17 minutes ago, Alpha17 said:Not really. I'm used to playing the middle of the range pilots, so having a PS9 for a change was nice. The only higher pilots I ran into were a PS 10 Nym and the obligatory PS11 Fenn. Not sure having PS11 would have helped all that much in either case, especially if I didn't have a bid in against Fenn.
If you're worried about the PS Wars, you could use adaptability to bump QD up to PS10, and save the point. Not quite as good as VI, but free is free. I toyed with doing that, but settled on trickshot because I decided I'd rather have that than a slightly better chance of moving last.
Did Flechette Cannon ever come to mind? One point less and still puts a damage on. Of the three 0 point EPT's to take, I'm not massively taken with any of them,
But not having an EPT would be ridiculous, so one has to go on.
LWF on QD has been nice in giving me more times when I can 'no I won't evade that one hit you've got through'.
100 points
“Quickdraw” (35)
Special Forces TIE (29), A Score to Settle (0), Fire-Control System (2), Advanced Optics (2), Special Ops Training (0), Lightweight Frame (2)
Colonel Vessery (42)
TIE Defender (35), Flechette Cannon (2), Expertise (4), TIE/D (0), Twin Ion Engine Mk. II (1)
Sienar Specialist (23)
TIE Aggressor (17), Twin Laser Turret (6)
I know there's an optimum list somewhere for these three ships for me. Just need to find it! Couple of weeks until a tournament I'm heading to so a few more practice games to go.