[CCL] Aces and Eights- Tie Intercepter/Tie Punisher Ace Ppack

By Rakaydos, in X-Wing

181st Fighter Group is a solid alternative Title (of which the game needs more) for the Interceptor. I really, really want it for Lorrir and Cowall. I guess Soontir's cool with it, since it could open up his dial a little, but the double-mod may be too important.

Quadranium Solar Panel seems decent. Good that it's far more useful on TIEs, Interceptors, and Bombers than other Imperial ships. Blocking damage with your solar panels still sounds weird to me, though.

Evir I like. Annoying as hell to hit, but also makes your opponent want to shoot him so they can turn off his gun.

Maarek just gets to fly everything I guess. I don't really have an objection to it.

Heavy Bomber might be doing a little too much. LRS, Guidance Chimps, QSP, and Extra Extra Munitions is a whole heck of a lot of upgrade with no downside. Not denying that the Punisher needs help, but maybe not this much at 0 points.

Launcher Modification is just mediocre for me. Personally don't see the need to add Missiles to every TIE, and not a fan of calling out other upgrades specifically.

Guidance Computer I would like to see a lot more balanced for Missiles and Torpedoes. Cancelling two evades is huge, turning a hit into a crit is not.

"Deadshot" and "Overdrive" both have pretty cool abilities, so no complaints there.

11 minutes ago, ObiWonka said:

Heavy Bomber might be doing a little too much. LRS, Guidance Chimps, QSP, and Extra Extra Munitions is a whole heck of a lot of upgrade with no downside. Not denying that the Punisher needs help, but maybe not this much at 0 points.

Launcher Modification is just mediocre for me. Personally don't see the need to add Missiles to every TIE, and not a fan of calling out other upgrades specifically.

Guidance Computer I would like to see a lot more balanced for Missiles and Torpedoes. Cancelling two evades is huge, turning a hit into a crit is not.

For Heavy bomber, would a "Gain 2 additional modification slots" line work better than the 0 cost modifications?

Launcher Modification is supposed to niche, a powerful buff to Punishers and bombers, and an alternate weapon choice for all the imperial ships that already have a single missle slot. I dont really think we'll be seeing a whole lot of Academy Pilots with Proton Rockets, but it was an option in levels of the old Tie Fighter game, so I didnt try preventing it from happening too hard. I could see removing the cost reduction on bombs, since the Punisher is already recieving a bomb buff and the Tie Bomber only has 1 slot. (As for not calling out other upgrades specifically, Mist Hunter and Dutchess are already in the game)

I've posted one version of Guidance computer that tries to raise the torpedo effect, and have discussed nerfing the missile effect and price. Any thoughts on those updated ideas?

1 hour ago, Rakaydos said:

Two non-reactive crackshots are stronger than an entire game's use of Fire Control System? I dont really agree. The System slot has a particularly strong opportunity cost associated with it.

Its crackshot with added hits to all missiles and unlimited uses, so yeah thats better than FCS for sure

3 minutes ago, rafcpl6868 said:

Its crackshot with added hits to all missiles and unlimited uses, so yeah thats better than FCS for sure

It's limited by the number of missiles you paid for, and by the firing restrictions of those missiles. Aside from the punisher, there is no ship that can equip it that gets more than 2 missile shots. Punisher can get 4 uses, or 6 with the modification in this pack.

Edited by Rakaydos

Missiles/Torpedoes are already powerful alpha strikes, though. We really don't need them pushing more damage through than they already can.

Turning every un-cancelled hit into a crit is kinda cool , but problematic when you roll 4 blanks that suddenly become 4 crits that there's literally no way to defend against.

13 minutes ago, ObiWonka said:

Missiles/Torpedoes are already powerful alpha strikes, though. We really don't need them pushing more damage through than they already can.

Turning every un-cancelled hit into a crit is kinda cool , but problematic when you roll 4 blanks that suddenly become 4 crits that there's literally no way to defend against.

Other than torpscouts, which I believe are mostly dead (and cannot equip this anyway), what missile/torpedo lists are being used as powerful alpha strikes?

