Star Wars: Squadrons

Discussion in 'Video Games and Technology' started by Chopperface, Jun 12, 2020.

  1. User_93049

    User_93049 Well-Known Member

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    Does parking actually work? The turrets should have shredded them.
     
  2. SharkyMcShark

    SharkyMcShark Hi. I'm better than you

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    I got over Fleet Battles really quickly so can't say with 100% certainty (as I've played less than 10 all up), but I recall that only really working with the ISD's shield generators.

    I've seen Y Wings sort of wedge themselves into the gap between the radar stuff on top of the bridge and the shield domes, where they're out of the line of fire of the defence turrets. It's not really feasible to do for the rest of the ISD or any part of the MC-75 (except maybe the very rear hull section if you stick your nose right against the rear of the ship)
     
  3. Scowly Prowl

    Scowly Prowl Still calculating variables...

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    One rear turret on the ISD, and that problem goes away.

    In the Fleet Battles, the ships aren't very well balanced. The TIE Fighter and Interceptors regular cannons smoke everything else, partly because the TF's fire spread is zero (it shoots where it points), and the speed of the TI and the quad cannons is a bit nuts. Even though they aren't shielded, the Rebel ships don't seem to take a lot fire, even with full shields, before they go down. Having played both sides, it feels lopsided most of the time.
     
  4. eyeballkid

    eyeballkid Old

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    I suck at the A-wing mission. What’s the best load out?
     
  5. SharkyMcShark

    SharkyMcShark Hi. I'm better than you

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    Hi I'm Sharky amd I'm here to update my map power rankings.

    1. Esseles - Best in game. A great balance of open space and tight corridors. The space station has enough ins and outs that you can do a bit of hit and run, and there's enough geography on the surface that you can get some cinematic weaving in and out going on.
    2. Sissubo - Similar to Esseles. There's enough going on that you're not just stuck turn fighting. Good mix of tight areas and open space.
    3. Nadiri Dockyards - Overly large for Dogfights, but unobjectionable otherwise. Colourscheme a bit ugly.
    4. Galitan - A bit too busy in the middle, which I suppose is good for anyone looking to avoid getting vaporised by seeker missiles. I don't think that this game is as fun when flying around chunks of rock as it is whipping around stuff with harder edges too.
    5. Zavian Abyss - Not great. A narrow, long corridor bounded by fog that kills you, but the game isn't particularly clear about just how foggy it has to be before your ship starts dying. Not much room for fancy flying, and really easy to get a spawn camp going. Kind of ugly, too.
    6. Yavin - Absolutely catpiss as things stand.Just a big open space that quickly becomes a turning battle. Recommendations to fix? The map's USP is that the clouds give you cover. The problem is that they're only at floor level and then also damage you when flying through it. So make them huge and fluffy, and not just a carpet. It breaks up the line of sight and makes the map more unique than just being a big open space.

    I first played Rebels in an X-Wing, because I love X-Wings, and sort of struggled along a bit.

    Then I tried the TIE Interceptor. Jesus christ. That thing is a beast. It eats X-Wings for breakfast. The TIE Int's speed and the power shunting (can go from full boost charge to full overcharged guns with the press of a button) are much better than having a shield so far as I'm concerned.
     
  6. Scowly Prowl

    Scowly Prowl Still calculating variables...

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    This is my point exactly - I play the Alliance primarily, but I really got into XvT years ago, and I played most of the time as a TIE Interceptor. Back then, once it ran out of blaster power, you had to run for a bit to let them charge. In Squadrons, you can stay on full guns all the time, and smoke just about everything easily. It's kind of fun but it gets old.
     
  7. RabidYak

    RabidYak Go Ninja Go Ninja Go

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    Just finished up the campaign and aside from a bit in the last Imperial mission, have really enjoy it as a whole. Moar in the future please.

    Noticed a bunch of Lucasfilm Games people credited that I don't recall seeing before, so looks like they now have people keeping an eye on EA to make sure they actually deliver on the licence.
     
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  8. Scowly Prowl

    Scowly Prowl Still calculating variables...

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    Interesting.

    I wonder how hard it would be to port over the X-Wing, TIE, and XvT campaigns to the new title?
     
  9. User_93049

    User_93049 Well-Known Member

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  10. Zeta Otaku

    Zeta Otaku Who ya gonna call? TFW2005 Supporter

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    Okay, B-Wings I can see. They're easy enough to balance, but TIE Defenders? In the fighter class no less? I'm HOPING the blasters have low overall damage or having SIX of them is going to be an issue... I dunno, I trust these guys. VERY much looking forward to the new map!
     
  11. Scowly Prowl

    Scowly Prowl Still calculating variables...

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    I'm OK for them both, TBH. I'd want them to be able to cycle between the blasters and the ion cannons on the B-Wing, though. That was the whole point about taking that ship out for a spin. I wonder if they'll set the roll axis around the cockpit, or if the cockpit will roll around the rest of the ship?
     
  12. User_93049

    User_93049 Well-Known Member

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