Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

SWG: Evolve Forums

  1. Home
  2. Suggestions
  3. TIE/ln Changes

TIE/ln Changes

Scheduled Pinned Locked Moved Suggestions
5 Posts 3 Posters 763 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • N Offline
    N Offline
    Niko
    wrote on last edited by
    #1

    This is a change that has been much needed since live in my opinion.

    For those who know me I am very apprehensive in making changes to JTL. This one however is a hole that was created with the implementation of Heavy Starters and ought to be revisited. As it stands, the TIE/ln is outclassed in every way by the TIE Heavy Variant. Better base stats, far better mass, equal mass, etc. The TIE/ln has been relegated to uselessness and should in my opinion get a long needed upgrade.

    I have spoken with Rezec and received permission to discuss this publicly and bring him final thoughts.

    So before I submit my thoughts I would like to get everyone else's. Keeping mind I am looking for possible exploits and imbalances and before I commit to anything I will likely be playing devil's advocate trying to tear everyone's thoughts apart. Once I am convinced though, I will get behind the overall consensus to bring this change to this server as the first step toward improving JTL.

    [URL unfurl="true"]https://swg.fandom.com/wiki/TIE/ln_Fighter[/URL]

    1 Reply Last reply
    0
    • N Offline
      N Offline
      Niko
      wrote on last edited by
      #2

      Niko, post: 279, member: 147 wrote:

      This is a change that has been much needed since live in my opinion.

      For those who know me I am very apprehensive in making changes to JTL. This one however is a hole that was created with the implementation of Heavy Starters and ought to be revisited. As it stands, the TIE/ln is outclassed in every way by the TIE Heavy Variant. Better base stats, far better mass, equal mass, etc. The TIE/ln has been relegated to uselessness and should in my opinion get a long needed upgrade.

      I have spoken with Rezec and received permission to discuss this publicly and bring him final thoughts.

      So before I submit my thoughts I would like to get everyone else's. Keeping mind I am looking for possible exploits and imbalances and before I commit to anything I will likely be playing devil's advocate trying to tear everyone's thoughts apart. Once I am convinced though, I will get behind the overall consensus to bring this change to this server as the first step toward improving JTL.

      [URL unfurl="true"]https://swg.fandom.com/wiki/TIE/ln_Fighter[/URL]

      Here is the heavy TIE stat list

      [URL unfurl="true"]https://swg.fandom.com/wiki/TIE_Fighter[/URL]

      1 Reply Last reply
      0
      • FyrakinF Offline
        FyrakinF Offline
        Fyrakin
        wrote on last edited by
        #3

        OK, but what are you suggesting?

        1 Reply Last reply
        0
        • VikingmandoV Offline
          VikingmandoV Offline
          Vikingmando
          wrote on last edited by
          #4

          I did a side by side comparison to the stats of both ships. The differences are are definitely something to consider. After comparing the two I would say a fair and valid change would be to adjust the modifiers in the chart below to increase the modifiers on the TIE/ln to that of the heavy variant but keep the mass the same **ONLY **due to the fact that the resource costs are so vastly different. Unless we'd be willing to adjust the costs of making the Heavy TIE to be more in line with the TIE/ln. But then you'd have to consider adjusting the resource cost of the Heavy Scyk and Heavy Z-95 as well. Overall it is a welcome change in my book

          Crafting:

          TIE/ln

          • 12000 units of Steel
          • 3000 units of Aluminum
          • 6000 units of Low-Grade Ore
          • 3000 units of Inert Petrochemical
          • 3000 units of Iron

          Heavy TIE

          • 24000 units of Steel
          • 6000 units of Aluminum
          • 12000 units of Low-Grade Ore
          • 6000 units of Fibreplast
          • 1000 units of Iron Asteroid
          • 1000 units of Petrochemical Asteroid

          The next thing to consider is the differences in mass

          TIE/ln

          80k mass

          *Heavy TIE *

          95k (according to wiki)

          Next the modifiers:

