On weighting dials

By DraconPyrothayan, in X-Wing

Alright, this is a thread topic I've covered before, but I wanted to do it again, from the top.

This first post is a listing of my terms. I'll go into each ship's dial in the comments.

Every maneuver has one aspect from each of the following to consider: Color, Speed, Bearing, Base-Size, Pilot Skill, and Extra-Planning Mobility

Color:

Green > White > Red > Absent.

We do not quite know the extent of conversion, though.

The more stress you expect to accumulate, the better Green maneuvers become, and the worse Red maneuvers are.

Speed:

Every ship in the game has 2 Turns and Banks, and the 2-3 Forwards.

These I will call "Mid-Speed". Speed 0-1 maneuvers are "Short", while Speed 3 Turns/Banks and Speed 4-5 Forwards are "Long".

Bearing:

The following are the bearings, sorted by how much they change your angle.

Segnor's > Koiogran > Turn > Bank > Forward/Stop

As a 0 Stop functions identically to a theoretical 0 Forward, excepting certain upgrade interactions, I count them as the same bearing here.

Base Size:

Due to the mechanics of maneuvering, a Large Base ship will travel further on the same maneuver than a Small Base ship.

1-Speed maneuvers become Mid-Speed, as a result, as you cannot expect a small-base ship to skip by you in the same manner.

Long maneuvers are substantively more effective at their role, though, as you get extra distance from them.

Pilot Skill:

If you have a high PS, your Planned maneuvers are less likely to be beneficial, due to blocking.

If you have a low PS, you are more likely to know exactly the board-state in which you move, so your Plan will be more accurate.

Contrariwise, if you have a high PS, your Extra-Planning Mobility will be more effective, and if you have a low PS, it will be less so.

Extra-Planning Mobility:

Any form of Mobility from outside the Planning Phase. These improve different maneuvers in different ways, so each should be discussed.

Barrel-Roll, Boost, Daredevil, and Cloak, for action examples.

Navigator, Imperial Boba Fett, Stay on Target, for non-action examples..

Edited by DraconPyrothayan

The X-Wing's dial

Fun fact: As of Wave IV, the X-Wing and Firespray-31 dials were tied for being the Modal Average.

That is to say, they had the most common number of maneuvers in each bearing, in the most common speeds and colors.

Therefore, the X-Wing's dial is my marker of "Average".

Any ship that has a direct upgrade to the X-Wing's dial is automatically "Better than Average", or higher.

Any ship that lacks something the X-Wing has, while having something the X-Wing doesn't, is up for debate.

Breakdown:

The X has one Koiogran speed. It is Long and Red.

The X has two Turning speeds, both in White, a Mid and a Long.

The X has three Banking speeds. The Mid and Long are White, and the Short is Green.

The X has four Forward speeds. The Short is green, the Long is white, and the two Mids are split.

The X has no other maneuvers and no native Extra-Planning Mobility.

An X that has equipped an R2 Astromech turns Green all Short Turns and Banks, making it "Better than Average". However, with no native Mobility Actions and only one Stressful maneuver, that difference is fairly insignificant.

With Push the Limit, you're turning those greens into Offensive Power.

With Stay on Target, you're clearing the stress from your EPT reliably, allowing you to use it every other turn, unless you need Long maneuvers.

An X that has equipped an Engine Upgrade or an R7-T1 has gained the Boost action.

Boost gives Extra-Planning mobility, allowing you to change facing 45° in either direction, and shift your position forward.

As such, it can turn a Turn halfway to a Koiogranish or to a Bankish, a Bank into a Turnish or a Straightish, or a Straight into a Bankish.

To that end, increase the value of its Long maneuvers, the value of its Turns and Banks, and the value of its Greens.

Edited by DraconPyrothayan

The TIE Fighter's dial

Breakdown:

The Fighter has two Koiogran speeds. One Mid, one Long, and both Red.

