The StarViper. I can hear the eyes rolling all the way over here. It's trash. It's too expensive. It's got no teeth. It's too crunchy. and the list goes on and on and on. Just as it has for the two years its been out.
I'm one of the few players in my area who doesn't agree (Austin TX straddles a large community across central TX, so it's not a small sample size, trust me). Even before the announcement of the StarViper MkII title, I had put in the time, fumbled my way along the steep learning curve and realized the StarViper is the rare ship that isn't defined by the dial or the action bar, but by the player.
That's what makes it an enigma, in that it can't be classified because it doesn't have an obvious role to fill or build that fits it like a glove. Due to this nebulous nature, players have struggled to find any real value in it.
Maybe that our fault, as players, we look for ways to classify and identify ships so we can more easily build lists and strategies around them.
In all the time that I've been using the StarViper one thing has become clear, if you can improvise well the StarViper will deliver.
But let's get down to brass-tacks, the StarViper's closest analog is the E-Wing. Currently that means that much like the E-Wing, there's just the one Pilot that's really worth mentioning and in this case it's Guri, but soon that may change (but we'll get to that). As we've seen from numerous tournaments, high and low, Corran and the E-wing rewards expert maneuvering and unique action tempo. While Guri obviously can't compete in a pilot-skill battle, she can equip all of the same upgrades, but where Corran gets the astromech, she gets the illicit (thanks to the Virago title).
Even at the price point they are very similar. But whereas Corran's ability is raw offense, Guri's is entriely context sensitive, being at range one of an enemy nets you a free focus token. There's been a lot of debate as to the best use for it, some earmark it for defense and others load it for the attack in scenarios using Advanced Proton Torpedoes.
Using the E-Wing as rough guide as to how best use the StarViper, we can start to get a better picture of how best to employ the unique ship in conjunction with the StarViper MkII title. Corran has very little variation on his build, mostly just the choice between Fire Control System or Advanced Sensors (the rest of his upgrades being mostly standard, PTL, R2D2, Engine Upgrade). In our Starviper example the use of FCS or Adv. Sensors leads us down two separate paths.
We'll take a look at FCS first because it trends on the more popular due to ease of use. The FCS on a maneuverable ship like the Starviper helps yield more consistent damage output in the long run due to repeating target locks. The real win is that as long as you don't change your target you can use subsequent rounds' action to get your position right where you want it.
Now with Advanced Sensors coupled with the new 'bent' barrel roll makes the StarViper almost nightmarishly maneuverable. Seriously, I've been doing in game testing with the title in conjunction with Adv. Sensors almost since it was previewed and it yields you almost an embarrassment of riches for positional options. Advanced Sensors is the go to option if you want to be absolutely sure you end up where you want to be. In this age of hardcore alpha strikes the best defense is to not be in the line of fire at all.
This is all well good, but it still doesn't tell you anything that probably didn't already know.
That's kind of my point, all the information about how to use the StarViper is already out there, but it comes down to doing the work.
The StarViper doesn't move like any other ship. I'll say that again. The StarViper doesn't move like any other ship. That is the real strength, the bent barrel roll coupled with having 1-speed turns gives you the ultimate close rang knife fighter at your fingertips. It balks at Dash Rendar trying to escape intruders in his HLC bubble and Quickdraw is de-fanged when he can't return fire. Leaning heavily on this new mechanic to move in ways that other players can't visualize is the key to early success.
Having said that, it's time to talk about Dalan. The StarViper's new (probably) golden boy has one of the most potent positional abilities perhaps in the whole game. Coupled with Advanced Sensors he can get in close and stay exactly where is opponent doesn't want him with ease while still having a focus or target lock to show for it.
When all is said and done, using a StarViper requires that you think ahead. Improvising is important but only insofar as adapting to your opponent's strategy.
Which brings us to Thweek. This copycat embodies the very formless-ness that makes the StarViper the ultimate secret weapon.
Bruce Lee was quoted as saying, "You pour water into a cup it becomes the cup. Pour it into a teapot, it becomes the teapot. Water can flow or it can crash. Be water, my friend." What Bruce was getting at was a key tenet of zen martial arts, in being formless you can take any form you need. While Thweek epitomizes this with unique pilot ability it actually applies to all StarVipers. You need an arc-dodger early? Done. Need precision torpedo strike, can do. Need a late game hunter, check. However, it can't do them all at once. The StarViper isn't a multi-tasker, at least not in the obvious sense. In truth it's more of an 'omni-tasker' in that in can do anything but not at the drop of a hat, hence the thinking ahead.
So we can now take all of this info, the System slot, the bent barrel roll and the unique pilots and start to define our StarViper in what we'd like to be able to do.
For this example I want my StarViper to be a slippery SOB, and general nuisance that will function similarly to a TIE Phantom while supporting a big ordnance sled in the following list:
Guri —
Intensity
Advanced Proton Torpedoes
Advanced Sensors
Cloaking Device
Autothrusters
StarViper Mk.II
Virago
Ship Total: 43
Captain Nym (Scum) —
Veteran Instincts
Twin Laser Turret
Extra Munitions
Cruise Missiles
Proton Bombs
Proton Bombs
Accuracy Corrector
"Genius"
Long-Range Scanners
Havoc
Ship Total: 55
-98pts-
This list leverages the maneuvering of the StarViper with Captain Nym's raw damage output. The cloaking device allows Guri a margin of error when setting up for new approaches where she may not have the opportunity to attack but my come under fire, paired with Autothrusters, it can be very very tough to land a hit on her. I've found that many opponents try to knock Guri out early which opens up Nym to position properly for bombing and Cruise Missile attacks. Additionally, Guri's ability in conjunction with Intensity means that you're really encouraged to use the bent barrel roll. A word on firepower, Guri using the APT's is not for a joust. Adv. Sensors allow her to target lock then S-loop behind her target arriving at range 1, where her ability nets her the free focus, ultimately making a nearly guaranteed 4-5 hit attack. This is a valuable tool for finishing off and ace or potentially crippling a component piece of something like Fair Ship Rebels.
The above list is by no means the only usable StarViper build, but it is the easiest to visualize it's use. I could go on about Xizor, Dalan, Thweek or even a unique build of Black Sun Assassins with Snapshot, but that is for another time.
In summation, If you're willing to put in the work, play thoughtfully and with some flexibility, then you may learn that the StarViper really does have some nasty fangs.
Until next time, good hunting out there in the black!