That was a powerful efect for torpedos, intended to keep up with "ignore 2 evades" while keeping the "missiles are accurate, torpedos hit hard" dychotomy as much as the damage system in this game allows. With a 2 point system canceling 1 evade, I'd probably stick with just turning hits into crits.

Edited by Rakaydos
1 hour ago, Rakaydos said:

It's limited by the number of missiles you paid for, and by the firing restrictions of those missiles. Aside from the punisher, there is no ship that can equip it that gets more than 2 missile shots. Punisher can get 4 uses, or 6 with the modification in this pack.

4 uses of crackshot (cluster missiles) and guaranteed 4 hits with a focus is absolutely bonkers. It would destroy any other list. I like the separation and distinction between the two types of munitions but these can rip through whatever it faces. Missiles kill intercepters, and torpedoes kill large ships. I think that a more appropriate upgrade would run extra hits/crits against large ships with torpedoes or a new strafing action/ upgrade that allows you to fire multiple torpedoes in a turn at the expense of a weapons disabled. (Basically Corran for Y wings) It could be an ept or something.

Edited by rafcpl6868
4 minutes ago, rafcpl6868 said:

4 uses of crackshot with guaranteed 4 hits with a focus is absolutely bonkers. It would destroy any other list.

Why is it 4 guarenteed hits?

2 minutes ago, Rakaydos said:

Why is it 4 guarenteed hits?

I actually misread that. My bad. Though you have to admit, the likelihood of that is already super high. I don't know man. I love the punisher and it runs fine with all its pilots for me but its not top tier. Its still playable though.

1 minute ago, rafcpl6868 said:

I actually misread that. My bad. Though you have to admit, the likelihood of that is already super high. I don't know man. I love the punisher and it runs fine with all its pilots for me but its not top tier. Its still playable though.

Which is why I'm aiming for a super expensive system that the Tie Advance might take for free, but puts the Punisher into 2 ship list territory.

On 1/29/2017 at 11:13 PM, rafcpl6868 said:

The interceptor does not need fixing past autothrusters. We don't need it to be that overly broken. The punisher actually is about as good as it can be without breaking the game. Its not great as it is, but it is definitely still playable.

OMG....agree so much! Please don't touch the Interceptor. It's finally not the most broken thing in the Imperial list.

As for Tie Punishers.....I'd probably do something simple like just let it TL at any range and leave it at that. It's good for Epic games and larger matches.

16 minutes ago, heychadwick said:

OMG....agree so much! Please don't touch the Interceptor. It's finally not the most broken thing in the Imperial list.

As for Tie Punishers.....I'd probably do something simple like just let it TL at any range and leave it at that. It's good for Epic games and larger matches.

When was the Alpha Squadron pilot EVER the "most broken thing in the imperial list"? Pay attention to what's being offered. it loses Royal Guard's defensive modification slot, and gains a free focus token if it DOESNT use PTL. these things are not for the super PS invincible Arcdodger that dominated the meta. They support cheap maneuverable LOW PS intercepters that never get used.

27 minutes ago, Rakaydos said:

When was the Alpha Squadron pilot EVER the "most broken thing in the imperial list"? Pay attention to what's being offered. it loses Royal Guard's defensive modification slot, and gains a free focus token if it DOESNT use PTL. these things are not for the super PS invincible Arcdodger that dominated the meta. They support cheap maneuverable LOW PS intercepters that never get used.

I think giving away free tokens....like the Tie Defender /x7 title...is just plain power creep. I agree that there is power creep in the game, but I don't want to see all the old ships brought up to the same level of the /x7 Tie Defender. That would just make the power level of the average game of X-wing silly.

3 hours ago, heychadwick said:

I think giving away free tokens....like the Tie Defender /x7 title...is just plain power creep. I agree that there is power creep in the game, but I don't want to see all the old ships brought up to the same level of the /x7 Tie Defender. That would just make the power level of the average game of X-wing silly.

When was the last time you saw an Intercepter with anything except PTL or VI?

