Then they should at least have some corvettes as escort, they're always good at removing any attacking fighters and bombers (at least in Empire at War)
@@mikkelnpetersen That's what the Lancer Class was supposed to do (screens to prevent fighter attack), but the Lancer Class wasn't built in large enough numbers to matter.
Well that sounds like poor management on the Empire's part. Probably cause the Tarkin Doc said that bigger things scare little things and that goes for inanimate objects too.
The more I read up on the tech lore of Star Wars, the more I've appreciated the Imperial design philosophy. The TIE series is equivalent to the Japanese Zeros of WWII; highly capable in skilled hands but relatively fragile compared to the bulky American fighters. I guess having played Rogue Squadron on easy as a kid and wiping the sky of TIEs in an X-Wing imprinted the wrong idea that TIE fighters were so inferior to the point of seeming expendable.
The Imperial TIE philosophy is based on the Imperial assumption that their own TIE pilots will always be much better pilots than whoever is flying the enemy fighters. It works when that is the case - and falls down when that isn't the case. Imperial TIE pilots receive better training than Rebel pilots - but the Rebel pilots, on average, have far more actual combat experience. Thanks to their hyperdrives, Rebel pilots get into a fight nearly every time they fly, while Imperial pilots only get to fight the Rebels on the rare occasions when their particular mothership happens to be in exactly the right place at exactly the right time to encounter the Rebels. Also, most TIE pilots only fly for 1 year (if they live that long) before being promoted to an officer position on a large ship. I like your analogy, however I would say that the TIE Fighter is equivalent to the lightly armed Ki-43 Hayabusa, and the TIE Interceptor is equal to the faster and more heavily armed A6M2 Zero. (The Ki-43 had only 2 guns, while the Zero had 4.) I still play the old Lucasarts X-Wing game. I've edited the TIE ship statistics to make them more canon (more agile).
............they were expendable, that's part of why they didn't have hyper drives or shields. Also, the whole fragile thing might be part of why late war they had so few capable pilots.
Something of note during WW2 is the differing usage of experienced pilots. Japanese pilots continued serving on the front lines until injured or dead. US pilots after a degree of experience would be cycled back to train new pilots. Thus Japan lost experienced pilots through attrition. The US was able to churn out more and more better trained pilots. This really became compounded during the so-called Turkey Shoot, where Japan lost scores of pilots.
@@Klaaism : The Japanese had no choice but to keep using experienced pilots, because their production rate of fully trained pilots was extremely low in 1942. By the time they ramped up their training program (massive expansion in numbers plus huge cutbacks in flying hours per pupil) it was too late. Their experienced pilots were mostly dead, and their replacements were poorly trained. Japan planned for a total war lasting 6-12 months. Not 4 years.
Just want to say that I love these ship break down videos. I collect and build starwars Lego and love watching these while building cause it gives me ideas I might not have gotten otherwise
Targeting the astromech. *Darth Vader:* That's a good trick, even though that damn X-Wing pilot strong in the Force took out the Death Star, I still _blasted his droid._ A good droid is like a lifelong friend, I should know. That pilot losing _theirs_ is going to hurt.
I’ve a question. Since the x wing is much wider than the tie fighter, how can it hit it with all its weapons? The laser cannons might turn, guided by the aiming system I guess. But the same goes for the z95 headhunter it is able to hit much narrower vulture droids while it’s laser cannons are fixed. Just a thought
They used to calibrate wing mounted guns on wwii planes to have a convergence at a range that would be effective for the caliber of the weapon. I imagine the Xwing needs a similar type of manual adjustment.
The game X-Wing Alliance addresses this with automatic convergence for the X-Wing and manual settings for the Z-95, you'll notice the difference instantly
@@GenerationTech or gimbaled weapons, so line of sight targetting can be varied at range. Though I havent seen any canon references to gimbles on x-wing laser cannons
They also explained this is the X-Wing Novels. The Convergence Point of an X-Wing's Laser Cannons can be adjusted, mainly by techs, including a couple of different 'normal' settings one for ground attack and another for fighting enemy fighters. Do not remember currently the actual numbers for each of those two settings. Though it was mentioned within the first couple of chapters of the first X-Wing Novel, Rogue Squadron which I currently do not have.
Excellent video. It's refreshing to see the strengths and weaknesses of the TIE fighter considered seriously, rather than the simplistic and far more common "lol no shields no hyperdrive TIEs suck" description you usually see. It's like people didn't bother to actually watch ANH. I mean, the six TIEs that scrambled to defend the Death Star against the _thirty_ Rebel strike craft managed to splash all the bombers and half of the fighters, despite being at a five-to-one numerical disadvantage. If a full squadron of TIEs had launched, they could have wiped out the Rebel attack entirely and not have needed Lord Vader to personally intervene at all.
Eh, the TIES initially launched only did so much (and suffered some losses themselves- thanks Wedge)- the three that came later did most of the work... and there was something unusual about the middle ship of those three. (Insofar as it being six TIEs launched- they launched what, half a squadron, than a separate fighter wing under Vader...? Makes more sense that more TIEs were launched, and we didn't see them nor the rest of Red & Gold Squadron dogfighting somewhere off screen. Heck, if you were the officer Vader told to launch the fighters, would you have just SIX TIE pilots launch, or would you have EVERY DAMN TIE PILOT running to their fighter. I prefer being Not Choked, thankyouverymuch)
The X-Wings' weaknesses make me appreciate the Vulture Droid Starfighter even more. A fighter that has its own set of weaknesses but it doesn't matter as itself is a droid who doesn't care about death as its memories can be downloaded upon death and stored in a new Vulture. We even see during the Clone Wars Vultures ramming Republic capital ships when they were damaged beyond repair. I'll always shake my head that the Rebel Alliance didn't use the former Separatist's droid military to offset their numerical disadvantage immensely.
