I've flown Scyks as much if not more than any other ship. Sunny is my second favorite pilot in the game. But the Scyk sucks. It is easily one of the worst ships in 2.0 among all factions with the redesign, and unless it gets some revision it will never see widespread competitive play. Reasons being (most of what have been mentioned in other threads but worth mentioning again;
--For one point more the a-wing get boost, segnor's loops, 3 turns, double reposition, and four more blue maneuvers. for 4 points more the TIE interceptor gets a 3 primary, 3 more blues, segnor's loops, boost double reposition and only loses a shield. It isn't even close how bad the scyk is in comparison to it's other faction counterparts
--Green dice are terrible and will always be so their highest ace is just a waste of an init 5 who will do a fine job of allowing you to reroll more blanks
--as stated previously, for 2 points less until the January rebalance when it goes up by 4 points, the jakku gunrunner offers more blocking utility, a vastly better dial, that ridiculous ability
--as stated previously, cannons are pretty much DOA right now
--Their biggest draw as proton torpedo carriers will only be worse when protorps gets bumped up in price Jan
--No linked actions to make them more squirrely or unpredictable, which was probably the only thing that could have saved them at initial design but can never be added back to them now
The Genesis Red copy of debris gambit Palob thingy is cute. Sunny can annoy. Nobody is really flying large bases yet so I can't do my Achievement Unlocked of tractoring a Decimator or Ghost with her. But yeah apart from that amusement, there just isn't much to see here.
So then the question becomes, how can it be fixed to where it is at least middle tier or as reasonable an option to put in a list as anything else? Let's consider the lore;
1) "Although the Scyk barely provided more amenities to its pilot than a TIE/LN starfighter did, it had two strong points - it was cheap and its weapon mount was designed to handle nearly anything..."
2) "Smugglers and thugs in employ of the Hutt cartels or similar organizations loved the Scyk fighter for its essential traits of speed and maneuverability."
3) "A "heavy" version of this fighter (more mass for better equipment; does not hinder performance) was also available."
4) "The spacers flew a completely unmodified M3-A Scyk fighter, relying only on skills and maneuverability."
Considering how badly it was designed for 2.0 and those things cannot be fixed (dial, no boost, no linked) it pretty much only comes down to working within the future design space. What I'll offer in the hopes that someone at FFG reads it and considers;
1) Cheap like a sucker punch in a Mos Eisley cantina; Point approximations just barely above the TIE/IN (also known as the LN.) Spacer begins just north of TIE fighter territory at 25 points. This is the starting point. Close the delta between the Spacer and Serissu to a 10 point spread instead of 18. Serissu at 35 points and all of the other aces become immediately viable in the same way Inferno squadron is for Imperials. Once people start adding on points it'll be fine in comparison. But that sets the tone for the versatile options below.
2) Smugglers just LOVE it, ya know?; It gets an illicit slot because they're, you know, smuggling stuff.
3) "She's ain't heavy, she's my Scykster"; If you quip Hull Upgrade (with a cost discount hopefully too) gain an additional modification slot for "better equipment." Boom, done.
4) Them Cartel Spacers got skillz, yo; The first generic init 1 to get a talent slot. Yup, I said it. To Hoth with it, give Sunny and Inaldra one too. Talents are not nearly as broken as they once were.
So yeah. Apart from adding new cannons and ordnance (which could result in power creep among other cannon platforms) fixing the Scyk will require some different retooling. It can be done within the chassis itself however. A spacer can dream.
Edited by Cloaker