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Darth evil

Tie Interceptor and A-wing in a bad spot a for while

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If the new article showed us anything, it's that the repacks will have nothing that the conversion kits didn't which means the Tie Interceptor and A-wing are really stuck with the current pilots and that FFg will have no choice but to make Aces packs again even though they said they didn't have any intention to do so.

Edited by Darth evil

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The TIE Striker has Conner Nets, which aren't currently in the game.

It also had more pilots converted than the A-Wing or Interceptor anyway, and was released later in 1e so needed less changing.

Scum not getting new pilots is a little weird, but it's also a little weird by virtue of being a cross-faction ship and being repainted. 

I don't see how any conclusions can be drawn from this. It would be absurd if the A-Wing and Interceptor didn't get new pilots. The TIE Advanced, Firespray, Fang Fighter and Rebel Y-Wing all did. 

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Something I think makes the idea that nothing new is coming for the A-Wing and the Interceptor is unlikely is because they have something the Scum Z and Striker don’t have: new canon pilots.

Ciena Ree is suppose to be an Interceptor Pilot, and she is already in the game as a crew, so she feels likely. Vult Skerris is also a new named Interceptor Pilot. He also has ties to the Defender, so he might be up in the air, but he is an option.

The A-Wing has has plenty of options as well, with Shara Bey feeling like a guarantee to me. The Rebels crew (specifically Hera, Sabine, and Ezra) have history with A-Wings and could also be roped in as pilots.

As far as I know, the Z and the Striker don't have that kind of canon pilot support, so it makes a kind of sense not to force anything. I am kind of bummed that Mara Jade didn’t make it as a Scum Z Pilot, but it was a bit of a long shot to begin with. 

This isn’t conclusive evidence, but it’s a hope with some factual backing.

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46 minutes ago, Squark said:

Yes they are. Each conversion kit has several copies. Unless you mean the cardboard hadn't gotten a 2.0 release yet.

Yeah, my bad. I was thinking of Cluster Mines when I wrote that. 

Since realised my error but hadn't got round to correcting it. 

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I think the interceptor is fantastic... I have had nothing but good experiences flying soontir, and the alpha squadron pilot is fantastic like "holy **** this ship is **** good" fantastic.

My a-wing experience is much less but it has felt good in the games I have played it.

I guess I just disagree? 

The interceptor got such a massive buff in second edition and I am really liking where it is. Just because it does not fit your playstyle does not make it bad.

 

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19 minutes ago, hargleblarg said:

It's important to note that they said they'd never do aces packs again, but they've announced these squadron packs which seem like exactly the same thing, so maybe we'll see Royal Guard interceptors and A-Wing squads

I think they said they weren’t redoing the existing aces packs, and that was in response to questions about the alt paint scheme minis from those packs. 

Edited by Forgottenlore

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23 minutes ago, Icelom said:

I think the interceptor is fantastic... I have had nothing but good experiences flying soontir, and the alpha squadron pilot is fantastic like "holy **** this ship is **** good" fantastic.

My a-wing experience is much less but it has felt good in the games I have played it.

I guess I just disagree? 

The interceptor got such a massive buff in second edition and I am really liking where it is. Just because it does not fit your playstyle does not make it bad.

 

Massive Buff, are you on spice ?

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11 minutes ago, Darth evil said:

Massive Buff, are you on spice ?

Absolutely the interceptor got a buff. People are running Soontir effectively 12 points cheaper than his 1st edition counterpoint, and non Soontir interceptors are definitely viable now where before they were guaranteed to pop without doing anything or cost more than they were worth. 

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3 minutes ago, hargleblarg said:

Absolutely the interceptor got a buff. People are running Soontir effectively 12 points cheaper than his 1st edition counterpoint, and non Soontir interceptors are definitely viable now where before they were guaranteed to pop without doing anything or cost more than they were worth. 

this

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1 minute ago, Icelom said:

If you can't see it then I guess I know why you think they suck.

 

nothing has changed in their stat line, their cost is pretty much the same, Soontir's ability is worst... oh right the autothrusters. So Alpha's get to double reposition well woop dee doo.

How many Interceptors besides Soontir who is there because of his PS6 are in the top lists........ none. but they got buffed

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3 minutes ago, Darth evil said:

nothing has changed in their stat line, their cost is pretty much the same, Soontir's ability is worst... oh right the autothrusters. So Alpha's get to double reposition well woop dee doo.

How many Interceptors besides Soontir who is there because of his PS6 are in the top lists........ none. but they got buffed

1. Cheaper

2. Baked in Ptl (almost) 

Autothrusters have 2 benefits, first it makes interceptors without a talent slot good, the alpha squad is the best blocker in the game. Second it gives aces a free talent slot, in first edition soontir did no damage in second with predator or outmaneuver he is actually doing damage.

3. No VI

In first they had to take Ptl as there talent meaning even soontir was out pilot skilled most of the time. Now not only is his talent slot free to take something he can take something to help his poor damage.

They are very good in second edition and I think are currently undervalued especially the alpha squadron.

So yes they got a massive buff and are pretty good.

Lastly there are no top lists yet, the meta is no where near formed. 

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1 hour ago, Darth evil said:

nothing has changed in their stat line, their cost is pretty much the same, Soontir's ability is worst... oh right the autothrusters. So Alpha's get to double reposition well woop dee doo.

How many Interceptors besides Soontir who is there because of his PS6 are in the top lists........ none. but they got buffed

Their effectively one point cheaper in 1.0 terms as their old cost of 18 base would be 36 rather than 34, in relative terms the striker stayed at the same price point as in 1.0 (17 to 34 as a direct transition) despite the fact that the one extra hull is less valuable than the one extra agility.