Idk if their is any? An E-11 at max setting has the power to cut through durasteel walls, its dangerous as the weapon gets extremely extremely hot, but thats power no gun on earth can replicate.
I did like that Wedge Antilles, went on record that the Lancer was the one thing in the Imperial fleet he was actually afraid of and that if they had actually invested in building more of them, then the Rebel strategy for rapid fighter raids, would have been completely scuppered
The X-wing has an hiper-drive, life support system, shields, astromech droid and is generally superior to the TIE series ships. My favourite ship is the Naboo star ship N1 fighter.
This brings back such nostalgia for the X-Wing flight simulator games. Adjusting forward and rear shields in combat, and cycling through the "single, linked, full" firing rates for the cannons. As stated firing four cannons at once is a powerful shot, but requires every emitter a recharge cycle, unlike repeatedly firing one cannon at a time, and the slight stall from firing from two wingtips.
I liked the quad linked... risky but I felt like the single stream contained a lot of misses... used to have a flight stick to use with it. I also used to like using, I think it was concussion missiles at point blank without a target lock up close to them.
some of these were very legit, though I will point out that any competent pilot would likely be able to dodge via evasive maneuvers when shot at from behind and realize quickly when being shot at and especially hit, the shields help a lot in dealing with the stray blast liable to hit them while evading. something ties don't have at all. The astromech droid and proton torpedos are supposed to be protected by the shield so they are less a weakness than something you could hit after you lower their shields and then take advantage of. You pointed out the blindspot, I honestly never understood why they don't have a rear facing camera that displays in the cockpit. I feel like maybe they do and we just don't see it for some reason but it could be they just never thought of such an easy fix. My opinion is that if a pilot is smart, they will have an emergency hyperspace route plotted and ready to go at least by the time their hyperdrives are ready. As a result the time where they can't jump would be very short and even blasting their droid would not necessarily stop them from making that one last jump where they might be able to seek help from other pilots or a support ship. Thus tricking their sensors won't delay them from running for long. hitting the torpedo would be somewhat difficult as usually you would have a much easier time being shaken off if approaching from the bottom rather than the rear. The shrapnel issue is less shrapnel and more big ass hunks of flying metal which could take out pretty much any fighter that doesn't have ultra heavy shielding and or hull. (pretty much any fighter but not necessarily a corvette) Seriously, even without a shield the x wing has like twice the durability rating of a tie fighter. TLDR what you are entirely right about is turning game, green pilots, and energy systems that could fail if damaged or over burdened pretty easy. what you have some point to but can't really fault the ship as compared to the tie is countermeasures, hull strength against shrapnel, blindspots, and sensor fooling. that said, the tie has pretty serious weaknesses itself with 0 shielding, a more fragile hull, no hyperdrive, and a suit that can only keep the pilot alive so long (about 3 hours) and even then is a bit challenging to see through the helmet at times. That's right, if the pilot can't replenish their suit in about 3 hours while in space, they die, doesn't matter if they are in their tie or free floating and long missions tend to leave little time for a return to base. The truth is, ties were crap with their only true redeeming qualities being their maneuverability and low pricetag.
Maybe the TIE Fighter although there are more reediming qualities that these possess and the X Wing does not because it was originally designed for the very same purpose as it's predecessors (the ARC 170 and the Z-95) which Long-Range Patrol and Recon: Dual Reactors with one focussed completely on the guns (which, thanks to this, could actually be set to actually severely damage the shields of a X-Wing (no even mentioning destroying one in a single blow) at the same range an X-Xing can fire it's 4 guns effectively and even attack at a more longer range than them) and other one (with a higher output) focussed on everything else (which allows them to actually match the cruise speed of the X-Wing if full power is set to it). And it's modularity which allows it's engineers to adapt them to any type of situation required for any mission they would be sent to, thanks to it's two modular bays on the bottom of the ship and the second reactor i mentioned earlier (for example if the TIE fighters were to be used in long range ambushes with no back up cruiser, the TIE can be modified with a Hyperdrive (with the Navi-Computer actuallly pre-installed by default from the factory) and a Life Support (with enough oxygen to last 2 or 3 days without a resupply) which attaches to the backplate of the Pilot's armor)
@@alpha34098 it still needs power which means said tie fighter can't stay off the whole time as the suit would run out of power over days. As for the rest, I am not seeing anything it can be modified to do better than the x wing does standard. In addition, one good blast from an x wing ends the tie fighter, their weapons are not powerful enough to break through the x wings shields in one shot much less finishing it as well. On another note, we should probably clarify EXACTLY which ships we mean as the xwing and tie fighter both had several iterations through out the star wars series. T65 b series for x wing and TIE/LN for tie fighter. To my knowledge, the only thing modular about the tie series is how often they reused entire ship sections without changing anything and because they put it on another part they act like it is a whole new ship. later versions of the tie fighter may have had more capabilities for modularity but the tie/ln series did not from what I can tell. It was never designed for long range patrol either, only short range. A game or legends may have departed from actual specs but the genuine article was not modular enough to have a hyperdrive installed easily if at all.
Just because they do not use it due to the fact that, when used, Cannons get overheated after the shot, doesn't mean that it can't be done. Some of the most resourseful Pilots in the Empire like Maarek Stele has actually use that as a Surprise Tactic to Snipe a enemy fighter before he could be noticed Maybe the T-65B X-Wing can destroy the TIE/ln IF it does manage to get the Shot. But it usually have the cannons configured for a more short to medium-range engagement while the TIE/ln can fire them from further away than that There has been so many instances of the TIE/ln being modified with a Hyperdrive (Biggs Darklighter and Maarek Stele used TIE Fighter equipped with a Hyperdrive just to give you a example) and a Life Support System (the Ghost Crew equipped it's Stolen one with that for example). Just becuase it's not the norm does not mean that it has never been done
The X-Wing is like the p51 Mustang (well rounded, hits hard, great range etc). The TIE def resembles the Zero and the TIE Defender or Advanced are like the ME 262 I.E. over powered and thankfully rare. In TIE Fighter you gotta pay dues in various death traps to get one, but it's worth it. Favorite TIE Fighter/X-wing game moment: creeping on a Corvettes tail where it can't hit me and killing it solo.
