i still primarily play imps despite how "bad" they are because they have the most mind-screwing shenanigans. Rebels/scum practically have nothing in this category of tactics.
Pinning down a striker/phantom/adv sensors Deathrain is difficult, and can easily bite you in the butt if you guess wrong
Cruise missiles are easily the deadliest on our ships
QD/BD can "disengage" and still attack, throwing people off and getting free shots.
Defenders even post-nerf seem to always surprise people with how long it took to kill it, distracting from the flanker.
We have the most low cost, medium-level PS pilots that are all equally deadly so target priority is difficult.
Their issue is they are so sodding punishing for a misplay its insane. If i lose and it wasnt due to literally 0 evade dice rolls (i actually keep track of that) it was 90% of the time due to i misjudged a maneuver or my opponent actually expected my wonky maneuver this time and caught me. More often than not, a SINGLE maneuver causes this.
On the subject of imp-specific upgrades i dont get why we dont have a "second EPT" type slot to represent the military academy training. Its not an EPT slot as that could be broken, but its functionally the same thing just a different pool of cards unique to us. Grant Wedge this access since he was a defected tie pilot to fill the "somebody in another faction has your faction specific slot" clause the illicit/mech tends to have atm.
Can totally be introduced in the form of a Title (that can equip another title) still. Also enables proper control to keep some ships from having it in case some ideas for it would be way too much on a certain frame.




