Cartel Spacer pilot card

By Tsiegtiez, in X-Wing

While I do enjoy the Z-95, I have to say I found the Tie Fighter to be much more durable than it because this meta forces you to remain at range 3 (more benefit for you, less for turrets) and because it packs the evade action. Add the additional maneuverability and the barrel-roll, and imo you get a much more flexible fighter.

Yeaah, I still have to disagree with that comment. Presuming we're discussing the turrets that people use (Deci, YTs), then R3 gives you one additional green die. Where as if you're comparing Z95/TIE, you're presumably using a swarm(let), so you're giving your opponent 4+ extra green dice. How does this benefit the swarm again?

While I do enjoy the Z-95, I have to say I found the Tie Fighter to be much more durable than it because this meta forces you to remain at range 3 (more benefit for you, less for turrets) and because it packs the evade action. Add the additional maneuverability and the barrel-roll, and imo you get a much more flexible fighter.

Yeaah, I still have to disagree with that comment. Presuming we're discussing the turrets that people use (Deci, YTs), then R3 gives you one additional green die. Where as if you're comparing Z95/TIE, you're presumably using a swarm(let), so you're giving your opponent 4+ extra green dice. How does this benefit the swarm again?

You get far better chance of rolling evades than they do, and therefore not get oneshot. As for them, it's not a linear increase in agility (X shots at range 3 != +X agility for the opponent). The Decimator's 1 green rarely amounts to much, and in my experience neither does the Falcon's 2 (also range 3 is great for stinging B-wings to death), but your ties are all at phantom level of agility so you're much more likely to get something.

Obviously, you don't do that against mr.2-agility-base, ignores range 3 bonus, but has a range 1 blindspot dash, but I should have been more specific.

Most importantly in my area, though, it keeps Chiraneau from slapping you with his big floppy crit

Cannon bearing M3-A's will want to stay at range 3 even more, because 2ndary weapon status and all that.

Edited by ficklegreendice

"Interceptor" is a generic term. You're comparing it the Twin Ion Engine Interceptor,

No, I was expecting it to fill a role in the game. Scum already have a cheap, crappy disposable ship. They have an ordnance carrier. They have an elite, powerful super fighter. They have a (couple) large base combat ship. They have a support ship. Where is the super nimble, blazingly fast, arc-dodging glass cannon?

"Interceptor" is a generic term. You're comparing it the Twin Ion Engine Interceptor,

No, I was expecting it to fill a role in the game. Scum already have a cheap, crappy disposable ship. They have an ordnance carrier. They have an elite, powerful super fighter. They have a (couple) large base combat ship. They have a support ship. Where is the super nimble, blazingly fast, arc-dodging glass cannon?

The blazing fast, arc-dodging glass cannon is the Aggressor (100% serious, though it's got a lot less glass and a lot more cannon :lol: )

Virago also fits the bill, but only the Virago (it's the system slot and illicit slot that gives it a ridiculous range of movement with advanced sensors and dampeners respectively). It's technically not as fast as the Interceptor or A-wing because it doesn't possess the same # of greens, but the **** thing is slippery. Sure, you can rope it into the "elite super fighter" category, but that thing will give people fits trying to keep it in arc.

If you're expecting more imperial interceptor tier ships, you should play imperials. By virtue of their background, S&V squads simply can't afford to keep higher tech, higher mobility ships around in large quantities. Such as, their super fast ships are going to be a rarity belonging only to the richest and most successful among them.

Adding to that, FFG added that the relative PS of scum would be lower than the other two factions (since these guys aren't military) which is reflected in the highest PS of the two "interceptor" tier ships (6 & 7). I don't have to tell you how important moving last is to outmaneuvering your opponent, and that a faction built with lower PS in mind is probably not going to have the same kind of dedicated interceptor as the other two.

Anyway, the M3-A does fill a role in the game at a glance, 2 of them in fact.

1.) It's an alternative chaff option for those that prefer their swarm to be more maneuverable and durable (ala the Rebel Proto-type A)

2.) With the title, it becomes the X-wing of scum: a moderately priced and decent all-rounder (though the M3-A trades the X-wing's defensive profile and simpler dial for Tie Fighter actions and a cannon)

Edited by ficklegreendice

While I do enjoy the Z-95, I have to say I found the Tie Fighter to be much more durable than it because this meta forces you to remain at range 3 (more benefit for you, less for turrets) and because it packs the evade action. Add the additional maneuverability and the barrel-roll, and imo you get a much more flexible fighter.

