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Yakostovian

1 ship, pure dogfight

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Idea 1:

Black Sun Assassin. (30p): PSR, Star Viper MKII, Push The Limit. 

Sweet barrel rolls to dogfight+Push the limit with decent greens+Regen from PSR when hard times come. 

Idea 2:

Black Sun Ace. (30p): PSR, Vectored Thursters, Guidance Chips, Vaskai, Crack Shot, Homing Missiles, Glitterstim. 

Do a lot of damage at first encounter, the most you can. Then worry about Dogfight.

 

... Do I mentioned that I love Guns For Hire? 

 

Edited by Erion_Fett

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3 hours ago, Zucch10 said:

First order test pilot, PTL, AdvSensors, AdvOptics, Autothrusters.  

Never imagined there could be so much green in the galaxy. 

Also, out PS every generic save the glaive squadron and royal guard.

I'll see you and raise.

First Order Test Pilot, Intensity, Comm Relay, Fire-Control System, Autothrusters.

Matches your PS, but gets a 1-point initiative bid with pseudo-regen from the Comm Relay/Intensity combo.

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I've done this a couple of times in the past with a mirror match. We'd settle on a pilot and ship and kit it out as we wanted. No VI, though. The same pilot, same pilot skill level but different upgrades. Proved to be both entertaining and informative. 

I highly recommend it for a change from the standard 100/6 game.

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Let's see...

Glaives jump immediately to mind, with @MacchuWA's Intensity build feeling like my style.

Likewise, @Zucch10's Silencer build would be a ton of fun.

I might try a Concord Dawn Ace with PTL, Title, and AT. Or a Baron of The Empire with the same load out. Both outfitted with ordinance to taste, probably Protons for the Fang and HarpoonS for the TAP. 

 

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Going to be strange here:

Blue Squadron Pathfinder (U-Wing): 23

  • Pivot Wing (Landing): 0
  • Engine Upgrade: 4
  • Advanced Sensors: 3

Let the 1 K-Turns and 1 S-Loops happen lol.  Not actually good, but is my favorite ship design.

Green Squadron Pilot (A-Wing): 17

  • A-Wing Test Pilot: 0
  • Push the Limit: 3
  • Intensity: 2
  • Proton Rockets: 3
  • Guidance Chips: 0

Second favorite ship.  Again not the greatest, but good action economy.

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3 hours ago, Yakostovian said:

Ah. I see. My phrasing could be better. The intent is no unique pilots, and no unique upgrades. English* is weird.

*Native English speaker here

Blackmoon Squadron Pilot

3 Attack

3 Evade. 

Great Dial. 

Fire control system, hull upgrade, flight assist astromech. 

 

If if you go with the Knave Squadron Pilot you can and 

Fire control system, hull upgrade, flight assist astromech it comes in at 33 points so you could run 3 of these in a squad. 

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2 hours ago, Erion_Fett said:

Idea 1:

Black Sun Assassin. (30p): PSR, Star Viper MKII, Push The Limit. 

Sweet barrel rolls to dogfight+Push the limit with decent greens+Regen from PSR when hard times come. 

As no point limit was stated i would pack either ion torp or seismic torp as well. Seismic for a bad surprise if the other player tried to hide in the asteroids.

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8 hours ago, PhantomFO said:

I'll see you and raise.

First Order Test Pilot, Intensity, Comm Relay, Fire-Control System, Autothrusters.

Matches your PS, but gets a 1-point initiative bid with pseudo-regen from the Comm Relay/Intensity combo.

The first Order test pilots are great if you're going for the out-PS. Though I think fire control system/threat tracker is great too.

 

I would fly a Guardian Squadron pilot fully kitted out with TLT, extra munitions, harpoon missiles, advanced proton Torpedos, a bombardier, and proton bomb/conner nets, and then I'll watch the world blow up.

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Royal Guard Pilot, Veteran Instincts, Auto Thrusters, Stealth Device - I get initiative bid to move after the First Order Test Pilots.