The jousting game is possibly where a lot of hype and effectiveness of the X wing comes from, as pointed out most of the rebel pilots were green and you play any flight sim and the go-to tactic for most new players is to fly straight at the enemy XD.
I played the first X-Wing and Tie-Fighter games for MSDOS and with a X-Wing, those Tie-Fighters were difficult to hit, but with an A-Wing was way easier. In Tie-Fighter, it was a nightmare. No shields no hyperdrive. Very fast and maneuverable but a couple of hits, bye! Tie-Advanced missions, those had shields and hyperdrive. Like an A-Wing. Tie Interceptor, no shields, no hyperdrive but I survived more against rebel scum Good ship. Only sdd shields and it is the best.
From the Star Wars Squadrons perspective: Bully TIE with burst cannons and ion missiles work great against X-Wings. For the fellow Rebel Scum out there if you equip the light hull on your X-Wing, you'll turn harder than most TIE Fighters, but you'll want to adjust your hull and engine configuration to optimize your maneuverability in order to be more evasive to compensate for the lower hull integrity the light hull provides.
The blind spot is actually only limited to the bottom as the pilot also has an astromech looking around and it can warn the pilot of any enemies on his tail.
It seems like the only three Astromech droids that really good at giving their pilots what they need are R2-D2, BB-8 and Chopper... although it seems like R2-D2 and Chopper are more exposed in the Astromech socket compared to a droid the size of BB-8
The X-wing and Y-wing astromech droid can repair the ship if it is damaged. The A-wing and B-wing hyperdrive computer can not repair the ship. The B-wing depends on its strong shields to avoid being damaged in the first place, and the A-wing depends on its speed and agility to avoid being damaged in the first place. Repairing them requires a mechanic back at base, or a pilot who is also a mechanic.
Besides doing heavy lifting on the hyperspace calculations, an astromech functions as a pseudo copilot, able to handle secondary tasks like power management, sensor data processing, and damage control. Helps the pilot focus on flying.
also its good to remember that time to time the pilot of the x-wing is named character which means that the x-wing has so much plot armor that you shoulndt even try
You should do a 10 weaknesses you can exploit against the Enterprise (simple code to defeat shields makes it easily hacked by superior computing, little or no armor, crew isn't militarily disciplined, too much reliance on targeting systems and sensors which can be disabled, that sort of thing, corruption is common among the admiralty.) Don't get me wrong. I love trek and wish they would start making it again, but there are clear tactical flaws.
There is also the issue with the weapons parallax issue which give the x wing a limited of range to fire its weapons since they are on its stupid wings and not on the main body of the vessel.
So...add TIE type solar panels for more power, a blaster or two facing the rear, a retractable armored dome for the astromech and add armor over the proton torpedoes.
I also have a question Alan from Generation Tech....Why are the X-Wings cannons so much longer than any other space Superiority Fighter in the entire SW galaxy? All of the Tie variants have the tiny (I call them) "nipple gun" outlet barrels. The A, Y, U, E wings, as well as all of the medium sized attack shuttles have much shorter barrels. Have you ever fielded this question. Sorry if it's a repeat. And Thank You 👍
A mid level force user utilizing a modified xwing with heavier shields balanced with stripped out trageting systems and maybe a correllian reactor would fix every one of these issues
I have to disagree with your point about sensors. Its established in the lore, all the Imperial fighters have the better targeting computers, which includes sensors, with the Interceptors and Defenders having the best in the war.
The exposed astromech is not a weakness. If you can selectively target the droid in its socket, you've already blown the X-wing up. This is not a battleship fight where you can knock out fire control and cripple the enemy's ability to return fire while you continue to hammer away at it.
During my time on republic navy, we always have A wing cover our back when we fighting TIE fighter. Just saying, apparently our A wing Pilot is a Jedi so his shot always hit and he can dodge like crazy
11: *No vac-suits.* Toss a handful of coins at the cockpit and put even one small crack in the glass, then laugh as the X-Wing pilot does their impression of a hamster in a microwave. 12: *No polarized lenses.* Load an opening wave of rockets with magnesium warheads and detonate them at range. Laugh as blinded X-Wing pilots crash into each other safely behind your built-in helmet shades. 13: *No real ejection system.* See above. When things get ugly a TIE pilot can pop the hatch and bail. An X-Wing pilot can pop the canopy and die in seconds. 14: *Intake vents.* While handy for atmospheric flight, X-Wings have four intakes that can easily become clogged with all kinds of junk even in space. Exploit this via dust clouds, nebula, and even more jars of coins. 15: *Distracted drivers.* Ever try to concentrate with an giant, electronic parakeet constantly squawking in your ear? Be glad you'll never have to. 16: *Sobriety.* Remember all that time you spent in training at the Academy? Your Rebel counterpart spent those months in bars, casinos, running drugs and getting into sappy, dragged out romance scenes. 17: *Keeping it simple.* X-Wing pilots have to worry about front shields, back shields, hyperspace, wing configurations and trying to keep the nuclear reactors they're sitting on top of from exploding. TIE Pilots have to worry about the gas pedal and the trigger button. 18: *Predictability.* Just hang out near the shield generators of a Star Destroyer. You won't have to wait long for some easy kills to come to you... every... single... time. 19: *Unrealistic expectations.* We TIE pilots know that we're not immortal and fly accordingly. Rebel pilots all think they're just killing time until some watery tart throws a lightsaber to them and proclaims them the next Chosen One. 20: *Plot armor.* It doesn't exist outside of the movies, but the Rebels don't know that. Every Rebel pilot thinks they're invulnerable up until the moment they die.