Yeaah, I still have to disagree with that comment. Presuming we're discussing the turrets that people use (Deci, YTs), then R3 gives you one additional green die. Where as if you're comparing Z95/TIE, you're presumably using a swarm(let), so you're giving your opponent 4+ extra green dice. How does this benefit the swarm again?

You get far better chance of rolling evades than they do, and therefore not get oneshot. As for them, it's not a linear increase in agility (X shots at range 3 != +X agility for the opponent). The Decimator's 1 green rarely amounts to much, and in my experience neither does the Falcon's 2 (also range 3 is great for stinging B-wings to death), but your ties are all at phantom level of agility so you're much more likely to get something.

Obviously, you don't do that against mr.2-agility-base, ignores range 3 bonus, but has a range 1 blindspot dash, but I should have been more specific.

Most importantly in my area, though, it keeps Chiraneau from slapping you with his big floppy crit

Cannon bearing M3-A's will want to stay at range 3 even more, because 2ndary weapon status and all that.

I agree with the cannon statement. But if we're discussing 4 focused TIEs at R1 vs 1 Chiraneau at R1 (for simplisitly sake I'm considering his ability equal to a F) with a TL, then the average damage to the TIE is 1.64. Meanwhile, the 3 focused attacks and one now unfocused attacks deal 8.25 damage, half of his life for half of a TIE. At R3, the average damage from Chiraneau is .35, but the return fire of 2Fv1 x4 is only 4.6. You've traded 1.29 damage done to a 12 point TIE for 3.65 damage to a 50+ point Chiraneau.

Even if you're looking at the ratio, where he is doing 368% more damage at R1 compared to R3, and you're only doing 179% damage, if you weigh it per point, you're doing an additional ~11.5 points of destruction compared to his 5.16 points of destruction.

And he's your best case scenario because the YTs don't have the crit at R1-2 ability (or other decimators for that matter).

The numbers don't really reflect my experiences in that match-up

What tends to happen is that the dice spike (because expected results are not really applicable until you get a larger number of rolls going) and one of two things happen

1.) I get to do one more point of damage to the fattie

2.) fattie one-shots a tie, and I lose that ship's damage for the rest of the game

Not to mention there's the last, un-calculated factor. The closer your arc is to his base, the more likely able he'll be to boost out of it.

So yeah, I'd rather play it safe and take it slow when possible.

That is, unless we're talking about a legit 7-8 swarm, then it's all about mobbing the bastard ASAP while you're at your peak and before your damage potential drops too low

Edited by ficklegreendice

No, I was expecting it to fill a role in the game. Scum already have a cheap, crappy disposable ship. They have an ordnance carrier. They have an elite, powerful super fighter. They have a (couple) large base combat ship. They have a support ship. Where is the super nimble, blazingly fast, arc-dodging glass cannon?

From a gameplay faction balance perspective, you're right.

From a lore-reflection side, should we expect each faction to have access to top-of-the-line options in all categories?

There used to be an argument on this forum about factions having particular identities.

If we're still all getting caught up in the general designation of "interceptor," just close your eyes and pretend it's the M3-A Fighter :P

Edited by ficklegreendice

No, I was expecting it to fill a role in the game. Scum already have a cheap, crappy disposable ship. They have an ordnance carrier. They have an elite, powerful super fighter. They have a (couple) large base combat ship. They have a support ship. Where is the super nimble, blazingly fast, arc-dodging glass cannon?

From a gameplay faction balance perspective, you're right.

From a lore-reflection side, should we expect each faction to have access to top-of-the-line options in all categories?

There used to be an argument on this forum about factions having particular identities.

Used to be? You mean like yesterday?

No, I was expecting it to fill a role in the game. Scum already have a cheap, crappy disposable ship. They have an ordnance carrier. They have an elite, powerful super fighter. They have a (couple) large base combat ship. They have a support ship. Where is the super nimble, blazingly fast, arc-dodging glass cannon?

From a gameplay faction balance perspective, you're right.

From a lore-reflection side, should we expect each faction to have access to top-of-the-line options in all categories?

There used to be an argument on this forum about factions having particular identities.

Used to be? You mean like yesterday?

:lol:

Maybe - I don't recall it coming up recently, but then I've been spending more time on the Armada forums lately.

Seems closer to an A-wing than an Interceptor. A cheaper, lower-quality A-wing with access to a cannon? What madness is this?

Intriguing.

And this apears to be the dial

SWX26-dial.png

Fantastic! Really great, thanks for that. Didn't even think to look for the dial!

