Petroglyph Forums: Tie Interceptor Balance - Petroglyph Forums

Jump to content

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Tie Interceptor Balance

#21 User is offline   Lord Grievous Icon

  • Follower
  • PipPip
  • Group: Members
  • Posts: 289
  • Joined: 21-October 06
  • Gender:Male
  • Location:Antwerpen

Posted 13 November 2006 - 02:12 PM

TIE Fighter => two lasers (shot one-by-one), no shielding
TIE Interceptor => four lasers (shot two-by-two), no shielding, faster than previous TIE Fighter

TIE Defender=> faster, more armour, six lasers (shot three-by-three) concussion missile that cannot be shot simmultaneously with lasers, possible shielding

TIE Phantom=> faster than TIE Interceptor, three lasers (shot one-by-one), stealth mode

This post has been edited by Lord Grievous: 13 November 2006 - 02:14 PM

Posted Image

#22 User is offline   Masume Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 36
  • Joined: 13-November 06

Posted 13 November 2006 - 02:19 PM

View PostLord Grievous, on Nov 13 2006, 07:12 PM, said:

TIE Fighter => two lasers (shot one-by-one), no shielding
TIE Interceptor => four lasers (shot two-by-two), no shielding, faster than previous TIE Fighter


They aren't any better than the original TIE's, really. The speed increase seems marginal at best, if at all. For the cost increase it puts them on par with the X-Wing, which can move faster than them with it's ability. The Advanced has no extra ability whatsoever.

#23 User is offline   Lord Grievous Icon

  • Follower
  • PipPip
  • Group: Members
  • Posts: 289
  • Joined: 21-October 06
  • Gender:Male
  • Location:Antwerpen

Posted 13 November 2006 - 02:26 PM

No that's what I want the difference to be, not how it already is.
Posted Image

#24 User is offline   Masume Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 36
  • Joined: 13-November 06

Posted 13 November 2006 - 02:31 PM

View PostLord Grievous, on Nov 13 2006, 07:26 PM, said:

No that's what I want the difference to be, not how it already is.


Sorry, your post wasn't clear, but yes, it would make perfect sense. The Interceptor had way better firepower and speed, almost on par with an A-Wing. It would stand to reason that it would be brought up to line with them as well as adding an ability, then re-adding in the basic TIE.

This post has been edited by Masume: 13 November 2006 - 02:31 PM


#25 User is offline   Tony (Knightcrawler) Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 47
  • Joined: 09-November 06
  • Gender:Male
  • Location:CA, USA

Posted 13 November 2006 - 08:46 PM

Grievous:

TIE Defenders only have 4 laser cannons.
TIE Phantoms only have 2 laser cannons.

#26 User is offline   OOM-911 Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 96
  • Joined: 09-October 06

Posted 14 November 2006 - 08:20 PM

in game phantorms have 3 lasers

form what ive seen there are the following wepons on them in the sw universe

2 lasers
3 lasers
2 lasers and 3 ion cannons
3 lasers and 2 ion cannons

#27 User is offline   Masume Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 36
  • Joined: 13-November 06

Posted 15 November 2006 - 08:37 AM

View PostOOM-911, on Nov 15 2006, 01:20 AM, said:

in game phantorms have 3 lasers

form what ive seen there are the following wepons on them in the sw universe

2 lasers
3 lasers
2 lasers and 3 ion cannons
3 lasers and 2 ion cannons


If anything I think we have to look past SW canon and look at game balance. It's obvious the Interceptor *needs* some adjustments to stand against it's counterparts.

