Hello there, fellow dial-rotating player!
Today's topic is "why do some ships suffer and never ever appear in lists"
The first one on the list is Scyk. Also known as M3A-1
It has a price of 14, 2-3-2-1 statline and PS2.
Funny thing is Tie Fighter lore-wise costed a bit MORE than scyk, not less.
In other words it's a Tie equivalent with a Mandal motors twist.
The twist is: it has no 3 turn, but ahs 1 bank.
What does it have that Tie does not?
1. bank. Green. Allows to drag a little longer before the dogfight massacre begins.
2. target lock. Generally not a good idea unless upgraded to a Heavy Scyk.
3. One of Hulls is replaced with a Shield. Helps juuuuust a bit for a high quality pilots.
What does it lack that Ties have.
1. 3 turn. The thing that makes it nigh impossible to use formations of 4+ scyks
2. 5 forward. Blocking and chargning is more problematic.
3. Good pilots. No, Laetin sounds fun but is too situation-specific.
And then comes out the Tie\Fo.
With 1 point more than Scyk, it has all the Tie had, but also features both shield and TL, being faster, beefier, having the new upgrade type and a couple of great pilots.
Did I mention the A-wing being better at everything? Ah, yes, it is.
That said, poor scyk that never was good looks not just pale, it looks pathetic now.
Some people say that "heavy scyk" is cool. yeah, maybe. But you pay extra for that gun, and for the gun itself, what makes the cost soar sky-high.
FFG already stated that some ships might get some love in the future.
But maybe they do surf their community forums, and might see good ideas here?
Ideas of "Aces of the Underworld" (Hopefully not too pompous sounding)
Contents: Scyk + Starviper
Pilots: 1 generic 1 medal-generic 2 Named per ship. One of the Named should be a 8-skill "Spacer" pilot card.
hopefully the otheir being Consortium pilot.
upgrades
Vectored engines
Modification. M3A Only
0 points
Immediately after revealing a green maneuver, you may perform a free Barrel Roll action using 1 bank maneuver template.
With this, Scyk would get an edge when it comes into close quarters dogfights, unpredictability when it is used as a blocker (A wing is still better but Hey, that's a "Rebels win" universe mind you!)
And a huge benefit for higher pilot skill ships, because they would be able to get a better spot, maybe even avoiding blocks.
It's still flimsy, still not a damage dealer and not a platform for nifty upgrades like Fire Control System, but it would be a dogfighter finally!
And even better, it would take up the Engine upgrade spot, (because frankly, boost is killing the maneuvering part)
More than that, Scum, Villainly and Mercenaries rarely fly in formations, tend to themselves and love chaos. That's what we need, I suppose!
The second scum ship that sees the light of the tables pretty rarely is Starviper.
One of the cooler-looking ships, that has design unlike anything else in the game
That was supposed to be an arc-dodging Scum Shenanigan user. But FFG tried too hard to not create an OP monster. And succeeded.
3-3-4-1 statline, a heavy fighter maneuvering dial and a cost of a heavy fighter.
But comes stock with boost AND a barrel roll, so a possible arc-dodging ship could have been seen.
but to be an arc-dodger you need PS skill of 8+ and that's where the hammer hit the balls.
Guri has a skill of 5 and Xizor a skill of 7. Even by adding a Veteran Instincts upgrade card to Xizor the starviper is not that good. basically because you get a ship with SP9 and 1 action. While most other arcdodgers have 2 or even more actions. The ability sounds cool on paper, but requires lots of cheap shields and hull points. That just get shot down leaving you alone and useless.
So basically what is needed is a PS8 pilot, a PS6 pilot that can buff\debuff enemies and maybe some PS5 EP upgrade one. Because PS5 EP pilots seem to be the trend of the mercenary faction
Starviper title is already there, but where is the Xizors super-advanced unique targetting system that allowed anything to perform at over_the_peak levels?
Is it just Fire control system?
Nah, he needs some serious alternative to Advanced Sensors+PTL because it's just not interesting.
Experimental laser sighting
System. Starviper Only
3 points
Your enemy cannot use tokens to modify his defence roll results as long as you have a Target lock on him.
Now that's more likely. The system that corrects your firing angle so that even the best "I stock tokens because I am cool" pilots in the galaxy will have trouble, if he can have them in his sights long enough.
Ah yes, I forgot the one ship that i mentioned in the topic name.
THE FIRESPRAY.
While being pretty neat, balanced and reliable, it suffers greatly because of it being costy (almost as much as a full-360' Turret bigship)
And being big you have hard times with small enemies.
One thing that might save the Firespray is addition of Segnors loop.
yes, the segnors loop. it was performed by Boba if Wookiepedia doesn't lie to us.
So the right thing to do, to my mind, is retcon the Slave 1 title. A little.
Adding just
"when revealing a 3 bank maneuver, you may perform a segnors loop using it"
"treat it as a red maneuver"
And suddenly Imperial Fett is a MONSTER. because he can use any of the 2 segnors or banks.
But not only the SCum have useless pieces of Plasteel.
The other ship that definitely needs some loving is Tie Defender.
Boasting 3-3-3-3 stat line, it is 1 evade better than the new T-70 and 1 hull point tougher than E-wing.
It flies like a railroad train, hits like a truck and costs like 40k miniatures.
Too expensive to be used as a lancer-fencer because you'll get arcdodged like hell by all the nasty Boosting sons of ..ahem...
Too train-like to be used as a Solo-powerhouse ace.
And at most times it's pilots require extra outside support to shine (HLC Brax with outside support can rend and maim a huge ship for example)
It's 4 koiogran white is predictable as hell, and seems to be bumping the cost sky-high.
No, really, the T-70 has better maeuver dial, astromech, BOOST inbuilt!
Sure thing, REBELS WIN but something is amiss. Isn't Defender supposed to be THE pinnacle of twin ion engine fighter line?
What should it get?
maybe it should get it's super-awesome ion engine! P-sz9.7 twin ion engines to be precice.
With ability to shift their awesome power to maneuverability or firepower when needed.
Like this
P-sz9.7 twin ion engines
Modification. Tie-D only.
3 points
Action: perform a free boost action using 1 bank or 2 straight template.
If you cannot do so, you get 1 ion token and increase your primary weapon value by 1 for aturn
So it gets a super-boost that can't be 1 straight (this rapetrain knows no brakes!)
Or if you know how to maneuver like a boss, and can block yourself the boosting paths, or come into Range 1 with a big ship you can get yourself ionized to unload a metric ton of bricks in your enemies face.
Another viable upgrade for the Tie-D is the D.
Cannon that is.
it's supposed to be armed with a BATTERY of cannons and a couple ion cannons.
Integrated ion cannons
Secondary weapon
3 points
R1-2
Attack:3
Can be fired immediately after the primary weapon attack.
Must fire at the same target as the primary attack.
*basic ion cannon text I am too lazy to copy here*
Hopefully, I'm not the only one who thinks that all the ships are beautiful (except for HWK. nobody loves the HWK)
And all the ships should be made viable.
If you have anything to add, please do so.
Hopefully with the proper enthusiasm and help from the moderators we might actually create a thread with useful proposals to be read by the FFG itself.
Warpman out.
And yeah, a card for MMO fans out there. They know the feel.