The Fighter has all 3 Turn speeds, in White

The Fighter has two Bank speeds. The Mid is Green, the Long is White.

The Fighter has four Forward speeds. The Mids are Green, the Longs are White.

The Fighter has no other maneuvers, but has a native Barrel-Roll.

The TIE Fighter has no specific upgrades to improve its mobility. It can gain EPTs and Modifications.

However, due to its cheap cost, any upgrades are proportionally huge. An Academy with an Engine Upgrade is 4/3 the cost of a naked one.

The native Barrel-Roll action does not alter facing, but can add ± 1/2 of a speed, as well as a lateral displacement of 2. That drastically improves Short maneuvers and Turns, and aids a bit with other non-red maneuvers.

Seeing how the TIE Fighter has a Short Turn with its Barrel Roll, the combo has actually been named:

The Matador Turn.

Always a surprise, the Matador Turn ends in a position that overlaps your original, while still altering your firing arc by a full 90°, basically becoming a 30% Turn, closer to a 0 than a 1.

The Matador Turn is a huge reason why the TIE-Fighter, while possessing a below-average number of Short Maneuvers, is considered to be a superior Blocker than the X-Wing.

The Matador Turn also aids substantially in a Jousting scenario, as an opposing option to the Koiogran.

If you're being chased, rather than executing a Koiogran to gain an attack on your opponant, sacrificing your position, action, and constraining your following turn, you can Matador, sacrificing only your action for a very likely chance that they wade into your line of fire.

From there, you have an advantage for disengaging (as you can use a Long Turn or a Long Forward to be in a completely different position than they thought you'd be before you Matadored), or you can resume the chase from behind them.

However, it is possible to Matador in the wrong direction, having them split off behind you, forcing you both to disengage for a while. In this instance, you have the advantage for the eventual Re-Engagement, unless they have Boost.

Verdict: Debatable.

It is strictly superior to the X-Wing with Koiograns, Turns, Long Forwards, and Extra-Planning Mobility.

It is strictly Inferior to the X-Wing with Close Banks and Forwards

It has the same number of Greens, but all are Mid instead of Close.

Usually Better than the X, but can be worse in certain scenarios.

Edited by DraconPyrothayan

The Y-Wing's Dial.

Breakdown:

The Dial is identical to the X, except for the following

The Long Turns are Red.

The Long Forward is Red.

The Short Banks are White.

Verdict: Directly Worse than Average

With an R2 Astromech, it becomes Debatable, as those Long Reds are still there. Still, the R2 is more valuable to the Y than it is to the X, as those extra Reds improve the value of Greens.

With an Unhinged Astromech, it becomes Debatable, as the Long Forward is still Red, and you still lack Close Greens, but this is usually stronger than the X.

Boost is debatedly more valuable on a Rebel Y, as compensating for the Long Red Turn is available in the Bank and Boost, but you cannot use the Boost after the Long Turn as you could on an X.

All of the Extra-Planning options available to the X are also available to the Y, aside from Elite Talent options.

The Y-Wing can equip secondary weapons that ignore its firing arc, meaning that mobility is substantially less important to its offense.

Edited by DraconPyrothayan

The TIE Advanced's Dial.

Breakdown:

The Dial is identical to the X, except for the following

The Short Forward is Absent

All Mid-Forwards are Green

The 5-Forward is White

In essence, it has the Forwards of a TIE Fighter, and the Everything-Else of an X-Wing.

It also has the Barrel-Roll of the TIE family, but doesn't have the Short Turns necessary for a Matador.

Verdict: Debatable

The X has a Green 1 Forward, a White 3 forward, and No 5 Forward or Barrel-Roll.

The TIE-A has No 1 Forward, a Green 3 forward, a White 5 forward and a Barrel-Roll.

That would be a larger weight for the 1 Forward than I'd be comfortable with, so I'm going to call this Almost Always "Better than Average".

Vader makes things substantially better, and is the earliest brush many have with high mobility.