#28 User is offline   Tony (Knightcrawler) Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 47
  • Joined: 09-November 06
  • Gender:Male
  • Location:CA, USA

Posted 15 November 2006 - 06:14 PM

If you insist that the TIE Phantom has 3 laser cannons, you obviously don't have the ONLY game it's in other than FoC, Rebel Assault II. What you've seen is probably some rediculous stats on that SWRPGamer place, the inaccurate Wookieepedia article, or Darksaber's ***variants*** of his great TIE Phantom model for XWA. Since you can't have known this unless you read the description carefully, the TIE Phantom is based on another ship, a V-38 Bomber (which is only mentioned in Rebel Assault II, and not actually *in* any other sources). That is likely why it has cannon *mounts* on its wingtips. That's also why Darksaber's model is available in so many variants, because he doesn't know which of them more accurately reflects the V-38 Bomber.

This post has been edited by Tony (Knightcrawler): 15 November 2006 - 06:15 PM


#29 User is offline   OOM-911 Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 96
  • Joined: 09-October 06

Posted 15 November 2006 - 11:58 PM

View PostTony (Knightcrawler), on Nov 15 2006, 03:14 PM, said:

If you insist that the TIE Phantom has 3 laser cannons, you obviously don't have the ONLY game it's in other than FoC, Rebel Assault II. What you've seen is probably some rediculous stats on that SWRPGamer place, the inaccurate Wookieepedia article, or Darksaber's ***variants*** of his great TIE Phantom model for XWA. Since you can't have known this unless you read the description carefully, the TIE Phantom is based on another ship, a V-38 Bomber (which is only mentioned in Rebel Assault II, and not actually *in* any other sources). That is likely why it has cannon *mounts* on its wingtips. That's also why Darksaber's model is available in so many variants, because he doesn't know which of them more accurately reflects the V-38 Bomber.


i never said it had 3

i said if your read my post that is THIS game it happens to have 3

and yes i do know its based of the V-38.

as another i hardly ever use wookipedia and dont play XWA much anymore.

anyway back on topic

personaly i dont think ties need to get changed to much mainly speed and the fire rate.
everything else can preatty much stay the same

This post has been edited by OOM-911: 16 November 2006 - 12:04 AM


#30 User is offline   Masume Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 36
  • Joined: 13-November 06

Posted 16 November 2006 - 08:52 AM

Again, considering their cost vs other fighters cost, not even counting the overpowering nature of the Viper, they are severly lacking. I still believe they should be brought up to line with the A-Wing's abilities/cost, and bring back the basic TIE to round out the Empire's Fighter compliment. I'm honestly not sure why they removed the TIE in the first place, other than perhaps they simply did a palette swap.

#31 User is offline   TonganJedi Icon

  • Initiate
  • Group: Members
  • Posts: 9
  • Joined: 13-December 06
  • Location:Texas, USA

Posted 13 December 2006 - 07:06 PM

View PostWhitewashed, on Nov 11 2006, 01:20 PM, said:

I haven't played FoC yet (other than the demo) so I don't know how they are at the moment, but you should be careful not to make them too strong. They are just a slightly improved version of the standard TIE fighter; faster, four lasers instead of two, but no shield so they go down pretty easy. So the TIE fighter and interceptor need to be weaker and cheaper than the Rebel fighters and next generation TIEs (Advanced and Defender).

Excellent point. The interceptors were indeed an upgrade to the standard TIE Fighter. However, I would like to see them a bit faster. They are supposed to be even more maneuverable then the A-Wing, but shieldless, of course. I also think they could stand to be reworked to improve their survivability. TIE pilots who were assigned to Interceptor squadrons had already proven that they could survive tours in standard TIEs and thus were far more skilled. I'd like to see that skill played out in the game.

Comments?