I think the issue is that the overall ace experience has had a downgrade, more emphasis on manouverabilty than token stacking. While the defence and offence compared to 1.0 Soontir has been nerfed into the ground, it fills the same role in relative terms as a proper ace along the same line that basically everything that was stupid good has been nerfed.

however, even saying that, you can’t really dispute that the base chassis has received a significant buff. Baked in royal guard title and mini PTL all for one point cheaper in 1.0 terms is pretty clearly a good thing.

The named aces may have been weakened, but I still feel that they’re good in terms relative to the weakness of 2.0 compared to 1.0 and as such are about equally as effective. While that is subjective, the chassis promotion is objective, as for the Awing there is a similar story, inbuilt refit and mini ptl while keeping the missile slot and being cheap is good for the chassis, however less talents of value and no I5 or 6 restricts the named pilots.

i try to just divorce my 1.0 perspective of ships from their current position in 2.0, think less of buffs and nerfs but relative power to their peers like strikers and stolen Tie fighters. I find that it helps to give me a clearer picture of the current game state.

May your dice always roll natties

- QJK

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In my area peoples played a wings and interceptot at the very beginning of 2.0 but now they stopped and no one play them (with the exception of soontir sometimes)

I think that the problem is they need to make boost or barrel to survive/block every tourn and even if you take a focus (stressing the ship), cause to their low initiative (with the exception of soontir), you often use it for defence dices, so their attacks are weak.

And pepoples goes sad about weack attack ships (particoularly because if you want to win you have to bestroy someway your opponent).

Personally i used only soontir sometimes.

 

 

 

 

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Interceptors while not perfect are pretty good (This coming from an Interceptor fan who wants to see them be good). A couple more aces, a decent mod or two, and/or a slight reduction in cost for Stealth Device and Hull/Shield upgrades for high Agi ships would be ideal. But even now they work pretty well. Sabers can outmaneuver almost anything besides Aces if you have Second Player and Soontir is solid just being I6 with how cheap he is. Which when you think about the situation overall most ships (at least for the Imperials) tend fall in to this scenario, they are pretty good, but could be made better (without being overpowered) with a couple small tweaks and have at least 1 solid pilot.

A-wings on the other hand definitely need something. They suffer from the same issue most ships that want to be ordinance carriers suffer from if they don't have high init pilots and that is the inability to shoot well on the initial approach. TIE Adv. x1s have the same problem, TIE Bombers would as well if not for Barrage Rockets. Other ideas like a second Pilot Talent slot are also interesting. Point reductions while they could help a little, will only really make a difference if they turn the A-wing into a swarm ship which is not what it's suppose to be. It should be a high speed/high skill, superiority fighter, with missiles to land that heavy blow when needed. But it doesn't do that very well.

As for the original premise of this thread. I think there are some ships that were converted that are more or less thought of as complete for the time being and others which were converted just enough for basic viability. I think part of the reason the TIE Striker and Scum Z-95 were chosen for re-release so soon, is because they are thought of as mostly complete and so could be released easily without having to add new content at a time when there is already lots coming and there is still plenty in the conversion kits getting absorbed. I think the TIE Interceptor and A-wing are more in the basic viability group and so will probably be re-released with some new content (Pilots at a minimum), which means they aren't going to end up in a wave when a bunch of other new stuff is showing up. Wave 4 will be interesting since at that point all of the factions will have some basic viability out there and there won't be a pressing need to dump a huge amount of stuff all at once to bring something up to viability so it will be a good place to re-release some more well known ships from the original 3 factions and a handful of new upgrades.

 

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I'd also like to see more pilots, but most of all I'd like to see some fun mods. Those two slots should be worth something, and right now there's barely anything I want to put on them, especially if they're not Soontir Fel. I'd love to see a mod that turns them into IG-88C, but that's probably too much for Juke Soontir.

As for A-Wings, they could also benefit from a boosty mod. Or maybe one mod that does something when you boost, and one that does something when you roll. If not an evade, maybe lose a lock, or allow for boosting or rolling using a 2-straight? I don't know. It'd have to be cheap, and just as good if not better at I1. We'll see what they come up with.

I think, though, what A-Wings, v1s, Scyks and to a certain extent Kihraxz, Headhunters and x1s, want the most, is more missiles with the <focus> requirement. We have the heavy version (Barrage Rockets) and the scalpel (Proton Rockets), but I'd like to see something of relatively low power that's easy to use and line up. Maybe Flechette Missiles, give them 2-3 charges, R1-2, 3 dice? That would potentially turn Phoenix Pilots and Barons of the Empire into interesting flankers and control pieces. You can shoot them and kill them or at the very least get rid of the focus to prevent them from shooting, but then you'd ignore that heavy hitter in the middle. Or you could shoot the Y-Wing or Reaper heading straight at you, but then you'd most likely take a hit and possible a stress token or two. At the same time, a "1 damage plus effect" weapon would limit the ship to mostly a support role, which is in line with their use in the lore.

But as a sort of tl;dr: I think the power level (and cost) of Interceptors and A-Wings is mostly where it should be, but I would like to see some (or a lot) more options and variety in their builds. Not improvements necessarily, but possible tweaks to account for role and play style.

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Are Interceptors bad even if you play a ship with coordinate as a support? You can get 3 actions without being stressed, which doesn't seem to bad. Of course, you can't do it every turn, but it seems strong anyway.

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