tie/sf? where are they?

By Vineheart01, in X-Wing

This is another ship that will shine in EPIC Play... not so much in the basic little game.

But run 'em like this IMP%2BTIE%2BFO%2BFIGHTER.png IMP%2BTIE%2BFO%2BSF%2BFIGHTER.PNG IMP%2BFO%2BSHUTTLE%2BUPSILON%2BB.PNG IMP%2BTIE%2BFO%2BSF%2BFIGHTER.PNG IMP%2BTIE%2BFO%2BFIGHTER.png and WOW!

:lol:

It is sad how little excitement there was for the ARC and SF

But that just goes to show how even something as simple as a wave 2 mechanic (firespray) can have game defining implications that we are simply incapable of appreciating from the preview article alone

Also, Ren and his shuttle have some sick synergy with the SF

REN --> backdraft --> consider the dark side SHOWN

Coordinate action --> QD rage --> QD baffle --> fire before basically anything activates --> green move into no stress and pick up another focus

That's because there's nothing ground breaking to be excited about.

I wouldn't expect to see it much even when it's properly released the sf is a hot mess and very few will take it over fel or inquisitor.

It's pitiful defence means you'll get quickdraws ability off once at best before she's got no shields left.

And you won't get to use the duel arc shot every game or even every other game.

It's not a ship that deserves the name tie.

It's pitiful defence means you'll get quickdraws ability off once at best before she's got no shields left.

...

It's not a ship that deserves the name tie.

It always goes off at least once because you will lose at least one shield in one round before it is dead (Yea there are exceptions, like 6 hits vs. all blanks scenarios or 4 hits + direct hit crit vs. all blanks but yea... that happens like never). So it will be once at least and not at best, and thrice at best (if you manage to only lose 1 shield per turn).

Since TIE stands for Twin Ion Engine , I'm pretty sure it deserves the name.

It's pitiful defence means you'll get quickdraws ability off once at best before she's got no shields left.

...

It's not a ship that deserves the name tie.

It always goes off at least once because you will lose at least one shield in one round before it is dead (Yea there are exceptions, like 6 hits vs. all blanks scenarios or 4 hits + direct hit crit vs. all blanks but yea... that happens like never). So it will be once at least and not at best, and thrice at best (if you manage to only lose 1 shield per turn).

Since TIE stands for Twin Ion Engine , I'm pretty sure it deserves the name.

It always goes off at least once because you force the issue using Electronic Baffles.

It's pitiful defence means you'll get quickdraws ability off once at best before she's got no shields left.

...

It's not a ship that deserves the name tie.

It always goes off at least once because you will lose at least one shield in one round before it is dead (Yea there are exceptions, like 6 hits vs. all blanks scenarios or 4 hits + direct hit crit vs. all blanks but yea... that happens like never). So it will be once at least and not at best, and thrice at best (if you manage to only lose 1 shield per turn).

Since TIE stands for Twin Ion Engine , I'm pretty sure it deserves the name.

I flew a bomber last night six hull two evades and on those two dice I didn't get one evade and lost five hull in one round.

That's going to be the exact same issue for the sf, won't happen every time but there's very rarely going to be a game where you have shields past the first round of combat.

So you can get three shots off before you die big whoop, I'd rather take a ship that'll go more than two turns and shoots more than three times total.

It's pitiful defence means you'll get quickdraws ability off once at best before she's got no shields left.

...

It's not a ship that deserves the name tie.

It always goes off at least once because you will lose at least one shield in one round before it is dead (Yea there are exceptions, like 6 hits vs. all blanks scenarios or 4 hits + direct hit crit vs. all blanks but yea... that happens like never). So it will be once at least and not at best, and thrice at best (if you manage to only lose 1 shield per turn).

Since TIE stands for Twin Ion Engine , I'm pretty sure it deserves the name.

I flew a bomber last night six hull two evades and on those two dice I didn't get one evade and lost five hull in one round.

That's going to be the exact same issue for the sf, won't happen every time but there's very rarely going to be a game where you have shields past the first round of combat.

So you can get three shots off before you die big whoop, I'd rather take a ship that'll go more than two turns and shoots more than three times total.

You get three shots, but one to two of those will be against opponents with unmodified dice in the most important matchups, at least in theory.SHooting Soontir whilst he's flat footed is well worth 31 points.

