Imperial fixes
Proposals for Imperial fixes
I think the 1stOrder will just have their own version of TIE-Interceptors and TIE-Bombers as they are seen in the movies just like they have their own version of the TIE Fighter. You seem like someone just trying to throw out a bunch of uberpowered upgrades that will likely tip the balance to where Jumpmasters become the new under-powered ship and as for everything else worse than an X-wing. The power creep in X-wing is not that bad.
If you wan't to fix Imperials first identify what it is that they are lacking. In previous posts I simply put the lack of build diversity due to a smaller upgrade poll and over dependence on very specific play-styles. Sure Imperials used to play the arc-dodging game better than anyone just like they used to play the swarm game better than anyone. But now those two things are either not part of the meta or are out done by Scum/Rebels. Sure Wave 11 is addressing some of the issues such as lack of upgrade options.
Edited by MarinealverI never thought Id see a "fix imperials" thread, haha!
My vote is to just nerf the other stuff to a safe middle-ground.
Imp Aces used to have it too easy, now they have it too hard. Tone the anti-ace down a bit and itll be JUST right
30 minutes ago, phild0 said:I never thought Id see a "fix imperials" thread, haha!
My vote is to just nerf the other stuff to a safe middle-ground.
Imp Aces used to have it too easy, now they have it too hard. Tone the anti-ace down a bit and itll be JUST right
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I agree Phil, except I'd say imps have it "harder", not "too hard". I think sabine could use some toning down, but I think that's about it for anti-ace tech. Maaaybe make vader crew in arc only if he gets really popular again on decis.
If you try to buff imperials you have a very good chance of another pre-nerf x7 situation again.
Personally at the moment the only op thing I believe is the jump master. Sabine and k wings I have no problem with, she makes bombs worth using but is not unbeatable by along shot. The sad consequence of her though is that spending 30+ points on a ship with 3 hull and no shields just doesn't cut it.
in my view interceptors need an extra health point, either free by taking a mod slot or a 1 or 2 point cost without the mod slot being used. This is not a major boost but will probably make them viable. Down side the low ps generics don't really get an added help, but that needs a different fix along with most generics of almost all small ships.
ok I may have gone a bit overboard up above but also bombers and punishers need a buff, at the moment they can either be given lwf to help defence, which they need or GC/LRS which they also need to be effective. The tools are there but they can't take all of what they need.
the tie advanced fix up above probably needs to be more like 5 points instead of 3 but that ship needs a movement boost if you ever want to see pilots other than Vader being used at tournament level.
Just a quick throwaway idea.
Kinetic Deflectors(or Impact, i dunno) X points
Mod, small ship only.
Once per round, when rolling for bomb or obstacle tokens cancel 1 die result.
Obstacle thing could be removed, just felt thematic. alt is to roll 1 fewer dice, but again just a quickie
35 minutes ago, RejjeN said:Just a quick throwaway idea.
Kinetic Deflectors(or Impact, i dunno) X points
Mod, small ship only.
Once per round, when rolling for bomb or obstacle tokens cancel 1 die result.
Obstacle thing could be removed, just felt thematic. alt is to roll 1 fewer dice, but again just a quickie
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Nah the obstacle thing is pretty essential for my money - if you JUST make it about bombs, it becomes completely useless if there are no bombs. It's the same reason why Autothrusters has the inclusion of range 3 as well as out of arc.
Cancel 1 is better than roll 1 less.
What about a disconted Tech slot for every ship that doesn't have one? i can see the empire using a lot of tech
32 minutes ago, Flaren48 said:What about a disconted Tech slot for every ship that doesn't have one? i can see the empire using a lot of tech
The tech slot is meant to represent advancements from the rebellion era into new republic, which is why even a lowly quadjumper can be outfitted with them.
I doubt that any pre-force awakens ships will get them.
I see future ships like the first order interceptors and bombers having tech slots but agree that older ships need other methods of improvement. I would like to add that I feel most of the empires ships are fine as things are, it's just the 4 I mentioned need a little help.
Just change Palpatine back and then you would see Yorr Palp Aces back in the fold cuz they match up to tor boats super well. They had to nerf Palp because they messed up so much with the X/7 title they weren't sure if it was enough to fix them so they had to nerf the backbone of the faction.
6 hours ago, thespaceinvader said:Nah the obstacle thing is pretty essential for my money - if you JUST make it about bombs, it becomes completely useless if there are no bombs. It's the same reason why Autothrusters has the inclusion of range 3 as well as out of arc.
Cancel 1 is better than roll 1 less.
Fair enough, though I would argue that a mod (if it's cheap enough) that reduces the effectiveness of your biggest counter might be worth taking on an Interceptor.
Another idea based on the previous one:
Reverse Thrust (Or perhaps: Evasion Thrusters) - X points
Mod, Small Ship Only.
You can only equip this card if you have Autothrusters equipped.
When you roll attack dice for bombs or obstacle tokens cancel any Crit Results.
The idea being to restrict it so that Fang Fighters can't take it, though I guess restricting it to only Royal Guard Tie's and Vaksai might be a bit much. Any ideas? I guess making it Empire Only could work, but that also seems a bit mean.
This could be far better or far worse than the previous one, but I'm not sure I like how the previous one would completely remove the danger of asteroids (It would make more sense for a debris field, since that's generally not a giant solid object).
I would also like to see some sort of aces' pack to give the empire a small buff. You have some good ideas here! I wish that FFG would make the factions more diverse and try to keep the empire as the swarmy/fragile/ace faction though. Token stacking was nice in that way (pre palpatine) because imperials would die if you blanked out in arc of someone. So the best pilots did well with them.
