I got tired of all the other "fixing the TIE Advanced threads", so I started a new one...
On a more serious note, I vacuumed up a bunch of ideas, and mathematically compared them using the method outline in my MathWing: Ship Jousting Values and more thread.
We don't know which (if any) of these options FFG is employing on the TIE Advanced yet, but here are my predictions with rationale for each hypothetical scenario.
Update: FFG has announced their fix to the TIE Advanced. I will incorporate my analysis into the above thread shortly.
Side note: the contents on the first post on that thread are currently under reconstruction, but the results should be updated shortly. The short summary is that I have improved several key items:
- Calculating durability according to the actual number of shots required to kill a target, and not simply dividing total hit points by average damage intake
- Adjusting the general curve fit so it now correctly tracks for high cost ships.
- More rigorously defining the PS1 equivalent cost for each ship.
For more details on each of these, see the above linked thread.
One underlying issue with the TIE Advanced is applying a global fix that applies equally to all of the pilots is guaranteed to still leave Vader as being more powerful than all the others. His cost is simply not in line with the rest of the ships because his ability is worth about 3 points. The pilots would be better balanced if the cost of the "fix" is PS dependent, so that the PS2, 4, 7 pilots get an extra point discount compared to Vader. For this analysis I simply apply the same global fix for all of the pilots, with the exception of my House Rules. Generally speaking, either a global and/or targeted cost reduction is required for the generic pilots to be competitive with Vader. This is simply a mathematical certainty based on the existing cost structure and cost to damage ratios, and will be demonstrated as we get to specific examples.
I personally think the best fix for the TIE Advanced would involve giving it multiple title options, where each title would represent a different "prototype technology" that was used on the Advanced as an experimental platform. Each title would provide a different capability, for example:
- Title #1: increases damage cost effectiveness
- Title #2: grants friendly buffs, support ship style
- Title #3: grants utility abilities
FFG is much more creative than I am, so I am only going to address the first one. Here are the 8 different cases for the TIE Advanced that I will be analyzing as options for title #1:
- Stock
- 4 point cost reduction
- +1 attack @ +4 cost
- Free Fire-Control System at -2 cost
- Free System Upgrade slot, filled with Accuracy Corrector for 2 points
- Free "Wedge" ability at -1 cost
- Free "Howlrunner" ability at -1 cost
- My House Rules, which are a modification of #4 with further point tweaking on the pilots.
The description for each column is as follows:
Absolute Cost : the total cost of the pilot including the "fix" card if applicable
PS1 Cost : the Pilot Skill 1 equivalent cost, which for Pilot Skill X is:
(base cost + upgrades) / (1 + ( X-1 + EPT)/24) - named ability value
I have costed Vader's named ability as worth 3 points, and Maarek Steele's ability worth 1 point.
Total Efficiency : The total PS1 value of the ship (including dial, actions, etc) divided by the PS1 equivalent cost. The TIE Advanced is nearly a duplicate of the standard TIE Fighter, so the total efficiency is almost identical to the jousting efficiency. The total efficiency is actually slightly lower since the TIE Fighter's dial is better (hard 1's). For more details see the above linked thread.
Jousting Efficiency (standard) : the efficiency of the ship based only on its expected damage output, durability, and PS1 equivalent cost, as determined by the "standard" meta.
Jousting Efficiency (range) : This represents the jousting efficiency with the worst-case meta matchups on both offense and defense, and the jousting efficiency with the best-case meta matchups on both offense and defense. Specific matchups against specific stat lines can and will still fall slightly outside these ranges, but the ship's average jousting efficiency considering a variety of opponents is virtually guaranteed to fall within this range.
Required Efficiency : This represents how much damage the ship must do before it dies, relative to the amount expected solely by its statistically expected damage output and durability, in order for it to "break even" with a PS1 ship that is 100% efficient such as the standard TIE Fighter. This basically dictates how well you need to fly the ship and utilize its non-jousting capabilities to get your investment back. These numbers are based on the absolute cost of the ship, so more expensive pilots like Vader obviously have to do more damage than a Tempest Squadron Pilot before they pay for themselves.
Scenario #1: Stock TIE Advanced
- no action: 16%
- Focus or Target Lock: 50%
- Focus and Target Lock: 33%
This is the most interesting from a gameplay perspective, because it opens up a host of options for Missiles, and getting the FCS queue working on high hit point ships. The PS2s make for decent filler in any list, and the FCS is a great counter to the Fat Han builds. The costs aren't quite right for the PS4 and Maarek, and Vader may actually be too powerful here, but it's the best possible global fix.
- Tempest Squadron Pilot: Cost reduced from 21 to 19
- Storm Squadron Pilot: Cost reduced from 23 to 20.5
- Maarek Steele: Cost reduced from 27 to 24.5
- Darth Vader: Cost reduced from 29 to 28
- They have a healthy efficiency without risking being overpowered.
- They are very effective against Fat Falcons once FCS gets Target Locks in the queue for every shot, which which would increase the efficiency above the quoted numbers which only assume a free TL 50% of the time
- The FCS makes Cluster Missiles viable, especially against AGI0 and AGI1 targets.