Edited by DraconPyrothayan

The A-Wing's Dial

Breakdown:

The Dial is identical to the TIE Fighter, except for the following.

The Mid-Turns are Green

The Long Forwards are Green

The Long Koiogran is 5, rather than 4

It also has a native Boost action, adding extra weight to Long Maneuvers and Turns, as described in the X-Wing post.

Verdict: Debatable, but directly better than the TIE Fighter.

The X has the Short Banks and Forwards.

The A has the Green advantage, the Koiogran advantage, the Short Turn advantage, and the native Boost.

The A-Wing is Almost Always better than average, Always better than the TIE Fighter, and Usually better than the TIE Advanced.

The A-Wing's Greens and Boost action mean that Push the Limit is very viable as an Extra-Planning Upgrade, as are Daredevil and Expert Handling.

It's also the only ship in the game that can take more than one Elite Talent, thanks to its title, so it can use any combination of those three, and achieve Hypermobility.

Also, the A-Wing can field Jake Farrel and Tycho Celchu, both of whom add extra mobility to their craft.

Edited by DraconPyrothayan

The TIE Interceptor's Dial

Breakdown:

The Dial is identical to the A-Wing, except for the following.

The 5 Forward is White, rather than Green.

Also, in addition to the native Boost action, it also has a native Barrel-Roll action.

Verdict: As the A-Wing.

VS the A-Wing, it lost the Green off of one of its Long Forwards, in favor of gaining the Barrel-Roll action.

If it had lost the 5 forward entirely, I would still consider the Interceptor to be Almost Always more mobile than the A. As it stands, it's even more strongly superior. (Excepting only when it needs to go a 5 forward after taking a stress with a requirement of boosting afterwards.)

The Interceptor's use of Boost AND Barrel-Roll means that Push the Limit alone drives it into hypermobility.

Also, the Interceptor can field Lieutenant Lorrir, Tertran Cowall, and Turr Phennir, all of whom add extra mobility to their craft.

Edited by DraconPyrothayan

You say

Segnor's > Koiogran > Turn > Bank > Forward/Stop

but Segnor's is only 135o whereas Koiogran is 180o.

I would also suggest that the Stop could be better considered as an "Extra-Planning/Mobilty" possibility rather than a 0-magnitude forward move.

Finally, in the Extra section, you discuss cloak & daredevil (upgrade and EPT respectively), so you could include Dash's imperviousness to rocks, Oicunn's ram and Arvel's bump & shoot here.

The YT-1300's Dial

Breakdown:

This is the first Large Ship we've discussed here. Remember that boosts the effectiveness of Long maneuvers, and renders 1 speed maneuvers as Mid-speed.

The YT-1300 has two Koiogran speeds, one Long and one Mid, both Red.

The YT-1300 has two Turn speeds, both Mid, both White.

The YT-1300 has three Bank speeds. The Mids are split between Green and White, and the Long is White.

The YT-1300 has four Forward speeds. The Mids are split Green-Green-White, and the Long is White.

The YT-1300 has no other maneuvers, and no native Extra-Planning mobility.

The YT-1300, in addition to Elite Talents and Modifications, also has Crew options, and can therefore take Nien Nunb, Navigators and Intelligence Agents.

  • Nien Nunb changes all Forwards to Green. As this effects primarily your Long Forward option, it allows you Disengage/Re-engage very well while stressed, though it does very little in a dog-fight.
  • The Intelligence Agent improves all Extra-Planning Mobility options, as you can act with the knowledge of a ship who has not yet Activated, potentially disrupting or avoiding them.
  • The Navigator allows you to change the speed of your chosen maneuver in Activation, with no additional downside.

Verdict: Debatable.

The YT-1300 does not have any Close maneuvers, even though it has 1 speed maneuvers, due to it being Large. It also does not have the 3 turn, but gains an extra Koiogran.

This is actually the closest the debate has come.