Interceptor modification
0 pointsGain 1 shieldWhen you perform a 3 bank you may rotate the ship 180 and receive a stress token.
A modification like this seems a step in the right direction. Something that can make Interceptors (and other aces) more maneuverable (or action efficient) at the cost of Autothrusters or Stealth Device.
Curious how this would interact with Twin Ion engine though. 3 bank would clear the stress and then you could rotate the ship similar to the Falcon 2 title with Kannan?
I would totally take this and Twin Ion on Soontir so he could Sloop after pushing the limit on a previous turn. A more fragile but also more slippery interceptor for sure!
Episode 8 is going to have the first First Order space battle based on the trailer we've seen. Expect one or more new ships coming to both the First Order and the Resistance factions.
14 hours ago, phild0 said:My vote is to just nerf the other stuff to a safe middle-ground.
I agree.
13 hours ago, markcsoul said:I agree Phil, except I'd say imps have it "harder", not "too hard".
I agree again.
Knock the last few OP stuff down a few notches and we will see a pretty open field for what's good enough.
4 hours ago, Tbetts94 said:Just change Palpatine back and then you would see Yorr Palp Aces back in the fold cuz they match up to tor boats super well. They had to nerf Palp because they messed up so much with the X/7 title they weren't sure if it was enough to fix them so they had to nerf the backbone of the faction.
I'm against this idea. For one, I'm happy to finally see Imperial lists that just don't auto-start with Stealth Soontir Fel all the time. You bring back a viable Soontir and any chance of mid-low PS jousters coming back are just gone.
14 hours ago, phild0 said:I never thought Id see a "fix imperials" thread, haha!
My vote is to just nerf the other stuff to a safe middle-ground.
Imp Aces used to have it too easy, now they have it too hard. Tone the anti-ace down a bit and itll be JUST right
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Agreed. Nerf scum and imperials as a faction are competitive. Nerf slamming sabined bombs and fragile aces can probably actaully see some play again.
11 minutes ago, heychadwick said:I'm against this idea. For one, I'm happy to finally see Imperial lists that just don't auto-start with Stealth Soontir Fel all the time. You bring back a viable Soontir and any chance of mid-low PS jousters coming back are just gone.
Agreed again. Nerfed palp is fine and should stay as he is. It's nice to actually see some imperial lists that DONT have palp as the first ship/upgrade in the list finally. If bombs get reigned in, soontir pro ably becomes playable again, but there's still tools out there for lower ps jousters to actually have a shot against him (such as BMST)
Edited by VanderLegionBut Soontir is so much fun to fly. Not to mention I've always been a huge fan of the character. It sucks that he's not viable. I still play Imperial but most of the ships that are truly competitive are tanky jousters (Defenders and /sfs). They're cool and still kind of fun to fly, but they're not the arc dodgers that I fell in love with.
22 minutes ago, heychadwick said:
I'm against this idea. For one, I'm happy to finally see Imperial lists that just don't auto-start with Stealth Soontir Fel all the time. You bring back a viable Soontir and any chance of mid-low PS jousters coming back are just gone.
Many people like myself loved the play style of high PS Arc dodgers and joined Imperials because of it. Any minute the ace could get blocked and blown up and there was a skill in predicting where the block would be. But now, with the anti ace tech, stress, and PS9 Fenn that can have an initiative bid of 96 points plus the Palp nerf it is almost impossible to play that style.
Now, I'm not saying Imperials are dead. They are far from it, but that specific style of play is dead. I refuse to run Scum Aces because it just feels dirty Procketing a ship every single turn.
Also, I don't think it would eliminate Low PS Jousters. What eliminated them from play was Deadeye Scouts.
I believe that Old Palp + Stealth Soontir is bad for the game. Things like generic jousters are just cut out of the game entirely. It may have been fun, but it wasn't really fun to play against. I understand I'm in the minority here.
Palp should be 5 points now...
Just a thought, what if TIE Interceptors had a modification that read
"When you perform a barrel roll maneuver, you may receive a stress token to use the [1 bank] template instead. If you already have this ability, after performing a barrel roll, remove all stress tokens from your ship."
kinda clunky, but it'll simultaneously help the Interceptor and our buddy Lorrir!
In addition, they should undo the Phantom nerf. That's the easiest fix ever! Just involves removing a page from the already burgeoning errata.
35 minutes ago, Kieransi said:Just a thought, what if TIE Interceptors had a modification that read
"When you perform a barrel roll maneuver, you may receive a stress token to use the [1 bank] template instead. If you already have this ability, after performing a barrel roll, remove all stress tokens from your ship."
kinda clunky, but it'll simultaneously help the Interceptor and our buddy Lorrir!
In addition, they should undo the Phantom nerf. That's the easiest fix ever! Just involves removing a page from the already burgeoning errata.
So...make phantoms broken again. Check.
31 minutes ago, VanderLegion said:So...make phantoms broken again. Check.
I really think they'd be balanced now. Enough other stuff has come out that doesn't really help them, and they're arguably a lot easier to kill now with so many high pilot skill ships and things like TLT.
2 minutes ago, Kieransi said:I really think they'd be balanced now. Enough other stuff has come out that doesn't really help them, and they're arguably a lot easier to kill now with so many high pilot skill ships and things like TLT.
Pretty sure it'd still heavily warp the meta back to ps10+ pilots to avoid whisper