#32 User is offline   Imperialist Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 23
  • Joined: 09-December 06

Posted 13 December 2006 - 07:25 PM

I agree they should do in my thoughts are

replace the TIE Intercepter from coming out from Hangers back to TIE Fighters

BUT have the current stats of the Intercepter moved to the TIE Fighters, cus if we go back to TIE Fighters then it would more weakin the Empire

and give the Intercepter higher stats like that of a A-Wing..

sence they dont have hyperdrives i suppose instead of making them be bought they can have

1 TIE Fighter Squad
1 TIE Intercepter Squad
1 TIE Bomber Squad

instead of the 2 Intercepters 1 Bomber

i dunno its hard to say but i'd like to see TIE Fighters back but i dont want to see the Empires Fighters be weakend becuse of it

#33 User is offline   TonganJedi Icon

  • Initiate
  • Group: Members
  • Posts: 9
  • Joined: 13-December 06
  • Location:Texas, USA

Posted 13 December 2006 - 07:31 PM

View PostLord Grievous, on Nov 13 2006, 01:12 PM, said:

TIE Fighter => two lasers (shot one-by-one), no shielding
TIE Interceptor => four lasers (shot two-by-two), no shielding, faster than previous TIE Fighter

TIE Defender=> faster, more armour, six lasers (shot three-by-three) concussion missile that cannot be shot simmultaneously with lasers, possible shielding

TIE Phantom=> faster than TIE Interceptor, three lasers (shot one-by-one), stealth mode

Did anyone here ever play TIE Fighter? I know I probably just showed my age, but as far as I'm concerned that game is the standard for how well and fast TIEs flew and what they could be armed with. With that in mind:

TIE Defenders-->Four heavy laser cannons, fired single, double, or quad>Two warhead launchers loaded with concussion missiles/torpedoes or a combination thereof>Two ion cannons>Heavy shields>Already fast as hell but even faster when weapons or shield power rerouted to engines.

TIE Interceptors-->Four laser cannons, fired single, double, or quad>Some later models were equipped with two warhead launchers for concussion missiles>Extremely fast and insanely agile if piloted well.

TIE Fighter-->Two laser cannons>no shielding>Very maneuverable and fast (which made up for their "ability' to be destroyed by even a glancing blow).

One thing I find frustrating is that none of the TIEs in this game seem to move as fast as they should. That was the one advantage these fighters had over Alliance starfighters. Their design and speeds allowed for maneuvers that were impossible to do in other craft.

Anyway, food for thought...

#34 User is offline   Loth Don Icon

  • Petrotopian
  • PipPipPipPip
  • View gallery
  • Group: Members
  • Posts: 845
  • Joined: 30-November 06
  • Gender:Male

Posted 13 December 2006 - 08:17 PM

View PostTonganJedi, on Dec 13 2006, 07:31 PM, said:

Did anyone here ever play TIE Fighter? I know I probably just showed my age, but as far as I'm concerned that game is the standard for how well and fast TIEs flew and what they could be armed with.


I did. I think for fans of that game, it will probably always be the standard, including myself. I've found myself thinking up things that would make this game awesome that somehow I think is original, then I realize that it was TIE FIGHTER or XWING that made me think of it. Unfortunately, since it was a game the issue is brought up that it isn't canon.

For me, like you said, it is the standard. Some features seen in TIE FIGHTER obviously won't be seen in EAW/FOC, but modders have added assault gunboats 'n such. You should check those out if you haven't already.
"There's something out there waiting for us, and it ain't no man."

#35 User is offline   Commander Loony Icon

  • Metal Lord
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 6,615
  • Joined: 17-November 06
  • Gamertag:Grenademan
  • Gender:Male
  • Location:the Great Darkness

Posted 13 December 2006 - 08:51 PM

I reckon interceptors should be able to fire off more lasers and do just a tad bit more damage. Other than that, i believe that they don't need any more adjustments. Thats right, I believe that. So if someone goes canon on my ass im not going to be very happy.
Whoever Appeals to the Law Against his Fellow Man is Either a Fool or a Coward.
Whoever Cannot Take Care of Himself Without that Law is Both.
For a Wounded Man Shall Say to his Assailant, if I Live, I Will Kill You.
If I Die, You are Forgiven.
Such is the Rule of Honour.
Omerta

#36 User is offline   Loth Don Icon

  • Petrotopian
  • PipPipPipPip
  • View gallery
  • Group: Members
  • Posts: 845
  • Joined: 30-November 06
  • Gender:Male

Posted 14 December 2006 - 08:14 AM

View PostCommander Loony, on Dec 13 2006, 08:51 PM, said:

I reckon interceptors should be able to fire off more lasers and do just a tad bit more damage. Other than that, i believe that they don't need any more adjustments. Thats right, I believe that. So if someone goes canon on my ass im not going to be very happy.