Honestly I rather fly a tie fighter than x-wing. Tie hunters should have been standard as they out perform x wings at lower costs. At least have a few pro squadrons for each Star destroyer. You get shields, stronger weapons, missiles, faster and more maneuverable, class 1 hyperdrive (same as x-wing) and best of all it could ionize its shots to disable ships. This be perfect for catching rebels. Tie fighter cost 60k credits Tie hunter cost 100k credits X-Wing cost 150K credits
Aren’t S-foils meant to release heat from the ship’s systems via air passing over the foils? For a space-born fighter, I feel like this is a very bad design flaw. Maybe an interior coolant system would have been better - it could have helped negate that energy management problem the X-Wing had.
Flak, it was weak to flak. Instead of using blasters, they would have been much better of using shells that explode into shrapnel in space/air. That effectively defeats light armor.
We all know there is no perfect design, no perfect form and there are no invincible starfighters out there. I think the suncrusher would like a word with you.
Fuck it I'm gonna say it, unpopular opinion here: I don't like the x wing design mostly because wings on a space craft that rarely ever goes in atmosphere is dumb.
I disagree with the noob pilot point. A rookie is highly unpredictable because they've not yet learned what mistakes to make. Eventually they develop a certain response to a certain situation. This makes them very predictable. A noob will often do something unexpected.
While true to an extent, it's like saying someone who doesn't know Martial Arts is going to beat someone who does. Granted they may have a superior ship in raw statistics, but they might panic under pressure, they might be easily goaded into mistakes, they might not have the cool head required to keep their head on shoulder.
just push every ounce of power into engines and approach it from 'upper right' vector so the x-wing pilot has to get his nose not only up but right as well to even attempt to hit you, plus he has to rely on visuals as the targeting computer won't be able to adjust to your speed unless the x-wing pilot dead stops (and in space parking your ship is a death sentence). Don't try to joust, maybe fire once or twice without much aiming just to scare him off. Once you passed him make a barrel roll turn since despite your speed and greater maneuverability the enemy has the turning advantage already. You should still come on top so just park your starfighter on his ass and listen to him scream "I can't shake him off!" while pissing his pants, smearing shit all over his seat before exploding. Still, your starfighter is superior only in speed and maneuverability, and the side target profile is just awful. better hope for superior numbers or getting a tie interceptor. With interceptor you can joust and make some more crazy evasive maneuvers
No 1 way to defeat an X wing:fill it with Degobah swamp water
Dagobah*
-_-
@@kwufbenk7734 me no how two spel
Does it seem like that worked?
"Let's develop better point defense weapons for our Star Destroyers!"
"No, let's just make them bigger."
Then they should at least have some corvettes as escort, they're always good at removing any attacking fighters and bombers (at least in Empire at War)
@@mikkelnpetersen That's what the Lancer Class was supposed to do (screens to prevent fighter attack), but the Lancer Class wasn't built in large enough numbers to matter.
Well that sounds like poor management on the Empire's part. Probably cause the Tarkin Doc said that bigger things scare little things and that goes for inanimate objects too.
Don't let Eckhartsladders videos fool you, Star Destroyers have good point defenses, they even have anti-fighter proton missile launchers.
Where did we go wrong
Ties in Rogue Squadron: Cannon fodder
TIEs in the Battlefront games: Suddenly as strong as X-Wings due to competitive balance
TIES in x-wing games: balanced, easier to kill but deadly if they get their guns honed on you
Now now they are nasty in the books, the Rogues are just way better than your average TIE Fighter pilot.
@@DarkPuppy9 Plus, plot armour.
@@minicle426 also true. But people tend to get upset when you kill their favorite characters.
Ties in SW: Squadrons: just get some ion rockets and as soon as his shield is gone its dead Jim
The more I read up on the tech lore of Star Wars, the more I've appreciated the Imperial design philosophy. The TIE series is equivalent to the Japanese Zeros of WWII; highly capable in skilled hands but relatively fragile compared to the bulky American fighters.
I guess having played Rogue Squadron on easy as a kid and wiping the sky of TIEs in an X-Wing imprinted the wrong idea that TIE fighters were so inferior to the point of seeming expendable.
The Imperial TIE philosophy is based on the Imperial assumption that their own TIE pilots will always be much better pilots than whoever is flying the enemy fighters. It works when that is the case - and falls down when that isn't the case.
Imperial TIE pilots receive better training than Rebel pilots - but the Rebel pilots, on average, have far more actual combat experience. Thanks to their hyperdrives, Rebel pilots get into a fight nearly every time they fly, while Imperial pilots only get to fight the Rebels on the rare occasions when their particular mothership happens to be in exactly the right place at exactly the right time to encounter the Rebels.
Also, most TIE pilots only fly for 1 year (if they live that long) before being promoted to an officer position on a large ship.
I like your analogy, however I would say that the TIE Fighter is equivalent to the lightly armed Ki-43 Hayabusa, and the TIE Interceptor is equal to the faster and more heavily armed A6M2 Zero. (The Ki-43 had only 2 guns, while the Zero had 4.)
I still play the old Lucasarts X-Wing game. I've edited the TIE ship statistics to make them more canon (more agile).
@@timonsolus Nice! Makes sense.
I don't know too too much about Japanese fighters other than old documentaries and War Thunder haha
............they were expendable, that's part of why they didn't have hyper drives or shields. Also, the whole fragile thing might be part of why late war they had so few capable pilots.
Something of note during WW2 is the differing usage of experienced pilots. Japanese pilots continued serving on the front lines until injured or dead. US pilots after a degree of experience would be cycled back to train new pilots.
