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TIE Scouts - what are they good for?


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I think they're pretty useless since they lack the power to take on x-wings just as much as your run of the mill tie-fighter does AND they cost credits!!!!!!!!!! Adding to that the fact that you could just aswell sacrifice your FREE standard Tie-fighters while using them as scouts for your missile ships makes me wonder why anyone would bother building them......

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Honestly, as I experienced space-battle so far, they are fast paced. Therefore I doubt that you will have the time scouting the area.

 

I used a squadron of Tie-fighters and send them for recon...

 

Would be great if a Petro-dev. could enlighten us about the strategic value of this unit...

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Right now I still think it has too little advantages to pick it in favour of a standard Tie-fighter. I mean recon??? you can send in your "Tie-fighter storm" and your Missile ships will support them in their attack. I really don't see how i'd be better of investingt in a special squadron for this......

 

*I know I'm hopeless :D *

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By My strategy involving the Tie-scout, I actually use them as an early defence, and don't forget that they can wipe out the annoying Y-Wings faster, saving your capital ships. I have used the Tie-Scouts as a early stardard of defence. As well, my battles have a tendancy to be somewhat lengthy due to I search for them before I bring a bulk fleet in to attack. What I mean is I used the flagged units so I have no losses in the beginning, besides I might be able to harass the enemy before I bring in the big guns. The Tie-Scout can be used as constant Harassment before the bulk of the fleet attack the area.

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Darth_Extas you mentioned something very interesting... you say you don't bring in your whole fleet, but in space combat your whole fleet is in (to the max number of units). Is this in the retail version different? Will you start like on the land battles with only one unit and the rest you can select?

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that is clear. what I meant was that in a space battle all forces are send in automatically (to max. number of units) whereas on land maps you start with one unit and can then furhter select your reinforcements. i wonder if in the retail version the space battle starts the same as a land battle; with one unit

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I actually ment, that I use the Tie-Scouts to find the enemy, and I hold my capitol ships back(where they hyperspaced in from) is what I ment, In terms of land forces, I do tend to invade with about everything I have, as well I target the power generator first. Actually at times all space forces are not sent in automaticlly, I have sent in an invading fleet and had only 12/24 enter and the rest as reinforcements, like the starter of this thread said, he is using a modded version. That usually use a mod on the game.

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I like the Imperial Probe Driod for scouting, though that is only on the tactical map. I agree that I would rather scout with actual Ties that have some punch to them and are free then send over a tie scout. Maybe we will see that they have improved stealth characteristics later on?

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I think the maps will be much larger than the demo maps in the real game...

 

well they aint... and generally i agree that the TIE/Scout is a waste of a unit point. Could mean the differance between a VSD or an ISD (more fighters/bombers and a tractor beam for vette spam).

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I only build 2 tie scouts for my fleets and they just sit back near my broadside missile cruisers. I alternate between them using their special ability to reveal the rebel starbase long enough for my broadside cruisers to unleash their special abilities on the starbase. I use tartans and VSDs as a defense screen for the missile cruisers. I've used this technique to take down a level 5 starbase without loosing a single ship.

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The TIE Scout is useful if your the type of player that likes to see what their enemy has before attacking instead of rushing in and wasting multiple units. Whilst many of you may like rushing in at the sacrafice of wasting a few units, I would prefer scouting the area and then using broadside cruisers to bombard any stationary or defensless targets, weakening the enemy and allowing an easier attack with less casualities.

 

The TIE Scout is the equivilant to the spotter the rebs get on land with the mobile proton torpedo laucher. They are useful for scouting for your mptl espicially in bad weather that limits line of sight. Same goes for the scout, it is useful to reveal space for your broadside.

 

Anouther tactic that the TIE Scout can employed to is recon in a campaign or galatic conquest. If your not sure what your enemy fleet has then send in a TIE Scout or two and reveal the place and then retreat. If its a weak fleet then move in with a larger force, otherwise you just saved yourself multiple casualities.

 

All in all the TIE Scout is for the patient player, not the players that rush for the action :D

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  • 2 weeks later...

il take a tie scout sometimes, normally near the end of the emp campaign when the space stations are of a high level

i use them i can spot the stations and use my Broadside cruisers to destory it from afar wile my ships battle

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  • 3 months later...

I find that one squadron of TIEs will do a better job - just send the whereever you want to scout, and even if they die, they are easily replaced and cost neither money nor pop cap.

Both the TIE scout and the scout trooper should IMHO really get a buff - ATM I find them to be as good as useless.

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  • 2 weeks later...

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