Oh, I am also really, unreasonably excited to make a completely First Order Epic squad. I have enough ships now to make a half-way decent Team Epic squad, more fluff than substance, but man it will be cool to see it fly.

I have to admit that the First Order doesn't really excite me like the Empire does. Whenever I think of missions and scenarios and anything around X-wing, I picture it in the Galactic Civil War. I don't think about the First Order. I probably need to read Bloodlines soon to get any excitement for the First Order.

I flew a bomber last night six hull two evades and on those two dice I didn't get one evade and lost five hull in one round.

That's going to be the exact same issue for the sf, won't happen every time but there's very rarely going to be a game where you have shields past the first round of combat.

There is Sensor Clusters and a few other options for Imperial synergy these days that can help it out.

2 agility, no Autothrusters and no evade action. Upgraded they cost 30 or more.

You're always going to takeSoontir Fel, Omega Leader, or Inquisitor before one of these. More reliable damage and guaranteed defenses.

2 agility, no Autothrusters and no evade action. Upgraded they cost 30 or more.

You're always going to takeSoontir Fel, Omega Leader, or Inquisitor before one of these. More reliable damage and guaranteed defenses.

Exactly one double tap only useful against ace lists and useless(they have the hit points to just tank it) against brobots, uboats and dengaroo is not going to displace existing aces.

Except that i have a much higher than 50% winrate WITHOUT palpaces, i havent used soontir in over 3 months and seldom used him when i did.

Yes, soontir is superior. Know what he also is? insanely predictable because he has no leeway in his build or flypath. I dont like being predictable. I like throwing shoehorns or curveballs at my opponents, and palpaces CANNOT do that.

Only time i run palp is if im running RAC, since i seldom have a valid use for those other 2 crew slots anyway.

The imperial fleet has been in need of a ship that stand a round of fire at a reasonable price. Something for the enemy to focus on allowing the arc dodgers time to get into position.

The imperial fleet has been in need of a ship that stand a round of fire at a reasonable price. Something for the enemy to focus on allowing the arc dodgers time to get into position.

It's called the tie shuttle.

Except that i have a much higher than 50% winrate WITHOUT palpaces, i havent used soontir in over 3 months and seldom used him when i did.

Yes, soontir is superior. Know what he also is? insanely predictable because he has no leeway in his build or flypath. I dont like being predictable. I like throwing shoehorns or curveballs at my opponents, and palpaces CANNOT do that.

Only time i run palp is if im running RAC, since i seldom have a valid use for those other 2 cts anyway.

Soontir, who has stress, must clear stress. Either he moves forward 2 because then he still has a shot, rockets away at 5 to try and leave, or does a 2hard to attempt to pursue.

Not that hard to predict him. The difficulty is hitting him because of his defense. Long as you dont try to get greedy/stupid and attempt to range1 him, he usually DOES NOT get out of arc because range2/3 arcs are huge.

Soontir will never go a turn where he doesnt ptl, because the moment he does that singular attack that still has arc on him somewhere can easily sneak damage though. So he will never kturn, he will never do whites, and he will always do greens.

im not saying its so easy to counter him hes pathetic. Not at all. Im saying against a player that actually knows how to call the shots, which is a surprising few ive noticed, he isnt that scary. I actually LIKE facing him because i can predict him like the puppet he is and consistently get arc on him. A naked OL ticks me off more than a decked out soontir.

I have to admit that the First Order doesn't really excite me like the Empire does. Whenever I think of missions and scenarios and anything around X-wing, I picture it in the Galactic Civil War. I don't think about the First Order. I probably need to read Bloodlines soon to get any excitement for the First Order.

Oh sure! You've been thinking about the Empire your whole life. The 1st Order is only something you've thought about for 9 months or so.

Wait. 9 months is how long you have to get excited about a new human. WHAT IS WRONG WITH YOU?! HOW DO YOU NOT LIKE BABIES?!

admittedly im not a First Order fan either, or episode7 as a whole for that matter *dodges rocks*

This is a game to me. A great game. And great games need great additions. I absolutely hate the firespray ship because i think it looks like a deranged shoe, but i still used it because its something different to play with.

Same for the Lambda. I'll use it because its a radically different playstyle, even though i personally dont think it looks like its in the right faction.

Only ships i literally dont use at all are punishers (well, anymore, first ship mentality so i used it for awhile), e-wings, shuttle phantom, and i dont play scum yet so technically all of them lol.

