to stay at range 1 for successive turns.

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I can't wait to use the Outrider title with the Ion Cannon and flying it like a massive middle finger on the table.

 

This with Tactical Jammer as Biggs' personal asteroid.  Highly doubtful as a competitive build but goddamn will it be fun to **** around in casual play.

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...is going down in flames to TIEs.

 

That Range 1 blind spot is a major achilles heel. High PS TIEs (interceptors, phantoms, defenders, whatever) chew up Outrider+HLC. They move in close to the outrider, stay on its trail with boosts and rolls, and the outrider goes down in a few turns.

 

For imperial players this will be breath of fresh air after dealing with falcons.

With PTL and Engines on a large-base ship, the Outrider is the fastest ship on the table. It pairs that speed with arguably the most maneuverable dial in the game. It has no reason to chase you, and every reason to maintain distance from you.

Phantoms MIGHT be able to pelt it. Interceptors and Defenders are going to struggle to keep up.

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...is going down in flames to TIEs.

 

That Range 1 blind spot is a major achilles heel. High PS TIEs (interceptors, phantoms, defenders, whatever) chew up Outrider+HLC. They move in close to the outrider, stay on its trail with boosts and rolls, and the outrider goes down in a few turns.

 

For imperial players this will be breath of fresh air after dealing with falcons.

With PTL and Engines on a large-base ship, the Outrider is the fastest ship on the table. It pairs that speed with arguably the most maneuverable dial in the game. It has no reason to chase you, and every reason to maintain distance from you.

Phantoms MIGHT be able to pelt it. Interceptors and Defenders are going to struggle to keep up.

 

 

I don't know, there's only so many turns you can just burn it before you run out of table space, at which point the donut-hole gets a little easier to predict for a turn or two.  Heaven forbid someone has an ion cannon, and every other turn you're moving 1-straight.  

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Of course. I should be there later in the afternoon, depending on circumstances. I'm waiting on a shipment of Dust stuff that I hope to be playing with tomorrow.

 

On behalf of my good friend WW, I'd like to inform any law enforcement personnel who might be reading this blog that the "shipment of dust" that should be arriving is a reference to the game Dust Tactics and in no way refers to any substances or items that are illegal in nature. I return you to your discussion in progress...

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I think we should remember that the outrider isnt flying alone.  A good wingman can help hammer anything that gets in the range 1 pocket, and the outrider should be able to cover his wingman pretty well too.   I think the selction of the other ships in your squad will be a bigger factor than usual with the outrider.  I often use backstabber with a shuttle build, to swoop in and punish anything that tries to backdoor my shuttle. If my oponent goes after stabber, then he has done his job and kept heat off of the shuttle.  I usually keep him back a ways, but close enough to be on the enemy if the pass the shuttle and hook in.  a similar strategy might work well for dash.  If the enemy is busy chasing dash, a wingman hanging back could do some damage.  Dash controls the speed of the chase as well.  just some thoughts really, since I dont have an ourider.....yet.

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