Forum Discussion

CG_Doja_Fett's avatar
3 years ago

Kit Reveal: TIE/IN interceptor Prototype




UNIT NAME: TIE/IN interceptor Prototype
ALIGNMENT: Dark
CATEGORIES: Empire, Attacker, Inquisitorius
CREW: Second Sister
Imperial fast-attack craft that is as nimble as it is deadly. Second Sister's force powers allow her to perform maneuvers many would consider unnatural.

ABILITIES:

Basic: L-s9.3 LASER CANNONS


FINAL TEXT: Deal Physical damage to target enemy twice.

Target Lock: This attack can't be evaded.

Special: AUTOTHRUSTER MANEUVERS (Cooldown 2)


FINAL TEXT: Deal Physical damage to target enemy and gain Foresight for 2 Turns. If TIE/IN interceptor Prototype already has Foresight, it instead grants a random other ally Foresight for 2 Turns.

Target Lock: Dispel Target Lock and deal 50% more damage.

Special: RUTHLESS PURSUIT (Cooldown 5) (Second Sister)


Deal Physical damage to all enemies, gain Ruthless, which can't be copied, dispelled, or prevented, and give target enemy and all Jedi enemies Pursued Target until the end of the encounter. Whenever TIE/IN interceptor Prototype uses an ability, if the target did not have Pursued Target, Ruthless expires and Pursued Target is removed from all remaining enemies. TIE/IN interceptor Prototype can ignore taunt effects when targeting enemies with Pursued Target.

Ruthless: +15% Critical Chance, +20% Critical Damage, and +30% Offense

Pursued Target: When TIE/IN interceptor Prototype targets this unit with an ability during its turn, it gains 40% Turn Meter; TIE/IN interceptor Prototype must target a unit with this or a taunt effect and can ignore taunt effects to target this unit

Hardware: HOW PREDICTABLE

FINAL TEXT: If all allies are Empire, Inquisitorius, or Sith, dispel buffs on all enemies and apply Target Lock and Buff Immunity for 2 Turns. Dispel debuffs on all Empire, Inquisitorius, and Sith allies.

Unique: PROTOTYPE DESIGN

FINAL TEXT: Whenever an Empire, Inquisitorius, or Sith ally reinforces, TIE/IN interceptor Prototype gains Foresight. Whenever TIE/IN interceptor Prototype critically hits an enemy, if all allies are Empire, Inquisitorius, or Sith, the allied Capital Ship gains 5% Turn Meter.

  • perfidius44's avatar
    perfidius44
    Rising Newcomer
    "Darth_Etern4l;c-2335143" wrote:
    "DarjeloSalas;c-2335136" wrote:
    "Darth_Etern4l;c-2334802" wrote:
    "RTS;c-2334512" wrote:
    "Darth_Etern4l;c-2333614" wrote:
    The usual pay-to-win crap.
    The only upside is that this is a Negotiator killer. I hate jedis.


    What, exactly, is pay to win about this?


    You need to buy conquest pass for it, thats the pay part.

    “Need to”.

    Hogwash.


    'Pay-to-win'

    If you want to win, you need to pay, yes.


    Please define what you mean by “win” in your argument.
  • perfidius44's avatar
    perfidius44
    Rising Newcomer
    "Darth_Etern4l;c-2335145" wrote:
    "Starslayer;c-2335144" wrote:
    "Darth_Etern4l;c-2335143" wrote:
    "DarjeloSalas;c-2335136" wrote:
    "Darth_Etern4l;c-2334802" wrote:
    "RTS;c-2334512" wrote:
    "Darth_Etern4l;c-2333614" wrote:
    The usual pay-to-win crap.
    The only upside is that this is a Negotiator killer. I hate jedis.


    What, exactly, is pay to win about this?


    You need to buy conquest pass for it, thats the pay part.

    “Need to”.

    Hogwash.


    'Pay-to-win'

    If you want to win, you need to pay, yes.


    Please define what you mean by “win” in your argument.


    In this case, owning the fleet that beats everything on offense and can only be defeated by huge rng.


