Can we talk this squad over some more now that people have been getting practice on Vassal and in proxyland?
I've gotten in a couple of games with them, and they're still mind ****ing me. They seem difficult to play well, but so weird that it's still a lot of fun even when you're losing.
I've only tried one build so far, but I've swapped pilots around within it:
> Wingman
> Advanced Sensors
> Mangler Cannon
> Seismic Charge
> Inertial Dampeners
> Autothrusters
Used with the CD and BD pairings.
Of those two, I prefer the latter. I found that IG-88C, while having a nice action economy, tends to compel you to boost all the time for the bonus evade. That means you aren't taking actions to modify your attacks, which leads to a lot of whiffing and low damage output.
Pairing C with B for the Gunner-esque mulligans might help, but I find it difficult to take the field without D's hard-segnoring ability. It seems to me that you need to be segnoring or k-turning constantly to keep yourself pointed at targets, and having the choice between the hard/soft segnor's can be critical for not getting blocked or running into an asteroid.
On that note, so far I can't convince myself to take any EPT other than Wingman. Because the large ship base covers ground so quickly, it sometimes feels next to impossible to ever get consecutive shots on the same target without pulling a red -- you'll generally get one approach at range 2-3, after which you'll be bumping or overshooting them. To ensure that you can saturate the same target and actually achieve a kill (as opposed to spreading the damage around inefficiently) it seems necessary to seg or k almost every round, and Wingman is the only way to do it. Unfortunately, something like Rebel Captive or R3-A2 would throw a huge wrench into that strategy.
I'd love to try a PTL build, but I feel like it might have to be played completely differently from any other squad -- basically lining up for a joust one round, then flying by the enemy the next to turn around and do it over again.
Autothrusters have been a slight disappointment. They seem to kick in once during the initial range 3 tradeoff before everything becomes a range 1-2 furball.
Dampeners are great, but I'm not sure I'd feel the same way if I wasn't using the stress-clearing Wingman build.
I intend to stick it out with Dual Aggs for better or worse, 'cuz I'm a sucker for evil robot bros, but I'd love to hear another round of other peoples' thoughts and squad ideas.