Thus Japan lost experienced pilots through attrition. The US was able to churn out more and more better trained pilots. This really became compounded during the so-called Turkey Shoot, where Japan lost scores of pilots.
@@Klaaism : The Japanese had no choice but to keep using experienced pilots, because their production rate of fully trained pilots was extremely low in 1942. By the time they ramped up their training program (massive expansion in numbers plus huge cutbacks in flying hours per pupil) it was too late. Their experienced pilots were mostly dead, and their replacements were poorly trained.
Japan planned for a total war lasting 6-12 months. Not 4 years.
The best station for a pilot is as imperial senate security, you just don't have to do anything regardless of what happens.
The pilot: Let’s try spinning, that’s always a good trick.
The Senate: speeeeen 😆😆😆😆
@@autotune1835 "Good, good, give into the spin side!"
Just want to say that I love these ship break down videos. I collect and build starwars Lego and love watching these while building cause it gives me ideas I might not have gotten otherwise
Yess
Thank you, the Empire is eternally grateful. Your contributions will be noted
Targeting the astromech.
*Darth Vader:* That's a good trick, even though that damn X-Wing pilot strong in the Force took out the Death Star, I still _blasted his droid._
A good droid is like a lifelong friend, I should know. That pilot losing _theirs_ is going to hurt.
Heh, technically Vader took out his own friend.
I’ve a question. Since the x wing is much wider than the tie fighter, how can it hit it with all its weapons? The laser cannons might turn, guided by the aiming system I guess. But the same goes for the z95 headhunter it is able to hit much narrower vulture droids while it’s laser cannons are fixed. Just a thought
They used to calibrate wing mounted guns on wwii planes to have a convergence at a range that would be effective for the caliber of the weapon. I imagine the Xwing needs a similar type of manual adjustment.
The manual says it uses a means of magnetic alignment to make them group at a said distance/ point.
The game X-Wing Alliance addresses this with automatic convergence for the X-Wing and manual settings for the Z-95, you'll notice the difference instantly
@@GenerationTech or gimbaled weapons, so line of sight targetting can be varied at range. Though I havent seen any canon references to gimbles on x-wing laser cannons
They also explained this is the X-Wing Novels. The Convergence Point of an X-Wing's Laser Cannons can be adjusted, mainly by techs, including a couple of different 'normal' settings one for ground attack and another for fighting enemy fighters. Do not remember currently the actual numbers for each of those two settings. Though it was mentioned within the first couple of chapters of the first X-Wing Novel, Rogue Squadron which I currently do not have.
Excellent video. It's refreshing to see the strengths and weaknesses of the TIE fighter considered seriously, rather than the simplistic and far more common "lol no shields no hyperdrive TIEs suck" description you usually see.
It's like people didn't bother to actually watch ANH. I mean, the six TIEs that scrambled to defend the Death Star against the _thirty_ Rebel strike craft managed to splash all the bombers and half of the fighters, despite being at a five-to-one numerical disadvantage. If a full squadron of TIEs had launched, they could have wiped out the Rebel attack entirely and not have needed Lord Vader to personally intervene at all.
Eh, the TIES initially launched only did so much (and suffered some losses themselves- thanks Wedge)- the three that came later did most of the work... and there was something unusual about the middle ship of those three.
(Insofar as it being six TIEs launched- they launched what, half a squadron, than a separate fighter wing under Vader...? Makes more sense that more TIEs were launched, and we didn't see them nor the rest of Red & Gold Squadron dogfighting somewhere off screen. Heck, if you were the officer Vader told to launch the fighters, would you have just SIX TIE pilots launch, or would you have EVERY DAMN TIE PILOT running to their fighter. I prefer being Not Choked, thankyouverymuch)
The X-Wings' weaknesses make me appreciate the Vulture Droid Starfighter even more. A fighter that has its own set of weaknesses but it doesn't matter as itself is a droid who doesn't care about death as its memories can be downloaded upon death and stored in a new Vulture. We even see during the Clone Wars Vultures ramming Republic capital ships when they were damaged beyond repair.
I'll always shake my head that the Rebel Alliance didn't use the former Separatist's droid military to offset their numerical disadvantage immensely.
Video idea: Top 10 best real world slugthrower alternatives to star wars blasters.
Idk if their is any? An E-11 at max setting has the power to cut through durasteel walls, its dangerous as the weapon gets extremely extremely hot, but thats power no gun on earth can replicate.
@@lancer737 well no gun like a slug thrower
@@lancer737 railgun would be able too
Cool
Gustav Railway Cannon
Great advice. I would rather just man a gun turret on a Lancer Frgate though.
I did like that Wedge Antilles, went on record that the Lancer was the one thing in the Imperial fleet he was actually afraid of and that if they had actually invested in building more of them, then the Rebel strategy for rapid fighter raids, would have been completely scuppered
Great vid GenTech! Interesting info on the X-Wing's weaknesses.
The X-wing has an hiper-drive, life support system, shields, astromech droid and is generally superior to the TIE series ships.
My favourite ship is the Naboo star ship N1 fighter.
N1s are dope
haha tie defender go brrrr
If we’re talking starfighters then I’m a Fanblade Fanboy
I'd like a video on why the Skywalkers seem to whine and complain so much (A joke I heard.)
Keep up the amazing work @GenerationTech
That´s why I choose the Fed. "Peregrine class" heavy attack fighter of ST or at least a Minbari Nial fighter of B5
What a great resource for us loyal imperials. Thank you Allan. Humanity first!
This brings back such nostalgia for the X-Wing flight simulator games. Adjusting forward and rear shields in combat, and cycling through the "single, linked, full" firing rates for the cannons. As stated firing four cannons at once is a powerful shot, but requires every emitter a recharge cycle, unlike repeatedly firing one cannon at a time, and the slight stall from firing from two wingtips.