I agree, I just love TIE FIGHTER.
"There's something out there waiting for us, and it ain't no man."

#37 User is offline   TearsOfIsha Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 98
  • Joined: 19-November 06

Posted 14 December 2006 - 09:27 AM

View PostDragonShadow, on Nov 13 2006, 02:45 AM, said:

Putting the rebels at the top of any of those categories is wrong, really...


Yeah, of course. They're supposed to be weak and useless so no-one wants to play them..... what a good idea.

:shakes head:

Back on topic, after seeing my X-Wings constantly get pwned by them, I'm not sure any buff is a good idea - they are a bout to recieve one in the Patch. Though I haven't played it, so I'm not sure how effective they'll be....

#38 User is offline   FFulmen Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 32
  • Joined: 19-November 06
  • Gender:Male

Posted 14 December 2006 - 11:43 AM

View PostImperialist, on Dec 14 2006, 02:25 AM, said:

I agree they should do in my thoughts are

replace the TIE Intercepter from coming out from Hangers back to TIE Fighters

BUT have the current stats of the Intercepter moved to the TIE Fighters, cus if we go back to TIE Fighters then it would more weakin the Empire

and give the Intercepter higher stats like that of a A-Wing..


Before you read this, i'll make this clear: TIE/ln = TIE "Line" Fighter, in other words, the basic TIE you usually see.

TIE/I = TIE Interceptor, the greatly improved version of the original TIE/ln

Oh and don't ask me why TIE/ln isn't TIE/Ln, I don't know why the L isn't written as a capitol letter.

I actually sort of like this idea. The TIE/lns are supposed to be weaker than X-Wings, but faster and a lot more agile than the X-Wings. X-Wings in turn have more firepower, more hull strength and shields, but are a lot less manouverable and slower than the TIE/lns. By the way, in vanilla EaW the normal TIE Fighters were pre-Yavin. Predecessors to the TIE/ln were as fast as the X-Wing, but still held a lot better manouverability. The basic TIEs we see in FoC are the updated TIE "Line" fighter type, because FoC is post-Yavin. Be it the older TIE Fighter or the newer TIE/ln, they should still make a draw with X-Wings instead of X-Wings dominating them. Besides, Imperials have the best pilots in the Galaxy against the rookiees (most of the time) of the Rebellion. The shields and stronger armour however, allowed better survivability to the Rebel rookies and this is how they gained experience, and some of them finally became good pilots.

It would be awesome if this game had unit skill levels like in Force Commander...

Anyways, I'll get to my point.

TIE/lns need to be a match to the X-Wings and as fast as the TIE Interceptors in FoC are now.

The Interceptor needs serious improving, as it seems like it's in prototype stage in FoC.

Make it a match for the A-Wing. The Interceptor is also very slightly faster than the A-Wing, more agile, etc. and packs more firepower unless the A-Wing is armed with concussion missiles (TIE/Is were also sometimes armed with them, but this was less common). Due to poor detail of the TIE Interceptor models used in RotJ, West End Games - along with others - that the TIE Interceptor has 4 laser cannons, but really the RotJ TIE/Is have 10 as you can see if you carefully examine some of them and the models that were used when filming RotJ. 1 cannon is on each wingtip, 2 'inside' (right where the actual radiator panel wings start and the main hull of the Interceptor ends) the wing and 2 on the cockpit ball.

