Would it break the interceptor?

By Rakky Wistol, in X-Wing

On 7/13/2017 at 10:50 PM, clanofwolves said:

Anything positive that made them actually usable in a quality squad would be grand; Id love to fly them again without the laminations of our women.

?

70c1dd3dfd8942cdf15c215db4794af4--so-fun

5 hours ago, Rakaydos said:

Punishers are getting buffs- LWF, UGR, Bomblets and Minefield mapper are all recent buffs to punishers.

Rebels CANT be buffed while biggs exists. Hopefully that happens at the same time as the Attani/scout nerf.

Except, you know, all those things are better used by other ships. The punisher did become stronger than it was, but it is still abysmal in its role. It needs an Elite slot at least, but probably a points reduction also to become viable at all, and a nice ability (title) to top those things to become competitive

Double post

Edited by RufusDaMan
11 hours ago, Chibi-Nya said:

Apparently they suck now, I guess. Imperials have always had strong viable options in this game... A lot of them becoming subpar within a year has really hurt us Imperial players. Plus, everyone loves Soontir! We can't let him fall into obscurity!

Soontir? Who's he? I don't remember seeing him in the movies anywhere. What I want to know is where is LUKE SKYWALKER in this game or Wedge; you know, guys who played a pretty significant role in the movie's space battles.

9 hours ago, RufusDaMan said:

Except, you know, all those things are better used by other ships. The punisher did become stronger than it was, but it is still abysmal in its role. It needs an Elite slot at least, but probably a points reduction also to become viable at all, and a nice ability (title) to top those things to become competitive

Word.

3 hours ago, StevenO said:

Soontir? Who's he? I don't remember seeing him in the movies anywhere. What I want to know is where is LUKE SKYWALKER in this game or Wedge; you know, guys who played a pretty significant role in the movie's space battles.

Luke needs an upgrade: "One In A Million", which turns ALL red dice on a torpedo to crits. Done.

The interceptor needs an upgrade which lets you spend evade tokens to cancel bomb damage.

16 minutes ago, RedHotDice said:

Luke needs an upgrade: "One In A Million", which turns ALL red dice on a torpedo to crits. Done.

You must burn the card when it's discarded, though.

5 hours ago, Chibi-Nya said:

You must burn the card when it's discarded, though.

Hehe

2 EPT's on an Interceptor sounds a little overkill.

If I had to come up with a potential Interceptor "fix" for at least some pilots like the generics, I would suggest a -2pt mod or title that changes its green speed 2 hard turns into white. Any PTL users would likely not want it, although there is definitely still potential for any pilots with Intensity. A modification would probably be best so in case it becomes a little more powerful than intended, it's still fighting for space with all the other mods that Royal Guard TIE pilots would normally want to take.

9 hours ago, RedHotDice said:

The interceptor needs an upgrade which lets you spend evade tokens to cancel bomb damage.

This was discussed in a thread on this topic not that long ago. There are a couple of issues with this:

  • What do you attach it to? I'd assume modification, but giving up a mod slot (even on the Interceptor with 2) is not an easy choice.
  • If you make it specifically against bombs, you end up with a situation where Interceptors are functionally immune to bombs but the upgrade is completely wasted against squads which don't include bombs.
  • Since mines are often a bigger issue, and they'll go off when the bomber (usually lower pilot skill) performs its action and drops the mines on you, or else when you execute your manuever and fly through them, at the point they detonate the TIE interceptor won't have any tokens to spend .
  • What you actually want is interceptors to have a reasonable chance against bombs, not auto-win or auto-lose.

What @ficklegreendice , if I remember the attribution correctly, suggested, was that a modification give a TIE interceptor a chance of resisting "automatic damage" - i.e. any time you suffer damage other than during an attack. This could be a 'roll one green dice, on an [evade] do not suffer the damage' or similar. It needn't be earthshakingly reliable, just enough to give TIE interceptors the edge (such that it'd be worth considering instead of stealth device). Because the thing is, bombs do require skill to place right, and if someone does have a primarily bomb armed squad, they should still be able to hurt TIE interceptors with them. I'm fine with reducing the probability of a bomb doing damage, but if someone's managed to land a bomb token square-centre on your ship, don't take it away entirely.

A modification like that wouldn't just affect bombs, but would give interceptors more of a fighting chance against many of the things they really don't like:

  • Colliding with obstacles (including rigged cargo!)
  • Captain Oicunn 'rams'
  • Darth Vader
  • Black Market Slicer Tools
  • Anti-Pursuit Lasers
  • Bombs (including mines)
  • Sabine Wren
  • Feedback Array

Edited by Magnus Grendel