Hi,
I got two of these cards with my rebel aces and not sure how you would use them. What is there purpose? How can they be used?
Thanks,
Ash
Hi,
I got two of these cards with my rebel aces and not sure how you would use them. What is there purpose? How can they be used?
Thanks,
Ash
The purpose of Enhanced Scopes is to move first and shoot first. It allows High PS ships to move before lower PS ships. This makes it harder to block their movement, and dny them their action.
I have not seen it played a lot, but have contemplated a build of 3 named B-Wings all with this upgrade.
Enhanced Scopes allows you to:
It's generally considered inferior to Advanced Sensors, though.
1-point upgrades are typically the corner-cases in this game, and this certainly qualifies. You really have to want its effects to even experiment with it, and I feel it's quite underutilized.
Combining Enhanced Scopes with Anti-Pursuit Lasers might work.
Combining Enhanced Scopes with Anti-Pursuit Lasers might work.
On a Shuttle, you don't have the mobility for APL.
On an Aggressor, you're giving up Autothrusters.
I actually like it on IG-88C fleets, as boost is better the earlier in activation you go, excepting when you have the ability to fire outside of your primary firing arc.
Combining Enhanced Scopes with Anti-Pursuit Lasers might work.
On a Shuttle, you don't have the mobility for APL.
On an Aggressor, you're giving up Autothrusters.
In other words: We lack the ship to put those two upgrades on.
Combining Enhanced Scopes with Anti-Pursuit Lasers might work.
On a Shuttle, you don't have the mobility for APL.
On an Aggressor, you're giving up Autothrusters.
In other words: We lack the ship to put those two upgrades on.
Yass
Here's a 4-page long post on this very topic from just a few days ago:
@Slugrage, thanks. Don't know how i missed that topic. Will do proper searches before posting new topics ![]()
I personally use enhanced scopes with the TIE Phantom. Being able to decloak and move at the same time before anybody else is able to move to block for 1 squad point makes it very difficult to lose your action due to people using barrel rolls or boost to try to interdict you. It also mitigates a major Phantom penalty when using high PS pilots or VI.