    I got Executor without paying, as most players in my guild. And you don’t need conquest pass for her, as you referred to that earlier. As every unit in this game, you can pay, hoard or wait. If you didn’t hoard and a meta defining unit as Executor comes to the game, you’re right, you need to pay (or work on a clever counter) in order to compete during the first few months. Keeping a stash for such cases is not a bad idea.
  • perfidius44's avatar
    perfidius44
    Rising Newcomer
    "Darth_Etern4l;c-2335159" wrote:
    "Starslayer;c-2335157" wrote:
    "Darth_Etern4l;c-2335145" wrote:
    "Starslayer;c-2335144" wrote:
    "Darth_Etern4l;c-2335143" wrote:
    "DarjeloSalas;c-2335136" wrote:
    "Darth_Etern4l;c-2334802" wrote:
    "RTS;c-2334512" wrote:
    "Darth_Etern4l;c-2333614" wrote:
    The usual pay-to-win crap.
    The only upside is that this is a Negotiator killer. I hate jedis.


    What, exactly, is pay to win about this?


    You need to buy conquest pass for it, thats the pay part.

    “Need to”.

    Hogwash.


    'Pay-to-win'

    If you want to win, you need to pay, yes.


    Please define what you mean by “win” in your argument.


    In this case, owning the fleet that beats everything on offense and can only be defeated by huge rng.


    I got Executor without paying, as most players in my guild. And you don’t need conquest pass for her, as you referred to that earlier. As every unit in this game, you can pay, hoard or wait. If you didn’t hoard and a meta defining unit as Executor comes to the game, you’re right, you need to pay (or work on a clever counter) in order to compete during the first few months. Keeping a stash for such cases is not a bad idea.


    You just wrote a long wall of text to say the same thing.
    Executor (Razor crest) was a pay-to-win ship for months.
    Tie interceptor will most probably be the same.


    When i wrote ‘i got Executor without paying’, it was implied that i had the other ships to go with it, RC included, also without paying (same for my guildmates btw). It seems my wall of text wasn’t long enough.

    You know that Conquest pass won’t allow you to unlock the Conquest unit faster, right ? 3 months minimum, with or without Conquest pass.
  • Added to the vador tie change reducing cooldown of special ability (including reinforcement) of the admiral ship we will see how it improves the empire fleet viability.

    Wait and see.
  • It would be much appreciated if the ability descriptions were more clear. For the TIE/IN reinforcement ability, you just say "all ships", which could mean all ships currently on field, or all ships including reinforcements. There is precedent in the Y-wing unique ability which specifies reinforcements as well. And, because it is NOT specified for the TIE/IN, it can lead to confusion. Please be as specific and clear as possible in your descriptions, AND consistent from one description to the next. We shouldn't have to go to forums and posts to bridge the gap for information.
  • Is the original TIE Fighter better for survivability?

    My Interceptor's Dodge Chance is 2%, while my TIE is 28.92%.

    It seems the Interceptor isn't as nimble as it should be. Plus having a Force user as a pilot should be better than a regular conscript or volunteer. I know the game doesn't revolve around the actual SW universe, but still, there's should be a bit more of an advantage.

    The 2% for Dodge Chance is also on Hound's Tooth, MG-100 StarFortress, TIE Echelon, Emperor's Shuttle, B-28 Bomber, and Rebel Y-Wing.
  • "Metroplex79;c-2359343" wrote:
    Is the original TIE Fighter better for survivability?

    My Interceptor's Dodge Chance is 2%, while my TIE is 28.92%.

    It seems the Interceptor isn't as nimble as it should be. Plus having a Force user as a pilot should be better than a regular conscript or volunteer. I know the game doesn't revolve around the actual SW universe, but still, there's should be a bit more of an advantage.

    The 2% for Dodge Chance is also on Hound's Tooth, MG-100 StarFortress, TIE Echelon, Emperor's Shuttle, B-28 Bomber, and Rebel Y-Wing.


    Pretty sure the 2% Dodge Chance is on every ship not named (the original) TIE Fighter - at least for base stats, others gain Foresight or Evasion from uniques. Dodges are just that ship’s thing.