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Metric-SINISTER's avatar
6 years ago

Fighters have too much health!

I understand that the health is a balancing mechanic ie. interceptors are fast but frail while fighters are slower but hardier. However, I think the degree of health ruins the dogfighting experience. Fighters for example, can have up to 3 times the health of an Interceptor. Bombers are on another level. If you chose an Interceptor with Rapid Fire, you might need more than 2 full magazines of lasers to take down a Bomber. So you need upwards of 10 seconds (in many cases) to take down a Bomber without ordinance using an Interceptor. 

Hence, does it feel like a genuine Star Wars dogfighting experience when a single Tie Fighter has 3 times the health of an A-Wing? In a head-to-head shoot out, where I unload all my lasers on a Tie Fighter, I die and when i see the killcam, the Tie Fighter has like 60% health left. Both of us started shooting at the same time and unloaded the same amount of lasers at each other. This essentially turns Fighters into bullet sponges.

Am I the only one who feels this way?

4 Replies

  • @Metric-SINISTERYeah, I main an Interceptor and X-wing. I am a level 26 and basically play Dogfight and you definitely have to have more skills in the game to get kills against Rebels when inside of an interceptor. Using Mines really help to keep people off of you and the repair kit is needed. But when you catch on to flying the Interceptor correctly it is a beautiful thing. I went up against this group and they had 4 tie bombers I was playing on the rebel side, but I thought that was super cheesy.

  • It's difficult to make a judgement based on an anecdote and how things looked from a killcam.

    For balancing reasons I would say, yes the TIE Fighter should win a head-to-head shootout against an A-Wing.

    Maybe not at 60% health but that doesn't align with my own game experience anyway.

    Maybe he was equipped with reinforced hull and assault shield...

    I would agree though that across the board all fighters, bombers and interceptors should get their base health reduced by around 25%.

    Support ship health is fine I guess.

    In turn, reduce respawn timers by 25% also.

  • Metric-SINISTER's avatar
    Metric-SINISTER
    6 years ago

    It's not feasible to choose both Seeker Mines and Repair Kit. One slot has to be dedicated to Concussion Missiles or the like. Without missiles, merely relying on lasers can be a miserable experience playing as an Interceptor. I choose Seeker Mines and Concussion Missiles. But don't forget that Seeker Mines isn't a sure thing. When you're in one of those imba matches, you only get like 5 seconds to take down your mark before someone starts locking on to you....and you can get flanked from any direction. Mines only work well against tailgaters, and in tighter spaces.

  • I would go so far as to say that nearly all craft have far too much health. Using Bog Standard Lasers, we have 450/480 DPS striking craft with 1550/1800 (1200+600 directional shield) health. Gods forbid we use bombers as the example. Or in other words, you need 3.44-3.75 seconds of perfect, continuous, all rounds hit fire to actually kill a bog standard craft. Not to be confused with the "three second killing burst" of WWII fame which assumed maybe a third of the rounds hit - a three and a half second burst where EVERY. SINGLE. LASER. HITS.  And then they self repair for half of it.

    On top of which prior to the magic transition from 1 health to explosion, there is no degradation in performance of any sort...and no chance that you'll take a golden BB to the engine, face, control surfaces, weapons or any other system. 

    This is absurd. Players should righteously fear being bounced, catching a burst at deflection, and so forth. I should not be able to dive into a target for 1000m on MAX GUNS with a steady and continuous stream of hits, have it take no evasive action, and watch it plow out the other side still breathing regardless of the builds involved. Or literally need two fighters to fire continuously into the face of an oncoming bomber for the entirety of it's 1000 meter approach or it gets it's payload through.  

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