Bring the 3 TIE Defenders list back!

By Metallian, in X-Wing

8 hours ago, Jike said:

True, but I don't think the way to fix that particular issue is to break something else.

I agree; I was just noting that an even more advanced fighter is capable of being played in a 4 ship list, which personally adds to my frustration with the game. And as a result, they'll have to patch the Phantom in order to correct and rebalance. I just find the whole idea odd.

I enjoy a measure of realism in wargaming. I don't really get to enjoy that in this case (with XWM given how some ships get priced), but that's why I mostly play casually, at home, in scenario type games now that 2.0 is out. 1.0 was fun enough, and I still mostly play 1.0 since I've got waaay too much of that stuff, but I no longer like to play competitively that often.

For the competitive side: I know; fluff< gameplay. Yech. Makes competitive less appealing to me, though. But that's just me. Everyone enjoys their favorite version of the game. That's a good thing.

4 hours ago, william1134 said:

I did try that but found it difficult to keep the defenders in range 2 of the shuttle. The shuttle is tough to move around considering it has no white turns.

I didn't have any problems with that. I just put into the middle of the fight and slow roll from there, by the time it's time to turn around it's usually dead anyway :-).

I want the Tie/D title back. Even it they do something like making it bullseye triggered.

Thinking of something like this. To balance with the full throttle.

Edited by Ximatique

The introduction of ship-abilities (the small text below the pilot-ability some ships have) is a very smart move by FFG. Sure, ship-abilities could have been handled by a configuration, but this opens up for some really nasty combinations of cost, pilot abilities and configurations (the plague of 1.0).

Now they have the possibility of locking ship-abilty + pilot-ability + cost together to ensure balance.

In this way they could e.g. in an Imperial Veterans box introduce new TIE Defender pilots with a TIE/D-esque ship-ability, and even re-introduce Vessery flying a TIE/D but priced more expensively.

I don't think it will be necessary to punish you with an opportunity cost to use an ion. Cannons aren't exactly that good in 2.0. And they love making abilities trigger off bullseye in 2.0 so have a Tie/D reward good flying.

Plus it could have a cost as well in 2.0 though Defenders aren't exactly sweeping the meta and cannons have a cost so I don't believe it's necessary.