I liked the quad linked... risky but I felt like the single stream contained a lot of misses... used to have a flight stick to use with it. I also used to like using, I think it was concussion missiles at point blank without a target lock up close to them.
some of these were very legit, though I will point out that any competent pilot would likely be able to dodge via evasive maneuvers when shot at from behind and realize quickly when being shot at and especially hit, the shields help a lot in dealing with the stray blast liable to hit them while evading. something ties don't have at all.
The astromech droid and proton torpedos are supposed to be protected by the shield so they are less a weakness than something you could hit after you lower their shields and then take advantage of. You pointed out the blindspot, I honestly never understood why they don't have a rear facing camera that displays in the cockpit. I feel like maybe they do and we just don't see it for some reason but it could be they just never thought of such an easy fix. My opinion is that if a pilot is smart, they will have an emergency hyperspace route plotted and ready to go at least by the time their hyperdrives are ready. As a result the time where they can't jump would be very short and even blasting their droid would not necessarily stop them from making that one last jump where they might be able to seek help from other pilots or a support ship. Thus tricking their sensors won't delay them from running for long. hitting the torpedo would be somewhat difficult as usually you would have a much easier time being shaken off if approaching from the bottom rather than the rear. The shrapnel issue is less shrapnel and more big ass hunks of flying metal which could take out pretty much any fighter that doesn't have ultra heavy shielding and or hull. (pretty much any fighter but not necessarily a corvette) Seriously, even without a shield the x wing has like twice the durability rating of a tie fighter.
TLDR
what you are entirely right about is turning game, green pilots, and energy systems that could fail if damaged or over burdened pretty easy.
what you have some point to but can't really fault the ship as compared to the tie is countermeasures, hull strength against shrapnel, blindspots, and sensor fooling.
that said, the tie has pretty serious weaknesses itself with 0 shielding, a more fragile hull, no hyperdrive, and a suit that can only keep the pilot alive so long (about 3 hours) and even then is a bit challenging to see through the helmet at times. That's right, if the pilot can't replenish their suit in about 3 hours while in space, they die, doesn't matter if they are in their tie or free floating and long missions tend to leave little time for a return to base. The truth is, ties were crap with their only true redeeming qualities being their maneuverability and low pricetag.
Maybe the TIE Fighter although there are more reediming qualities that these possess and the X Wing does not because it was originally designed for the very same purpose as it's predecessors (the ARC 170 and the Z-95) which Long-Range Patrol and Recon:
Dual Reactors with one focussed completely on the guns (which, thanks to this, could actually be set to actually severely damage the shields of a X-Wing (no even mentioning destroying one in a single blow) at the same range an X-Xing can fire it's 4 guns effectively and even attack at a more longer range than them) and other one (with a higher output) focussed on everything else (which allows them to actually match the cruise speed of the X-Wing if full power is set to it).
And it's modularity which allows it's engineers to adapt them to any type of situation required for any mission they would be sent to, thanks to it's two modular bays on the bottom of the ship and the second reactor i mentioned earlier (for example if the TIE fighters were to be used in long range ambushes with no back up cruiser, the TIE can be modified with a Hyperdrive (with the Navi-Computer actuallly pre-installed by default from the factory) and a Life Support (with enough oxygen to last 2 or 3 days without a resupply) which attaches to the backplate of the Pilot's armor)
@@alpha34098 it still needs power which means said tie fighter can't stay off the whole time as the suit would run out of power over days. As for the rest, I am not seeing anything it can be modified to do better than the x wing does standard. In addition, one good blast from an x wing ends the tie fighter, their weapons are not powerful enough to break through the x wings shields in one shot much less finishing it as well.
On another note, we should probably clarify EXACTLY which ships we mean as the xwing and tie fighter both had several iterations through out the star wars series. T65 b series for x wing and TIE/LN for tie fighter. To my knowledge, the only thing modular about the tie series is how often they reused entire ship sections without changing anything and because they put it on another part they act like it is a whole new ship.
later versions of the tie fighter may have had more capabilities for modularity but the tie/ln series did not from what I can tell. It was never designed for long range patrol either, only short range. A game or legends may have departed from actual specs but the genuine article was not modular enough to have a hyperdrive installed easily if at all.
Just because they do not use it due to the fact that, when used, Cannons get overheated after the shot, doesn't mean that it can't be done. Some of the most resourseful Pilots in the Empire like Maarek Stele has actually use that as a Surprise Tactic to Snipe a enemy fighter before he could be noticed
Maybe the T-65B X-Wing can destroy the TIE/ln IF it does manage to get the Shot. But it usually have the cannons configured for a more short to medium-range engagement while the TIE/ln can fire them from further away than that
There has been so many instances of the TIE/ln being modified with a Hyperdrive (Biggs Darklighter and Maarek Stele used TIE Fighter equipped with a Hyperdrive just to give you a example) and a Life Support System (the Ghost Crew equipped it's Stolen one with that for example). Just becuase it's not the norm does not mean that it has never been done
This is fantastic. I think others are right. The TIE Fighter seems to resemble the Japanese ZERO.
Not in my book. To me it's a Bf109.
@@jamiewalsh3349 nope because the Zero can turn better. The BF109 wasnt a turn fighter.
The X-Wing is like the p51 Mustang (well rounded, hits hard, great range etc). The TIE def resembles the Zero and the TIE Defender or Advanced are like the ME 262 I.E. over powered and thankfully rare. In TIE Fighter you gotta pay dues in various death traps to get one, but it's worth it.
Favorite TIE Fighter/X-wing game moment: creeping on a Corvettes tail where it can't hit me and killing it solo.
The jousting game is possibly where a lot of hype and effectiveness of the X wing comes from, as pointed out most of the rebel pilots were green and you play any flight sim and the go-to tactic for most new players is to fly straight at the enemy XD.
I like this style of video. You should do one for the TIE and the other amazing ships of the line.