The YT-1300, being Large, gains added benefits from any Extra-Planning Upgrades.

It also has a Primary Weapon that ignores its own Firing Arc, meaning that mobility is substantially less important to its offense.

Edited by DraconPyrothayan

You say

Segnor's > Koiogran > Turn > Bank > Forward/Stop

but Segnor's is only 135o whereas Koiogran is 180o.

I choose to go the long way round, to mirror the fact that Banks alter the dial more than Forwards. Basically, I'm saying that the Segnor's passed 180°, rather than simply stopping short.

Similarly, I'll say that IG-88D's Segnors' are 270°, rather than 90°.

I would also suggest that the Stop could be better considered as an "Extra-Planning/Mobilty" possibility rather than a 0-magnitude forward move.

Extra-Planning Mobility isn't slashed: it's Mobility that's achieved outside of the Planning phase.

The 0 Stop behaves like a Short maneuver in every way (forces foes to close closer to you during the initial engagement, can force them to pass you or ram you while you're being chased, et c.), but does so more effectively.

Note that with the way that I'm working Large Ships, the 0 stop is the ONLY Short maneuver available to them.

Finally, in the Extra section, you discuss cloak & daredevil (upgrade and EPT respectively), so you could include Dash's imperviousness to rocks, Oicunn's ram and Arvel's bump & shoot here.

Arvel and Oicunn's are more of a damage bonus when you'd not get one otherwise, rather than something that effects mobility, but you'll be danged certain that I'll mention Dash when I get to the YT-2400. I'm kind of doing them in order, you see :)

Edited by DraconPyrothayan

The Firespray-31's Dial

Breakdown:

The Dial is identical to the YT-1300, except for the following:

The Firespray-31 has no 1-Speed Turn

The Firespray-31 has Long Turns, in White

Verdict: Debatable

The Firespray trades part of the YT-1300's Mid-Turning for Long-Turning. Long maneuvers are better on Large ships, so it is Almost Always better than the YT-1300, but it is even worse than the YT at Short speeds.

The Firespray-31 has a single Crew slot, but is Imperial, so only has Navigator and Intelligence Agent, in addition to the Elite Talent and Modification slots.

The Firespray-31 has an Auxillary Arc, which offers additional offense to its mobility.

The Firespray-31 can be piloted by Imperial Boba Fett, who adds mobility to his craft.

The B-Wing's Dial

Breakdown:

The B-Wing has a Short Koiogran, in Red

The B-Wing has two Turn speeds, the Short in Red and the Mid in White

The B-Wing has Three Bank speeds, the Short in Green, the Mid in White, and the Long in Red

The B-Wing has 4 Forward speeds, the Short in Green, the Mid split Green and White, and the Long in Red

The B-Wing has no other maneuvers, but has a native Barrel-Roll Action

This one looked terrible when it was previewed, and I'm happy to announce that I'm the first on the forum to point out that Advanced Sensors takes care of the Red problem quite handily. Biggs walks the Daggs took that idea to the Worlds' Win!

Verdict: Debatable

Lacking any upgrades, the B-Wing and X-Wing are practically incomparable.

The B certainly has the edge in a knife-fight, while its Long maneuvers are bogged down with stress.

With Advanced Sensors, or the recent addition of the Rebel Crew, it certainly wins the match-up.

Advanced Sensors is the single greatest force-multiplier of Extra-Planning Mobility in the game, as it lets you Barrel-Roll (or Boost, if you have Engine Upgrades) prior to revealing your maneuver.

I remain convinced that the Hypermobile B-Wing directly inspired the Decloak mechanic of the later TIE Phantom.