If you guys are losing that much health on a 6 health, 2 agility ship, you suck. Yeah that's harsh, but hard reality, you don't know the strength of your own ships and thus blame them for your ineptitude. I've watched bombers live through hell before and just shrug along cause they just couldn't get that 1 hull off. Every single one of us has antidotal evidence, but in all reality, the math proves that those little buggers are much more stout then the lot of you give it credit.

Now why wouldn't that transfer over to the sf? If anything it should last longer because you won't have to turn back into the other players arcs but rather kite them to your leisure. Yes, inquisitor, omega, and Fel are awesome ships. But just because they are awesome doesn't mean the /sf doesn't bring a different tool set to the game.

Bombers are surprisingly hard to kill, especially Tomax with Cool Hand getting stressed every turn for an evade on top of his focus he banked somewhere else lol.

i had the same response when i started running doublebomber + Ryad lists with veterans instead of trip defenders. "Bombers are so easy to kill though!" really? then how did they get both of their homers off before you killed them? Hope that last ship you got can deal with a Lone Wolf Ryad....

it's a two sided issue

issue 1.) is the best defense is not getting shot

so why wouldn't you use Soontir/inqy etc.? Auxiliary arc, you fool!

Abuse that flexibility!!!

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with Backdraft at PS 9 , you really have all you'd ever need to make the aux arc work unless you're against game ruining pwts :(

issue 2.) the most harmless enemy is the one that's already dead, ie the bomber defense,

aka "the best defense is a good offense"

kill them first

literally the whole point of double-tap Quickdraw

really, it's an issue of forum perception. The SF is a ship with a defining characteristic that depends on you playing it . Palp aces and x7 defenders, meanwhile, have defining characteristics based on raw dice mitigation

guess which one is much easier to appreciate outside the table?

granted, I don't see the SF replacing these options in uber competitive lists . Why? Playing well is ******* tiring esp over multiple tournie rounds

but if for some reason you believe they'll never ever be used at any level, I'd have to say you're not giving them nearly enough credit

Edited by ficklegreendice

If you guys are losing that much health on a 6 health, 2 agility ship, you suck. Yeah that's harsh, but hard reality, you don't know the strength of your own ships and thus blame them for your ineptitude. I've watched bombers live through hell before and just shrug along cause they just couldn't get that 1 hull off. Every single one of us has antidotal evidence, but in all reality, the math proves that those little buggers are much more stout then the lot of you give it credit.

Now why wouldn't that transfer over to the sf? If anything it should last longer because you won't have to turn back into the other players arcs but rather kite them to your leisure. Yes, inquisitor, omega, and Fel are awesome ships. But just because they are awesome doesn't mean the /sf doesn't bring a different tool set to the game.

Because t-70's that arnt poe are every where right...

i use ello asty all the time. He lets the T70 actually MOVE with his white Troll move (i love saying it that way rofl)

BB8 + PTL + IA = Ello Asty is pretty potent and nimble. Hits like a freight train on his own and can pursue easily.

Issue is hes a standalone pilot, and rebels arent that good as standalone pilots unless they regen.

It's not a perfect comparison, but I do think it illuminates why we won't see Zeta Specialists.

-- Zeta Specialist PS3 --

Accuracy Corrector / Sensor Cluster

= 28 points

-- Tempest Squadron Tie Advanced PS2 --

Accuracy Corrector

= 21 points

I would rate these ships as having similar offense and defense. A slight defensive edge to the Tempest and a slight offensive edge to the Zeta Tie/SF. Both have barrel roll, but the Tempest has the slightly better dial.

The Tempest is a WHOPPING 7 points less! And it's not even that common, though it's a decent ship.

Edited by Dengar5

It's not a perfect comparison, but I do think it illuminates why we won't see Zeta Specialists.

it's actually a horrible comparison

why anyone would put AC that you have to pay for on what is essentially a 3-die primary is beyond me

disclaimer: no I don't think Zeta will set the world on fire or that I'll even run it (not a fan of barely modified jousters)

but a proper comparison would be Zeta S versus an X7 defender, imo. The price isn't the same, but the difference in dice modification is readily apparent

not to mention that, while the aux arc is far more complex and useful than we know it to be from just the spray, the white 4-k offers a rough approximation except it's always 3 dice

Edited by ficklegreendice