IIRC its tied for the cheapest way to get torpedos (bomber) and the cheapest way to get a cannon by 5 points (lambda), with a much better dial than ships filling the same role giving it a better chance to leverage that firepower, albeit with much more fragility.
New Scum preview
That's paying 7pts for an ion cannon.
On a ship with only 2 attack dice it might be worth it sometimes
I've been working on a build for Dual IG-2000, i would like to get some feedback
http://imagizer.imageshack.us/a/img540/8351/HqDSvp.jpg
I was thinking of a similar squad, but I'd swap out PtL for Advanced Sensors - that makes the IG-D (and other IGs) incredibly mobile (Boost, then S/K Turn) and still nets you Evade tokens for your trouble.
I'll be honest, I'm a little disapointed.
No hard 3 and straight 5. At least it has the 1 bank and k-turn 5.
It's a good dial, I guess I was just expecting a little more...
I beg to differ. It's a great dial. 4/5 of the all important 1 speed maneuvers. Combined with barrel roll the 1 banks let the Scyk linger at range very effectively, and br+1 turn let it pivot 90 degrees nearly in place. The 5k is the single best k-turn in the game by a very wide margin, and combined with a 3k turn the Scyk can almost always avoid having its k-turn blocked by a single ship. A 2 turn to open things up a bit, the arc-dodging superstar 3 bank, and the only red on the dial are the k-turns.
I'm really not sure what people look for in dials if this one appears *meh* to them.
I'll be honest, I'm a little disapointed.
No hard 3 and straight 5. At least it has the 1 bank and k-turn 5.
It's a good dial, I guess I was just expecting a little more...
I beg to differ. It's a great dial. 4/5 of the all important 1 speed maneuvers. Combined with barrel roll the 1 banks let the Scyk linger at range very effectively, and br+1 turn let it pivot 90 degrees nearly in place. The 5k is the single best k-turn in the game by a very wide margin, and combined with a 3k turn the Scyk can almost always avoid having its k-turn blocked by a single ship. A 2 turn to open things up a bit, the arc-dodging superstar 3 bank, and the only red on the dial are the k-turns.
I'm really not sure what people look for in dials if this one appears *meh* to them.
I didn't say it was 'meh', I said that it's a good dial.
The possibility of the dial is good, I love the 1 bank and I said in another thread that the 5 k-turn is one of the hardest to block, especially combined with a second possibility (in this case, the 3 k-turn).
I guess my disappointment come with the rest of the ship. With only 3 hit point, this ship will live and die with his maneuvrability. This dial is not that much different than a Tie Fighter and they tend to get blown away pretty easily. I don't think Target Lock will be that useful on this kind of ship and if you put a cannon on it, you will raise the cost a lot of a ship not that hard to blow away.
If this dial was on a tankier ship, I would be in ecstasy. But on this particular one, I have a harder time justifying his cost. I feel that if you want to go cheap, you are better served with the Z-95 and if you decide to equip a cannon to give it more bang, you'll be better served going with the Starviper.
In the end, if this ship was in the rebellion, I would probably always take the A-Wing over it. If it was in the Empire, I would probably always take either the Tie Fighter, Tie Bomber or Tie Interceptor over it. But since it is in the scum faction, I will play it from time to time just so I can play with a new toy.
So, it's not that I'm looking for something out of the ordinary in a dial that will blow my mind, it's just that stats wise this ship wasn't really impressive and I expected the dial to be really good to justify his cost. Maybe a little more green (the 2 1 bank, no need to be the 2 hard like the A-Wing and Interceptors) or faster maneuver like the hard 3 and straight 5.
Q: Does it have a non-red 1 hard turn?
A: No --> need to examine rest of dial to determine quality
A: Yes --> it's a good dial
Tie stats are rough, and the M3-A isn't making up its cost/inherent statics with its dial (good though it is) as much as the Sytx title. At first glance, its a bit sad that so much of its awesomeness lies in the upgrade, but only time will tell if the base model can fit into scum lists.
As is, the Z-95 has no evade, nor roll...and playing them after playing Ties is rewarding when you soak crits, but usually I miss Tie actions and Tie dials. The M3-A provides.
Edited by ficklegreendiceDo we know the cost of the PS 2 Scyk yet?
As the ship I was wanting the most from scum Im a little disappointed so far, the title is **** cool but 2 points on top of a cannon/missile/torpedo...Gah its too many points to sink into a 3HP ship

surely a swarm of 7 of these is going to work reasonably well.
Come on guys, this is a very good dial. It's just not an uber dial like the ones the yt-2400 or ig-88 got recently. We dont want (more) powercreep in this game, do we?
Edited by CelesThe Scyk was the ship I was least interested, along with the Aggressor. I don't have any plans to pick either up with any degree of urgency, though I will likely get the Scyk at some point for my Edge of the Empire campaign and a Mangler Cannon.
The dial seems good and I find it quite interesting that Scum has both the Scyk and Z-95 as economy options. What I've been running has been Scarlet Thief, which includes 2 Binayre Pirates. At PS 1 with an Illicit upgrade for 2 points and 1 PS *less* than the Scyk, I think I continue to feel the Z-95 is a better filler choice.
That said - the Scyk seems fun and I do enjoy flying TIE fighters for their maneuverability.
I will let the meta decide the fate of the Scyk post release.
Come on guys, this is a very good dial. It's just not an uber dial like the ones the yt-2400 or ig-88 got recently. We dont want (more) powercreep in this game, do we?
Since when does thinking that while a dial is good it but could have been better is equal to wanting a ship to be a powerhouse?
Read my last post, I explain why I'm a little disapointed. And notice that I said ''a little'' disapointed.