  • With EU and AS, your 2 Koiogran has the option of being a 2 Koiogran ± 1/2 to either side of you, a 4 Koiogran, or something similar to a 3.5 Segnor's Loop, at your discretion. Or it can stay a 2 Koiogran.
  • With AS, your 1 Turn, red though it may be, instead becomes a 3-point turn, allowing you to dodge behind Obstacles to execute it, or to overlap your original position similar to a Matador turn. With EU as well, you can re-orient yourself by 135° in a single direction, or make a question mark.
  • With AS and EU, any single non-red maneuver has appx 19 different flight-paths and destinations.
  • With AS and EU, Push the Limit becomes insane, giving you 89 different flight-paths for any given non-red maneuver. Moreover, if that non-red maneuver is Green, it clears the stress you've accumulated by activating PtL
  • With AS and EU, Daredevil becomes insane, giving you 180° of variance in the direction you actually move, turning a Turn into a Koiogran of negative value and horizontal motion, or an S, or something in-between, whichever you'd prefer.

Also, to that end, Keyan Farlander now exists, allowing you to remove stress from yourself in combat, allowing those Red maneuvers to become, essentially, White with a free Focus.

Edited by DraconPyrothayan

The TIE Bomber's Dial

Breakdown:

The Dial is identical to the X, except for the following:

The Mid-Speed and Short-Speed Banks switched colors

The 3 Forward is Green

The Mid-speed Turns are Red

The Long Koiogran moved from 4 speed to 5

The TIE Bomber also has the Barrel-Roll of the TIE family.

Verdict: Debatable

The Mid Turn is designed to be used far more often than the Long Turn, in most ships. Mid-speed maneuvers are supposed to be the Bread and Butter of maneuvering.

Therefore, painting one red hurts far more than the red 3-turns of the Y-Wing.

However, the 5 Koiogran is usually a minor upgrade of the 4.
Moreover, the Bomber still has the mighty Barrel-Roll, which can mitigate speed issues in Turns by almost a full measure of speed, while still maintaining the utility on the Banks and Forwards you've come to expect.

It's also the first TIE that has Short Banks and Forwards, and ties with the B-Wing for being the first ship with those options AND a native Barrel-Roll action.

As debatable as the YT-1300, at least.

The Bomber can also carry Bombs, which typically persuade opponents into flying differently, to avoid being right behind you and then exploding. Mind-Games of that, and of the slightly stranger dial, can give the practiced Bomber pilot the edge.

Edited by DraconPyrothayan

The HWK-290's Dial

Breakdown:

The Dial is identical to the B, except for the following

The HWK has no Koiogran

The HWK has no Short Turns

The HWK has no native Barrel-Roll or Sensor Slot

Verdict: In a fight with the Shuttle for Least Maneuverable in the entire game, having passed the Y-Wing for the pleasure.

The HWK also has the worst primary weapon in the game, forcing you to use a Turret secondary weapon.

Even with a 360° field of fire, it will still struggle to fire at the enemy.

It does have a Crew slot, but the only way your Crew and Action Economy are well off enough to improve the dismal dial will be if you equipped the Ion Cannon Turret, or somehow tried to use the Autoblaster Turret (which requires higher mobility, as it can only fire at Range 1.)

It flew much better in the Dark Forces games, but then again, maybe those games played out primarily on foot for a reason...

The Lambda-Class Shuttle Dial

Moo

Breakdown

The Dial is identical to the HWK, except for the following

The Shuttle has no Long Forwards

The Shuttle's Turn is Red

The Shuttle has a 0 Stop/Forward, in Red

The Shuttle has a Large Base, Crew slots, and a System Slot.

Moo

Verdict: Below Average
With no upgrades, the Shuttle is vying with the HWK for the worst. In fact, despite the 0 Stop, the HWK probably wins the fight, due to having more Short maneuvers and the ability to turn without stopping to breathe in the middle.

However, with the addition of an Engine Upgrade...

Lambda 101

Lambda 102, subtitled "Outflying an X-Wing", meaning its at least debatable at this point, with Sablegryphon debating quite strongly on one side.

Moo

Incidentally, those posts basically describe how I weight Large Ship Bases and Boosts on this list.

