Are Reapers a lost cause?

By Bucknife, in X-Wing

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As of the end of season 1, we have seen limited use of the Reapers amongst Imperial Hyperspace results.

If the Rebel B-Wing has been successful, why hasn't this Fear Machine been utilized more?

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Medium base + compulsory ailerons

Flying them is hilarious but it ain't easy!

9 minutes ago, ficklegreendice said:

Medium base + compulsory ailerons

Flying them is hilarious but it ain't easy!

They can turn Ailerons off easily enough.

12 minutes ago, Hiemfire said:

They can turn Ailerons off easily enough.

Red coordinate is perfect for this. Slow-roll them and help your buddies or race them and gum up your enemies. Switch can be flipped at the drop of a hat, it just takes planning and practice to know how to time it right.

Also Vader/Vermeil is an excellent use of points (fight me). Literal doom shuttle except it has freedom in actions, Vader doesn’t suicide, and you can shell out for Juke if you want to be especially punishing.

Edited by ClassicalMoser

Vermeil is rightfully feared on the attack, but Feroph is a real pain with his virtual reinforce.

I used to think Reapers were bad, but I'm finally getting a hang for the chasis. Both Feroph and Vermeil are strong. The quasi-compulsory ailerons are the hardest part IMO, so with the new increased cost of Tac Officer, its probably better to just take the red coordinate.

I think they're a good chassis that hasn't been on the table enough. They fly different enough from everyone else, with ailerons and medium base, that they take practice on when to turn ailerons off, when to bug out, etc.

3 minutes ago, dsul413 said:

I think they're a good chassis that hasn't been on the table enough. They fly different enough from everyone else, with ailerons and medium base, that they take practice on when to turn ailerons off, when to bug out, etc.

In other words, they have a high floor , but potentially a high ceiling ?

I think that a configuraton or a title could get them back on the table.

Something limited to 1 or 2 ships giving them bak the power to jam at range 2 in their firing arc.

1 hour ago, Bucknife said:

In other words, they have a high floor , but potentially a high ceiling ?

I think they're suggesting they are hard to use well, but have a lot of potential. That means it's a low floor and a high ceiling.

2 hours ago, Hiemfire said:

They can turn Ailerons off easily enough.

Stuck to blues shut off of red hard turns then

And those ain't pretty

Feroph probably cares the least about stress with his ability, but with 3 die primaries and chunky costs ya want your mods/Jams

Edited by ficklegreendice

Unrelated: who else wants to see Feroph pilot an interceptor/striker?

Just now, ficklegreendice said:

Stuck to blues then

And those ain't pretty

Feroph probably cares the least about stress with his ability, but with 3 die primaries and chunky costs ya want your mods/Jams

Think of it like a stick shift and turn off the cruise control.

1 hour ago, Bucknife said:

In other words, they have a high floor , but potentially a high ceiling ?

Medium floor, high ceiling :)

58 minutes ago, Covered in Weasels said:

I think they're suggesting they are hard to use well, but have a lot of potential. That means it's a low floor and a high ceiling.

The lower the floor the easier something is to use/do, the higher the ceiling the better it can be with skill.

Roughly

Walking = Low floor and low ceiling

Bicycle = Low floor and high ceiling (think mountain/trials riding)

Unicyling = High floor high ceiling

Jousters are generally low floor lowish ceiling while aces are medium floor high ceiling.

I keep looking at initive four aces and think they are high floor high ceiling which is why they don't see much use.

Whereas I5 /I6 aces are lower floor as you have more info for.reposotioning and can Initiative kill ships, while I4 will be punished for bad position more often and don't have all the info for their own repositions and I5 and 6 ships can arc dodge them.

Hence I4 aces are the highest floor ships I think. See poor Turr Phenir, Dalan Oberos, Kad Solus/Joy Rekoff, even Luminara, Barrister and Mace Windup pale in comparison to Obi, Ani and Plot.

17 minutes ago, Scum4Life said:

The lower the floor the easier something is to use/do, the higher the ceiling the better it can be with skill.

Roughly

Walking = Low floor and low ceiling

Bicycle = Low floor and high ceiling (think mountain/trials riding)

Unicyling = High floor high ceiling

That is one use/definition. The other is the floor defines how good something is if you suck at it.

So a high floor would mean even people who suck can get a high performance, while a low floor means if you suck, you really suck.

So walking would have a high floor and low ceiling, the difference between someone who is really good at walking and someone who sucks is pretty small. Where a unicyle would have a low floor and high ceiling, the difference between sucking at and being very good are very far apart.

They wont ever be super popular because you cant just toss em on the table and be successful. You need to get reps in with them cuase are dont fly like anything else in the game and can easily fly off the table.

But they were seeing quite a bit of use just befpre the first points increase in the TIE Salad list of Vader,Vermeil,Countdown,Gideon. It had some success and made top cuts in some trials. Paul Heaver flew Soontir, Vermeil,Feroph,Gideon to top cut in one trial as well.

The ship is fun to fly and with cheaper imperial crew, they could start making a splash again. Intimidation, 7th sister Feroph is a mean ship to have coming at you.

Feel I should state, however, that the reaper is somewhere in my top 3 favorite imperials. Ie below deathrain (yes, he's his own ship)and competing with the second Ed phantom

Manuever shenanigans define imperials for me, so the reaper is a big part of why I still play them

It's a really unique experience and, thanks to my horrible depth perception, about the only place I'd use Composure! (Jam)

Edited by ficklegreendice

Reapers are one of my favourite ships on paper. I have been flying one semi regularly, trying to learn how to fly it. I'm glad I'm not the only only that finds this the hardest aspect of this ship. It can be done well, it just needs practice to get right and I think that's the reason we haven't seen it much.

In comparison to the B-wing its more squishy as it doesn't have many wingmen to take the heat away from it if you get stuck in a firefight. It's a unique chassis though and a run and gun shuttle definitely has value.

Question for more seasoned Reaper players; do you think angled deflectors might have a place on the Reaper? Or is the evade just a better option overall?

If your plan revolves around consistently getting your action, don't use a reaper

There's a reason their named pilots are so good 😛

Edited by ficklegreendice
3 minutes ago, ficklegreendice said:

If your plan revolves around consistently getting your action, don't use a reaper 😛

Or use gas clouds

Just now, BenDay said:

Or use gas clouds

Still lose your action

sound advice, though. Reapers are the most overlap-prone ****ers ever, so you want to cushion them with gasclouds

Plus, if enemies lose their action to the clouds, Feroph/vermeil/Vader get real happy

Feroph is supremely irritating to hit while obstructed by clouds!

Edited by ficklegreendice

Right... spoke too quick

3 minutes ago, BenDay said:

Right... spoke too quick

All good, that's the magic of named reapers and Vader!

Don't need no actions!

Though I'm admittedly at a lose of how to outfit then. In accordance to then overlapping the **** out of everything, I've only ever used Vader or Palp on them because force users don't care AND they're good synergy (Vader for vermeil/Feroph and Palp for Vizier)

Edited by ficklegreendice

The ps 2 guy gets to coordinate after the aileron, it might not be what you want but it’s an action. .. then you can fly over that gas cloud. I never fly reapers but that guy and Palp with four ps1 interceptors would be what I would try first.

Edited by BenDay