If it's already "standard" to have that many tokens, it's hardly power creep to invalidate PTL to give the token anyway. And it opens up intercepters without EPT slots, or those who'd like EPTs other than PS8-9 arcdodging enablers.

Not every token stack is PTL Ryad.

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Latest version. Missile effect weakened, torpedo effect strengtheed, but in a way that promotes firing torpedos without doubled actions.

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Lost the bomb discount. 4 points for a proton rocket tie fighter, 5 points for a pair of Advanced Homing missiles on Marrak Steele (Advance or defender version), 9 points for a pair of homing missiles on any of TAP, Advance, Defender, or /SF. Tie Bombers and Tie Punishers get 6 Cluster missiles (including EM) for 11 points, or 6 homing missiles for 14 points.

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Limited the number of modifications the punisher can stack. Also updated the art.
Are these better than the cards in the original post?

Bumping because this got lost last night.

One kind of random thought about the heavy bomber title- you might be able to extend this fix to the TIE bomber by making it a TIE-only title and making it a torpedo slot upgrade. Just a thought.

On 1/30/2017 at 5:31 PM, Vineheart01 said:

The fact that Soontir will never take that title yet hes part of the fluff is amusing to me lol.

I mean, he could, but his ability would literally just be a failsafe. You'd be better off using a different EPT than PTL with that title, enables your Kturns and opens up other possibilities.

Expertise......

51 minutes ago, Babaganoosh said:

One kind of random thought about the heavy bomber title- you might be able to extend this fix to the TIE bomber by making it a TIE-only title and making it a torpedo slot upgrade. Just a thought.

While possible, the idea was to make the Punisher and Bomber distinct by improving the Punisher's bomb deployment, in exchange for the punisher's higher cost.

On ‎2‎/‎3‎/‎2017 at 7:23 PM, Rakaydos said:
NDGZJUJ.jpg

Latest version. Missile effect weakened, torpedo effect strengtheed, but in a way that promotes firing torpedos without doubled actions.

GZGABWb.jpg

Lost the bomb discount. 4 points for a proton rocket tie fighter, 5 points for a pair of Advanced Homing missiles on Marrak Steele (Advance or defender version), 9 points for a pair of homing missiles on any of TAP, Advance, Defender, or /SF. Tie Bombers and Tie Punishers get 6 Cluster missiles (including EM) for 11 points, or 6 homing missiles for 14 points.

ggzbKGP.jpg
Limited the number of modifications the punisher can stack. Also updated the art.
Are these better than the cards in the original post?

One more time with this

Thoughts on this card?

It's as inaccurate as Flechette torpedo, with an effect that requires hitting to work. But if it does hit a shuttle or Ghost or Decimator, it's going to hurt.

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Edited by Rakaydos

Hmm, I think the card language and name could use a bit of a makeover, but it's an interesting card... It's very cheap, and only has a limited selection of targets that it will be effective against. I like the dramatic hit or miss nature of the damage; it feels more like how I think a torpedo should be.

Updated the original post, added 2 new cards.

An attempt at an Imperial Sabine. Doenst have Sabine's AoE boost, but has a potentially greater effect on Prox or Cluster mines, and ALSO screws over BMST, Scavanger crane, and illicit cloak. Plus Asteroid/Debris rolls.

Edited by Rakaydos

Computer Guidance: Looking a lot more balanced. I would have to throw away all my stuff if I whiffed against a single hit torpedo backed up by triple eyes, lol.

Launcher Modification: Still not a huge fan of this one, I guess because it just generically applies the same upgrade regardless of the type of ship.

Heavy Bomber: Getting Guidance Chimps, Long-Range Scanners, and Mk. II Engines on the Punisher all at once would certainly help it. The bomb-doubling part seems even stronger, though, and more related to the idea of a "Heavy Bomber". I think I'd prefer this split into two different cards.

Basic Torpedo: Like the effect, hate the name. As far as the wording, it just needs an "If this attack hits..."

"Hex": Really like the idea here. Not sure if I would want to drastically lower someone's odds of fixing a nasty crit, though, that sounds NPE.