Unfortunately, Blackmoon in the E-Wing wins it all unless someone brings a Punisher. #needsmorepunisher

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Jakku Gunrunner - Tactician, Cluster Mines, Primed Thrusters, Contraband Cybernetics, Spacetug Tractor Array

I don't care if  you're an arcdodger, I'm going to tractor you onto rocks and drop mines on you. If I don't die in a horrible explosion after 1 second of screentime.

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Some of my ideas:

Shadow Squadron Pilot — TIE Phantom

 
Sensor Jammer 4
Recon Specialist 3
Advanced Cloaking Device 4
Ship Total: 38
   
Glaive Squadron Pilot — TIE Defender  
Expertise 4
Ion Cannon 3
Ion Pulse Missiles 3
Stealth Device 3
TIE/D 0
Ship Total: 47
   
Black Eight Squadron Pilot — TIE Punisher  
Sensor Jammer 4
Extra Munitions 2
Advanced Proton Torpedoes 6
Homing Missiles 5
Advanced Homing Missiles 3
Proton Bombs 5
Conner Net 4
Lightweight Frame 2
Ship Total: 54
   

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If I'm breaking the soft-spoken no Scurgg rule then the absolute strongest build is probably this:

 

Lok Revenant

TLT

Extra Munitions

Harpoon Missiles

Proton Bomb

Connor Net

Gonk

Long Range Scanners or Guidance Chips

 

This guy has mobility, bombs for auto damage, TLT for area coverage, missiles for the tanky ships. And it can shield regenerate. Such a crazy strong ship. 

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18 hours ago, Hannes Solo said:

Well when turrets are legal I would guess something with a TLT would win.

I dunno. With only a single Twin Laser Turret, not a combined firing pattern of 3 or 4, good luck hitting the suggested TIE interceptor.

3 hours ago, GILLIES291 said:

If I'm breaking the soft-spoken no Scurgg rule then the absolute strongest build is probably this:

 

Lok Revenant

TLT

Extra Munitions

Harpoon Missiles

Proton Bomb

Connor Net

Gonk

Long Range Scanners or Guidance Chips

 

This guy has mobility, bombs for auto damage, TLT for area coverage, missiles for the tanky ships. And it can shield regenerate. Such a crazy strong ship. 

Gonk is unique, so no shield regeneration. Otherwise, fine - it is a darned expensive ship, it should be effective.

 

Point for point, I'd probably take the Royal Guard Interceptor. I'm not sure if I'd want Veteran Instincts or Push The Limit, though. Unlike the tankier defender or silencer, you both really want to move last and really want the action economy.

The First Order Test Pilot or Glaive are better, but it depends what the putative points cost limit is.

 

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I'll second the Royal Guard TIE and Glaive as the top choices. Both can simply shrug off turrets while avoiding arcs and dishing out the damage. One of the following would be my top choice:

Glaive Squadron Pilot (39) - A PS 6 tank that dishes out the damage and has high maneuverability.
TIE Defender (34), Predator (3), TIE/x7 (-2), Engine Upgrade (4)

Glaive Squadron Pilot (37) - The highest PS generic possible, you'll arc-dodge for ever without taking damage.
TIE Defender (34), Veteran Instincts (1), TIE/x7 (-2), Engine Upgrade (4)

Royal Guard Pilot (30) - The inherent vulnerability to bombs is counteracted by a frame that is simply untouchable otherwise.
TIE Interceptor (22), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)

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2 hours ago, impspy said:

Soontir w/Title, PTL, Autothrusters, and Targeting Computer is still my fav ship to fly, even if the current meta has made him obsolete. 

While that is a fun ship, this thought exercise was to get people thinking about non-unique pilots and upgrades in a 1v1 match.

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30 minutes ago, Yakostovian said:

While that is a fun ship, this thought exercise was to get people thinking about non-unique pilots and upgrades in a 1v1 match.

Ah my apologies, I misread it then.

 

In that case, seems like in a 1v1 I’d want to run a TIE/SF w/PTL, FCS, Title, Harpoons, Comm Relay, and Mck II engines. 

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