          [TABLE]
          [TR]
          [TD]Weapon Mounts (same for both ships)[/TD]
          [TD]Projectile weapon x1
          Ordnance x1[/TD]
          [/TR]
          [/TABLE]
          [TABLE]
          [TR]
          [TD]Acceleration[/TD]
          [TD]400 (heavy 500)[/TD]
          [/TR]
          [TR]
          [TD]Deceleration[/TD]
          [TD]600 (heavy 500)[/TD]
          [/TR]
          [TR]
          [TD]Yaw Rate[/TD]
          [TD]300 (heavy 500)[/TD]
          [/TR]
          [TR]
          [TD]Pitch Rate[/TD]
          [TD]300 (heavy 500)[/TD]
          [/TR]
          [TR]
          [TD]Roll Rate[/TD]
          [TD]200 (heavy 250)[/TD]
          [/TR]
          [TR]
          [TD]Speed Modifier[/TD]
          [TD]0.97 (heavy .98)[/TD]
          [/TR]
          [/TABLE]

          1 Reply Last reply
          0
          • N Offline
            N Offline
            Niko
            wrote on last edited by
            #5

            Vikingmando, post: 282, member: 223 wrote:

            I did a side by side comparison to the stats of both ships. The differences are are definitely something to consider. After comparing the two I would say a fair and valid change would be to adjust the modifiers in the chart below to increase the modifiers on the TIE/ln to that of the heavy variant but keep the mass the same **ONLY **due to the fact that the resource costs are so vastly different. Unless we'd be willing to adjust the costs of making the Heavy TIE to be more in line with the TIE/ln. But then you'd have to consider adjusting the resource cost of the Heavy Scyk and Heavy Z-95 as well. Overall it is a welcome change in my book

            Crafting:

            TIE/ln

            • 12000 units of Steel
            • 3000 units of Aluminum
            • 6000 units of Low-Grade Ore
            • 3000 units of Inert Petrochemical
            • 3000 units of Iron

            Heavy TIE

            • 24000 units of Steel
            • 6000 units of Aluminum
            • 12000 units of Low-Grade Ore
            • 6000 units of Fibreplast
            • 1000 units of Iron Asteroid
            • 1000 units of Petrochemical Asteroid

            The next thing to consider is the differences in mass

            TIE/ln

            80k mass

            *Heavy TIE *

            95k (according to wiki)

            Next the modifiers:

            [TABLE]
            [TR]
            [TD]Weapon Mounts (same for both ships)[/TD]
            [TD]Projectile weapon x1
            Ordnance x1[/TD]
            [/TR]
            [/TABLE]
            [TABLE]
            [TR]
            [TD]Acceleration[/TD]
            [TD]400 (heavy 500)[/TD]
            [/TR]
            [TR]
            [TD]Deceleration[/TD]
            [TD]600 (heavy 500)[/TD]
            [/TR]
            [TR]
            [TD]Yaw Rate[/TD]
            [TD]300 (heavy 500)[/TD]
            [/TR]
            [TR]
            [TD]Pitch Rate[/TD]
            [TD]300 (heavy 500)[/TD]
            [/TR]
            [TR]
            [TD]Roll Rate[/TD]
            [TD]200 (heavy 250)[/TD]
            [/TR]
            [TR]
            [TD]Speed Modifier[/TD]
            [TD]0.97 (heavy .98)[/TD]
            [/TR]
            [/TABLE]

            That's definitely a conservative analysis which is unusual and much appreciated. I think the concept of crafting should be discussed at the end of the conversation however. It's not without merit and certainly an important topic. I wonder if maybe we shouldn't start with the topic of changes and then finish with the topic of crafting.

            I'm kind of the mindset of thinking outside the box on the changes. It will never be a pve ship and frankly we have plenty of those anyway. I'm thinking maybe creating a niche. For example, leaving everything exactly the same but adding another gun slot. Or... Changing the speed modifier to 1.15 making it the only ship that gets a boost to speed instead of a cut.

            Those are just a couple ideas I've had. But we truly have a blank slate here so lets throw everything at the board and see what/if anything we agree on.

            1 Reply Last reply
            0

            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

            With your input, this post could be even better 💗

            Register Login
            Reply
            • Reply as topic
            Log in to reply
            • Oldest to Newest
            • Newest to Oldest
            • Most Votes


            • Login

            • Login or register to search.
            Powered by NodeBB Contributors
            • First post
              Last post
            0
            • Categories
            • Recent
            • Tags
            • Popular
            • World
            • Users
            • Groups