I quote:

"A regular TIE interceptor like the ones deployed at the Battle of Endor, with ten laser cannons. The common notion that TIE interceptors have only four cannons is due to the omission of small parts for the guns on the cockpit chin and poor detail on the wing hubs on the model kit made in 1983. Since the computer games have subsequently used the 4-cannon model, the most generous possible explanation is that the games reflect a low-firepower, cheaper, older interceptor variant. The ten guns on the interceptors used at Endor are all shaped exactly the same as each other; there can be no mistaking their identification."

Here is picture of one of the TIE Interceptor models used in RotJ with the laser cannons highlighted: http://www.theforce....e/tieint-lc.jpg

The lasers in this game travel way too slow, and often are outrun by fighters (lol) as the lasers get cold disappear after a short time. Make the lasers faster, the TIE Interceptors fire faster or fire in double mode.

Quote

Did anyone here ever play TIE Fighter? I know I probably just showed my age, but as far as I'm concerned that game is the standard for how well and fast TIEs flew and what they could be armed with. With that in mind:


I sadly, have not played TIE Fighter (I tried the demo though), but I have played X-Wing vs TIE Fighter and X-Wing Alliance. I've also downloaded ships imported from TIE Fighter to XvT, i.e the TIE Defender along with missions for it. Loved how 'uber' that ship was.

Darksaber's ship/graphics packs for XWA are also good, although are not always canonical with the ship stats. Pity you can't put in the Eclipse on regular maps, as it's too big because fighters from her faction crash into her once the round starts. lol

This post has been edited by FFulmen: 14 December 2006 - 11:45 AM


#39 User is offline   Auron_Kast Icon

  • Follower
  • PipPip
  • Group: Members
  • Posts: 234
  • Joined: 08-November 06
  • Gamertag:auronz
  • Gender:Male
  • Location:Brazil aka hell

Posted 18 December 2006 - 01:11 AM

Quote

Agreed Popcorn. Interceptors should be a touch more powerful, and they are too expensive IMO. Make them maybe 50-100 more than the TIE fighters were and bring their damage up a bit and they should be good to go. The idea is they are supposed to be able to hang with an X-wing in every way (and I think they still don't quite make the cut right now).


Yeah, I agree, maybe a small speed increase wouldn't hurt the balance also(maybe not so much it would be equal to the x-wing with the wings closed cause that's an advantage.), adding that I agree, X-wings and Tie Interceptors are almost evenly priced so the X-wings almost always win in my games... Almost though. =p
(I'm mainly a rebel player). Also, in a totally unrelated notice bringing the Tie fighters back would be nice.

#40 User is offline   Notadmin Icon

  • Acolyte
  • Pip
  • Group: Members
  • Posts: 17
  • Joined: 15-December 06

Posted 18 December 2006 - 03:44 AM

View PostImperial Grand Admiral, on Nov 12 2006, 03:04 PM, said:

Just make their shots 25-50% more powerful, and increase their speed by 15-30%.


I agree. Let's look at this from an "attempted" game-logic standpoint.

If we go on the assumption that the Interceptors used in FoC use 4 lasers instead of 2, just double the damage. If that's two much, then keep the damage as a normal TIE but increase the rate of fire. (because they would be, say, fire-linked as a dual shot).

Their speed needs to be increased to be just around A-Wings but not matched or above...I can't really put that into a solid number, but the speed should enable them to last longer in a dogfight than a normal TIE with X-Wings.

But they shouldn't be overall given a huge power boost. I played TIE Fighter too, and let's all remember that TIE Fighters, right up until the TIE Defender, are really nothing more than space coffins with lasers attached and 1 huge engine that makes them go likes bats out of hell. One shot and you're toast. Cost effective due to the Empire's ability to churn out pilots like mad. The Rebels' fighters are superior to the Empire's fighters in nearly every way, which is why they constantly try to beat the Rebel fighters by throwing as many TIEs as possible at a squad of X-Wings in hopes of bringing them down. You never really see a TIE Ace and an X-Wing Ace go one on one and they last for a good amount of time (except maybe in the books). It's usually, "Ah...TIE Fighter..." BOOM!..Next!

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users