Moo

Edited by DraconPyrothayan

The E-Wing's Dial

Breakdown

Dial is identical to the X, except for the following:

The Mid-Speed and Short-Speed Banks switched colors

3 Forward is now Green

Added a Long Forward in White

Added a Mid Koiogran in Red

Added a native Barrel-Roll Action

Verdict: Better than Average

This dial is also a direct upgrade of the TIE Bomber, which was a close competition with the X.

The E-Wing also has an Astromech Slot and a Systems Slot, so you can use the best mobility upgrades from the X and the B as well.

It doesn't have the ability to cancel Stress like the A-Wing or the Interceptor, and doesn't natively boost, but the ability to go Hypermobile like a B-Wing, take an R2 Astromech or R7-T1, and go absolutely insane in an Asteroid Field is absolutely astonishing.

Of course, those Astromechs don't combo with it quite as well as R2-D2, but if you're choosing between Immortality from dodging fire to Immortality from recovering shields, you're winning either way.

It's probably a good thing that E-Wings have a sub-par Jousting Value for their points, 'cause otherwise Phantoms would have some severe competition out there.

Also, just throwing this out there.

Etahn Abaht + R2 Astromech + Engine Upgrade + Advanced Sensors + Push the Limit = 43 points
We've all seen crazier.

Almost all of the verdicts for your ships are "debatable", which makes me wonder what the purpose of this very very very long post is.

I'm not really seeing what I'm supposed to be getting out of this very long, but inconslusive analaysis of all the ship's dials.

Edited by Tvboy

Almost all of the verdicts for your ships are "debatable", which makes me wonder what the purpose of this very very very long post is.

I'm not really seeing what I'm supposed to be getting out of this very long, but inconslusive analaysis of all the ship's dials.

Nothing is cut-and-dry, basically.

"Debatable" is when we'd have to look at other factors than just the ship's own mobility when determining who outflies whom, and where advantages for each ship lie in which match-up.

Also, having so many ships that overlap incompletely with the Mode is just a mathematical eventuality.

It also means that in all of those match-ups, the lowly X-Wing has at least one advantage among the disadvantages.

Also, once I've caught up through Scum and Villany, I'll be able to give the full spread.

Edited by DraconPyrothayan

The TIE Defender's Dial

Breakdown

The TIE Defender has a Long Koigran, in White

The TIE Defender has three Turn speeds, with Short and Mid in Red, and Long in White

The TIE Defender has three Bank speeds, all in White

The TIE Defender has four Forward speeds, Mid and Long in Green.

The TIE Defender has no other maneuvers, but has a native Barrel-Roll Action

Verdict: Debatable. Oh so much debate.

The Defender is a direct and substantial upgrade of the Y-Wing, the only other ship with no Green Banks.

The other dial that approaches the Defender is the Bomber

The Defender has an additional Turn, a Short Red, that is simply Absent on the Bomber.

Advantage: D

The Defender's Long Kioigran is 1 shorter than the Bombers, but is White.

Advantage: D

The Defender has 2-5 Green Forward, vs the Bomber's 1-3 Green and 4 White.

Advantage: D Green, Long, B short

The Defender had 3 White Banks, and the Bomber has 2 White and a Green.

Advantage: B

Do the Bomber's Green Banks and Short Forward matter more than the Defender's 1 Turn and White Koiogran?

If the Defender has an Ion Cannon, no.

If the Defender has an Engine Upgrade, and therefore has the ability to do 2 Segnor's Loopsish, and make up for the turning issues, heck no.

Naked? Good question.

Good news is that your Opponent will be more confused by your dial than you are, so definitely practice first and remember that it doesn't fly like other ships.

The Z-95 Headhunter's Dial

Breakdown

The Dial is identical to the X, except for the following

The Mid-Speed and Short-Speed Banks switched colors

The Koiogran is Mid-Speed, rather than Long

Verdict: Debatable

The differences are so minor that they are easily equivalent. Unlike the X to Bomber or X to YT-1300, this isn't just comparing Apples to Apples, it's comparing one branch's apple to the next, of the same tree.