Gozanti vs Anaconda from elite as a video idea
Or Imperial Star Destroyer vs Federal Navy Farragut class battle cruiser?
Could we get one on the N1 gen tech?
I played the first X-Wing and Tie-Fighter games for MSDOS and with a X-Wing, those Tie-Fighters were difficult to hit, but with an A-Wing was way easier.
In Tie-Fighter, it was a nightmare. No shields no hyperdrive. Very fast and maneuverable but a couple of hits, bye!
Tie-Advanced missions, those had shields and hyperdrive. Like an A-Wing.
Tie Interceptor, no shields, no hyperdrive but I survived more against rebel scum
Good ship. Only sdd shields and it is the best.
Can you do a video on the Galactic Civil War fighter tactics :rebelAlliance/ galactic Empire?
I have a tie hunter so thankfully I have a much better time against them and have better training
Here's a new one. A whole new series or 2 could come from this one
long time viewer here. i doubted you until i saw you were partial to the 49ers.
From the Star Wars Squadrons perspective: Bully TIE with burst cannons and ion missiles work great against X-Wings. For the fellow Rebel Scum out there if you equip the light hull on your X-Wing, you'll turn harder than most TIE Fighters, but you'll want to adjust your hull and engine configuration to optimize your maneuverability in order to be more evasive to compensate for the lower hull integrity the light hull provides.
What background music do you use?
The blind spot is actually only limited to the bottom as the pilot also has an astromech looking around and it can warn the pilot of any enemies on his tail.
Between Han Solo and Grand Admiral Thrawn, who is the most favorite character for you, Alan?
What about top 10 foods in the Star wars galaxy?
It seems like the only three Astromech droids that really good at giving their pilots what they need are R2-D2, BB-8 and Chopper... although it seems like R2-D2 and Chopper are more exposed in the Astromech socket compared to a droid the size of BB-8
What is the advantage of having a slot for an astro mech versus just building that functionality into the ship?
often wondered myself
The X-wing and Y-wing astromech droid can repair the ship if it is damaged.
The A-wing and B-wing hyperdrive computer can not repair the ship. The B-wing depends on its strong shields to avoid being damaged in the first place, and the A-wing depends on its speed and agility to avoid being damaged in the first place. Repairing them requires a mechanic back at base, or a pilot who is also a mechanic.
Besides doing heavy lifting on the hyperspace calculations, an astromech functions as a pseudo copilot, able to handle secondary tasks like power management, sensor data processing, and damage control. Helps the pilot focus on flying.
Do a video on how to build a starfighter from scratch
Can you do how to beat a tie defender next?
Can you do a vid on which explosions make sense and which don't.
also its good to remember that time to time the pilot of the x-wing is named character which means that the x-wing has so much plot armor that you shoulndt even try
You should do a 10 weaknesses you can exploit against the Enterprise (simple code to defeat shields makes it easily hacked by superior computing, little or no armor, crew isn't militarily disciplined, too much reliance on targeting systems and sensors which can be disabled, that sort of thing, corruption is common among the admiralty.) Don't get me wrong. I love trek and wish they would start making it again, but there are clear tactical flaws.
There is also the issue with the weapons parallax issue which give the x wing a limited of range to fire its weapons since they are on its stupid wings and not on the main body of the vessel.
I like it better when Alan sounds like he's unsure of what is name is.
"Welcome to Generation Tech... my name is... Alan?"
Do one for the all mighty A wing and I shall subscribe
So...add TIE type solar panels for more power, a blaster or two facing the rear, a retractable armored dome for the astromech and add armor over the proton torpedoes.
can you plz continue the sepratist alliance vs earth plz
can you pla continue the sertist alliance vs earth plz
I also have a question Alan from Generation Tech....Why are the X-Wings cannons so much longer than any other space Superiority Fighter in the entire SW galaxy? All of the Tie variants have the tiny (I call them) "nipple gun" outlet barrels. The A, Y, U, E wings, as well as all of the medium sized attack shuttles have much shorter barrels. Have you ever fielded this question. Sorry if it's a repeat. And Thank You 👍
They're not the largest cannons i've seen in a Starfighter
Except the Gunstar.
The line you were supposed to read is: "there aren't any invincible ships out there, except the Gunstar".
A mid level force user utilizing a modified xwing with heavier shields balanced with stripped out trageting systems and maybe a correllian reactor would fix every one of these issues
0:33 As a loyal Imperial, I thank you.
0:20 thats a dig at the suncrusher isnt it...
My favorite method is to deploy the TIE Defender.
I have to disagree with your point about sensors. Its established in the lore, all the Imperial fighters have the better targeting computers, which includes sensors, with the Interceptors and Defenders having the best in the war.
Take that back! The Gozanti is the best one ever. No flaws at all lol
Next matchup, Tie Interceptor vs Earth Alliance Starfury.
The exposed astromech is not a weakness. If you can selectively target the droid in its socket, you've already blown the X-wing up. This is not a battleship fight where you can knock out fire control and cripple the enemy's ability to return fire while you continue to hammer away at it.
You make some valid points... Too bad the Rebels had better pilots on the whole.
The best rebel pilots were imperial defectors or jedi...
Great video again!!
Who plays Starfighter Assault on BF2?
I guess this is your view on it, interesting post...
Just add some blaster C-Ram on Star Destroyer. Problem Solved
During my time on republic navy, we always have A wing cover our back when we fighting TIE fighter.
Just saying, apparently our A wing Pilot is a Jedi so his shot always hit and he can dodge like crazy
"There are no invincible fighters" Unless they are being flown by a main character
11: *No vac-suits.* Toss a handful of coins at the cockpit and put even one small crack in the glass, then laugh as the X-Wing pilot does their impression of a hamster in a microwave.
12: *No polarized lenses.* Load an opening wave of rockets with magnesium warheads and detonate them at range. Laugh as blinded X-Wing pilots crash into each other safely behind your built-in helmet shades.