Very excited about both 1-Banks and 1-Turns, although no 3-Turn is interesting. Both a 3-K and 5-K are a good combo. Some nice options, without being overpowered. The Z-95 greens fit well.

Yeah, I thought the 2 turns would be at least green. It is the second ship with a 5 K. So it is sort of like a combination of the Tie Fighter and the Tie Bomber. Well it is only 14 points so yeah you can't expect that good of a dial even if it is only 3 hit points.

Seems closer to an A-wing than an Interceptor. A cheaper, lower-quality A-wing with access to a cannon? What madness is this?

Intriguing.

A-wings have better dials than an interceptor. This seems closer to a Tie Fighter with the Tie Bomber K-turn.

You guys should try looking outside of the boxes set by Imperial and Rebel ships, the Syck is neither a Tinterceptor or an A-wing, it's a Syck. Use it as a cheapish cannon (or ordnance if you must) option, a tight turn dogfighter and a semi-swarm ship. I admit that to me it feels overcosted by a couple of points due to it's sheer fragility but I'm not willing to discount them before release.

Also, with the Syck - for 14 points - dat action bar. Boosts, rolls and target lock?

Do 18 point interceptors get this? duh NO.

Do 15 point A-wings get this? Nope.

A-wings get a better dial and an extra shield. Lose the barrel roll.

Interceptors get better hull, better dial, lose the shield better DPS. Lose targetting computer.

Neither get a +2 point cannon option.

Neither have all of those action options.

I'd like to see who does better. Syck hvy with mangler or interceptor with targetting computer. both 20 points.

I would have paid 16 points for a a couple of 2 green turns.

... they gave it a 2 straight green to clear that stress while forcing them closer...

All ships have a 2 straight green!

It is the second ship with a 5 K.

Pretty sure there are more than that.

It is the second ship with a 5 K.

Pretty sure there are more than that.

My, Bad, The ships that have the 5K are Tie Bomber, Tie Interceptor, A-wing and now the MA-3.

I've updated the X-Wing Companion app with the Cartel Spacer pilot and the M3-A Interceptor maneuver dial!

I would have paid 16 points for a a couple of 2 green turns.

I'll Trade you those green turns for a cannon slot :)

You guys should try looking outside of the boxes set by Imperial and Rebel ships, the Syck is neither a Tinterceptor or an A-wing, it's a Syck. Use it as a cheapish cannon (or ordnance if you must) option, a tight turn dogfighter and a semi-swarm ship. I admit that to me it feels overcosted by a couple of points due to it's sheer fragility but I'm not willing to discount them before release.

Also, with the Syck - for 14 points - dat action bar. Boosts, rolls and target lock?

Do 18 point interceptors get this? duh NO.

Do 15 point A-wings get this? Nope.

A-wings get a better dial and an extra shield. Lose the barrel roll.

Interceptors get better hull, better dial, lose the shield better DPS. Lose targetting computer.

Neither get a +2 point cannon option.

Neither have all of those action options.

I'd like to see who does better. Syck hvy with mangler or interceptor with targetting computer. both 20 points.

I would have paid 16 points for a a couple of 2 green turns.

A-Wing and Interceptors represent the peak of Rebel and Imperial engineering, maintained by well-trained crews and piloted by the best pilots their faction has to offer.

The Scyk represents the engineering peak of 20 years ago, maintained by semi-literate Gamorreans and piloted by guys who consider Pabst Blue Ribbon as the breakfast of champions.

As a cannon ship it can probably do alright staying at range three won't hurt it at all, it's clearly not s&v`s tie interceptor.

Guys. No one is arguing the rationale behind the ship or the dial, no one is saying the dial doesn't make sense from a background perspective, I haven't even seen anyone claim the dial or ship isn't good. It's just that people are perturbed because the name and the gap in ship roles created an expectation that wasn't met.

Interceptor is a role. The TIE Interceptor happens to be exemplary at filling that role by a combination of supreme maneuverability and raw firepower.

The Scyk does the same basic role in a different way. It either swarms enemy fighters before they reach their objective, or it runs as a Heavy variant and goes for straight kills with bigger payloads. It makes up for a lack of speed and nimbleness with lower production costs.

Besides, the Scyk is an interceptor from a previous generation (or two) of starfighter technology.

Am I the only person that wishes our cheap A-wing knock-off were a T-wing?

I've updated the X-Wing Companion app with the Cartel Spacer pilot and the M3-A Interceptor maneuver dial!

You are so **** fast with updating that thing. Thanks a lot. Downloading the update now.