In the end, I fear that the Scyk will have trouble finding his home in the Scum lists. Like the Tie Bomber we will see them once in while, because it is still a good ship, but the Z-95 will steal the show as a better filler and if you equip a cannon, it will probably suffer the same fate as the Interceptors: 3 HP is really not that hard to blow up, especially when the dial has no special tricks.
So, instead of the 4 I was planning to buy from the start, I'll settle for 2 and see where it goes. If nobody fields them, I'll end up playing it a lot because I love underdogs and proving that they are playable.
Why is the Z-95 better? There are a lot of people that seem to like the Z-95 over the Scyk. The Z-95 has one of the worst dials of any small based ship. It can't barrel roll or boost. Everyone bags the X-wing because it can't do those things, but people love the Z-95? I really don't understand it.
I'm someone who likes flying Tie Fighters and not flying them in formation. I've done well with generic Tie Fighters. I think these guys are like that, but get to TL and have a shield. Great to me, especially with various critical hits becoming more regular.
I'd also like to see how 5 Heavy Scyks with Ion Cannons would do.
Why is the Z-95 better? There are a lot of people that seem to like the Z-95 over the Scyk. The Z-95 has one of the worst dials of any small based ship. It can't barrel roll or boost. Everyone bags the X-wing because it can't do those things, but people love the Z-95? I really don't understand it.
I'm someone who likes flying Tie Fighters and not flying them in formation. I've done well with generic Tie Fighters. I think these guys are like that, but get to TL and have a shield. Great to me, especially with various critical hits becoming more regular.
I'd also like to see how 5 Heavy Scyks with Ion Cannons would do.
I think a generic Scyk with the heavy title and a cannon could be pretty awesome filler. I gave a few reasons why Z-95 would remain my filler ship of choice above, but here it is in more detail
- 12 points
- PS 1
- 2 shields 2 hull
- Illicit upgrade
I can see if someone is keen on the illicits that it is better, as the Scyk has none. I'm wondering how many people will use them on filler ships after a few months, though.
The PS one is good if you are going for blockers, but I'm wondering how much of a difference 2 will make. I guess it counts if you really use blocking significantly. You could make the counter argument that you are firing before all the PS one ships, though. That might be used more often than the blocking.
The extra shield for the hull can be important, as well as the extra point overall. If you are more nimble, the theory I like to go with is that you might not need the extra point as you won't be hit as much. That's the theory, mind you.
Still, with the better dial and barrel roll ability, I'll be happy with my Scyks. Oh, I'm sure to use both, but I will take the Scyk. I'm also thinking that it might be a better fit for some of the more nimble ships , as well. The Starviper and Aggressor might want other ships that are maneuverable to help fill out their list. Nothing worse than getting your special moves blocked up by your own fighters.
Why is the Z-95 better? There are a lot of people that seem to like the Z-95 over the Scyk. The Z-95 has one of the worst dials of any small based ship. It can't barrel roll or boost. Everyone bags the X-wing because it can't do those things, but people love the Z-95? I really don't understand it.
I'm someone who likes flying Tie Fighters and not flying them in formation. I've done well with generic Tie Fighters. I think these guys are like that, but get to TL and have a shield. Great to me, especially with various critical hits becoming more regular.
I'd also like to see how 5 Heavy Scyks with Ion Cannons would do.
Bubblepopmei pretty much said it.
The two big differences for me is the 2 points you save and one more Shield you get.
The Scyk dial is better sure, but not by a large margin. You gain the hard 1 and 5 k-turn but lose the hard 3 and straight 1. Those 2 are also useful maneuver. You gain barrel roll, but on a PS2 ship, it can't really help you react.
I too really love to fly Tie Fighters (in formation or not, depending on the situation), but they are also 2 point cheaper. And from all my past experience with them, I never felt the need to take a TL, so for me at least, that's not something to sell me on the Scyk, I'll end up focusing, evading or barrel rolling all the time. The Scyk dial is better, but is it really worth 2 more points? But you can't take Tie Fighters into the Scum, so this comparaison is futile anyway.
Overall, the Scyk is a better ship that I'll fly from time to time, but I get the feeling that a lot of people will favor the 2 points you save for the z95 over it.
I respect your position, but I'll be happy to pay my 2 pts for a better dial and the ability to barrel roll. There are too many times that it's helped my low PS Tie Fighters to go without it.
Then again, maybe not having many other people fly them will make things work better for me? Not many will be used to them, perhaps.
If I'll want cheap with illicits, I will go to my Z-95.
Im fine with the Scyk, my problem is The title. I think it should have been 0 points.
16 points before you put any secondarys on a 3HP ship is madness.
Is like saying would you put an EU on a tie
Im fine with the Scyk, my problem is The title. I think it should have been 0 points.
16 points before you put any secondarys on a 3HP ship is madness.
Is like saying would you put an EU on a tie
First, I would put EU on a TIE fighter--specifically Mauler Mithel + Veteran Instincts + Engine Upgrade. It's not terribly competitive, but it is actually a lot of fun.
Second, imagine a 21-point ship with 3 Agility, 3 hp, and effectively 4 Attack--or, although it's not as drastic, the same 14-point Scyk with a free title and a 4-point Mangler Cannon. That's pretty substantial power creep compared to anything else in the game, but it's especially harsh to TIE interceptors and TIE phantoms. If the Scyk is going to have access to secondary weapons at all, it either had to get more expensive (which is probably how the A-wing ended up with a price tag that didn't work for 2 Attack) or there had to be a title to cover the gap between the Scyk's 2/3/2/1 stat line and the same stat line with an HLC attached.
Edited by Vorpal Sword