13: *No real ejection system.* See above. When things get ugly a TIE pilot can pop the hatch and bail. An X-Wing pilot can pop the canopy and die in seconds.
14: *Intake vents.* While handy for atmospheric flight, X-Wings have four intakes that can easily become clogged with all kinds of junk even in space. Exploit this via dust clouds, nebula, and even more jars of coins.
15: *Distracted drivers.* Ever try to concentrate with an giant, electronic parakeet constantly squawking in your ear? Be glad you'll never have to.
16: *Sobriety.* Remember all that time you spent in training at the Academy? Your Rebel counterpart spent those months in bars, casinos, running drugs and getting into sappy, dragged out romance scenes.
17: *Keeping it simple.* X-Wing pilots have to worry about front shields, back shields, hyperspace, wing configurations and trying to keep the nuclear reactors they're sitting on top of from exploding. TIE Pilots have to worry about the gas pedal and the trigger button.
18: *Predictability.* Just hang out near the shield generators of a Star Destroyer. You won't have to wait long for some easy kills to come to you... every... single... time.
19: *Unrealistic expectations.* We TIE pilots know that we're not immortal and fly accordingly. Rebel pilots all think they're just killing time until some watery tart throws a lightsaber to them and proclaims them the next Chosen One.
20: *Plot armor.* It doesn't exist outside of the movies, but the Rebels don't know that. Every Rebel pilot thinks they're invulnerable up until the moment they die.
Honestly I rather fly a tie fighter than x-wing.
Tie hunters should have been standard as they out perform x wings at lower costs. At least have a few pro squadrons for each Star destroyer. You get shields, stronger weapons, missiles, faster and more maneuverable, class 1 hyperdrive (same as x-wing) and best of all it could ionize its shots to disable ships. This be perfect for catching rebels.
Tie fighter cost 60k credits
Tie hunter cost 100k credits
X-Wing cost 150K credits
Aren’t S-foils meant to release heat from the ship’s systems via air passing over the foils? For a space-born fighter, I feel like this is a very bad design flaw. Maybe an interior coolant system would have been better - it could have helped negate that energy management problem the X-Wing had.
I think they were meant to radiate infrared radiation
Why would you do this? Alan you're giving the Imperials Vital Information!? Man!
That's the plan!
HUMANITY FIRST!
Didnt you know?
Shhhhh... The empire will hear.
Flak, it was weak to flak. Instead of using blasters, they would have been much better of using shells that explode into shrapnel in space/air. That effectively defeats light armor.
Before I continue on with the watch of this video, I am compelled to say, "Go Niners!"
....now, how to defeat an X-Wing....
We all know there is no perfect design, no perfect form and there are no invincible starfighters out there. I think the suncrusher would like a word with you.
Wow
Video Idea: Why can't you clone a clone?
So robust it works even after being submerged. Like, how?!
Never speak ill of Jek Perkins.
What I don’t understand is why none of these star fighters have rear facing blasters or rockets to destroy pursuing fighters. Duh.
Fuck it I'm gonna say it, unpopular opinion here: I don't like the x wing design mostly because wings on a space craft that rarely ever goes in atmosphere is dumb.
How to defeat X-Wing: Simply just defeat X-Wing
Boromir: One does not simply, defeat the X-Wing.
Please make a video where the galactic republic with the jedi attack earth
Sun crusher was technically a star fighter... lol
how about the best darth vader moments?
I disagree with the noob pilot point.
A rookie is highly unpredictable because they've not yet learned what mistakes to make. Eventually they develop a certain response to a certain situation. This makes them very predictable. A noob will often do something unexpected.
While true to an extent, it's like saying someone who doesn't know Martial Arts is going to beat someone who does. Granted they may have a superior ship in raw statistics, but they might panic under pressure, they might be easily goaded into mistakes, they might not have the cool head required to keep their head on shoulder.
They haven't learned what mistakes to avoid either lol
@@eyesofstatic9641 Only one mistake you need learn to never make: flying straight & level for more than a few seconds.
Any plan that requires a veteran TIE Fighter pilot is starting off on shaky ground.
ive watched enough movies to know that the only weakness you need to knownis that you should shoot it with lasers
Blindspot because spacecrafts don’t have a backup camera or any mirrors 🙄
5th like. I see a new generation tech video, I click on it, simple
Second comment and once again a fantastic video.
The dolphin empire approves of this video
Oh God they have an empire now
Would all this work in squadrons?
This is exactly what I was thinking
All surely not. No possibility of hit the astromech no hardpoints to hit
How about a what if series if the Empire decided to use Rebellion weapons and equipment. How would they apply it?
Present the x-wing with 3 O-wing and you can beat it.
just push every ounce of power into engines and approach it from 'upper right' vector so the x-wing pilot has to get his nose not only up but right as well to even attempt to hit you, plus he has to rely on visuals as the targeting computer won't be able to adjust to your speed unless the x-wing pilot dead stops (and in space parking your ship is a death sentence). Don't try to joust, maybe fire once or twice without much aiming just to scare him off.
Once you passed him make a barrel roll turn since despite your speed and greater maneuverability the enemy has the turning advantage already. You should still come on top so just park your starfighter on his ass and listen to him scream "I can't shake him off!" while pissing his pants, smearing shit all over his seat before exploding.
Still, your starfighter is superior only in speed and maneuverability, and the side target profile is just awful. better hope for superior numbers or getting a tie interceptor. With interceptor you can joust and make some more crazy evasive maneuvers
They gets blown up easily if shot from behind
Well a TIE Interceptor "DUH!" ;)
The Empire watching this: *laughs in Sith Lord*
So basically, I just have to be a crack shot ace pilot to win in a TIE. Got it.
you dont lose kinetic energy in space as there is nothing to lose it to. come on :(