And not even those Frankenstinian trees that are several breeds grafted together.

Main difference? Z-95 can't take an Astromech.

The TIE Phantom's Dial

Breakdown

The Dial is identical to the TIE Fighter, except for the following

The Phantom lacks a 5 Forward

The Phantom has a native Cloak/Decloak

Verdict: Better than Average

The Cloak/Decloak action is so potent, you could outfly an Interceptor with a HWK if the latter can access this.

The addition of the native Barrel-Roll action, included due to it being a TIE, and the addition of the Systems slot, allowing for additional hypermobility, just takes the cake.

The scale was set with the Hypermobile B-Wing as ludicrous. A Naked Phantom approaches that.

Add Echo, Advanced Sensors, Engine Upgrades, Advanced Cloaking Device... and ships that don't care that they've been outmaneuvered take over the metagame.

Thank you, Phantoms, for bringing us Fat Han.

Edited by DraconPyrothayan

The YT-2400's Dial

Breakdown

The Dial is identical to the YT-1300, except for the following

The 2400 had 3 Turns, in White

The 2400 does not have the 3 Koiogran

The 2400 has a native Barrel-Roll Action

Verdict: Better than Average

That native Barrel-Roll on a Large Ship offers a much larger amount of mobility than the ones on smaller ships.This is why Expert Handling is so popular on Firesprays and Falcons.

The addition of the 3 Turn made the Firespray more maneuverable than the 1300, and this didn't require sacrificing the 1 to do so.

Moreover, Dash Rendar does not care about obstacles when flying. Assuming he can find a spot to end that isn't actually on an asteroid, he's the scariest thing to face in a dense cluster.

Also, Sablegryphon happened again.

Drag Race

The VT-49 Decimator's Dial

Breakdown

The Dial is identical to the Firespray, except for the following

The VT-49's Green Maneuvers shifted up 1 speed, leaving White 1 Banks and Forwards

The VT-49 has no Koiograns

Verdict: Debateable

The first ship in the game without a Koiogran that isn't choked with Red everywhere else, and with a Primary Weapon that ignores its Arc, the Decimator doesn't actually need to do anything but lazy circles, as proven by the YT-1300 when it was first released.

It's other attributes show that it was basically designed as the Falcon Squared, but that doesn't make it more maneuverable.

You can use your decent Mobility with the Bombs, Oicunn, or the Dauntless Title, all the way to the bank.

The StarViper's Dial

Breakdown

The Dial is identical to the B-Wing, except for the following:

No Koiogran

All other Red maneuvers are White

3 Forward is Green

Added Long Segnor's Loops, in Red

Native Boost and Barrel-Roll actions

Verdict: Better than Average

No upgrades vs No upgrades, this thing is more maneuverable than the TIE Interceptor.

With just the EPT, the Interceptor regains the advantage, due to its greater number of Greens.

With the Title, it can take Advanced Sensors, and blast ahead of the Interceptor to E-Wing levels of insanity.

The M3-A "Scyk" Interceptor's Dial

Breakdown

The dial is identical to the Phantom, except for the following

No Long Turns

Addition of Short Banks, White Green

Long Koiogran at 5, not 4

No native Cloak action

Verdict: Debatable

The M3-A is the second ship in the game to lack the two most powerful Forward speeds, the 1 and 5. This one doesn't have the luxury of using a Decloak to aid its mobility either.

However, it does still have the ability to Matador Turn, but is a rare example of ceding the Long distance to the X rather than the Short.

-*-*-*-*-Edit-*-*-*-*-

As Ravncat eventually linked me to, there is a Dial circulating now that the Scyk has been released that is different than the one leaked, in that the new one has Green Short Banks.

That improves it a bit during the debate, but not enough for me to call the debate closed first.

Edited by DraconPyrothayan