5 years ago
Ship Balancing Feedback
This is a great game to succeed the X-Wing vs Tie fighter era. The feel of flying the ships and the sounds are great. I’ve been playing the dogfights quite a bit, and am often the top player in the g...
I don't know about this... an unmodded Imp ship has less than half of the effective health of of the equivalent Pub ship, taking into account overshields and shunting.
I would say you're probably coming up against bombers with the reinforced hull mod, which really is about the only way to make the ship not die in 3 hits.
I find that extremely hard to believe. Just watching how many hits it takes to down a tie fighter (I’ve seen hundreds by now), that even the ships flying faster (no hull Mod) take ages to go down. Everything else seems fine, but the tie fighters need a balancing pass for sure. If you go head to head with one in an xwing, with both shooting just before 1000m, even with the deflector hull and fortified deflector you need an assault shield to not both blow up. This should not be the case in a head on xwing Vs tie fighter. They are not supposed to be tanks in the first place. As for the tie bombers it is just laughable at this point.
Are you using the guided lasers? Cuz in a straight up pass, the TIE fighter will lose. That's math. With overshields up, shields at max, facing forward, and shunting, the TIE isn't even gonna drop the X-wing's shields.
I’m using the standard xwing lasers. They can put up whatever numbers they like. In game, the tie fighter hull is way too high for its speed and size. I make sure the blasters are overcharged, and have a high shield build. I smash on the shunt the whole time. I am crashing into them half the time closing from 1000 meters, because they are STILL not dead from eating overcharged blasters with 100% accuracy. 🤦♂️
If your gauging how balanced tie bombers are based on head to head... well, that's part of the problem.
There are two overall strategies to dogfight engagement:
1. Boom and Zoom
2. Turn and Burn
In a boom and zoom, you are attempting to spot the enemy before he spots you, get into range, "boom" him, and get out of range. Bombers excel at this strategy due to their overall firepower.
In a turn and burn, meanwhile, you get very close to the enemy and attempt to outmaneuver them and get on their tail before blasting them to bits. Whoever can turn and aim better wins. This is what fighters are okay at and interceptors excel at.
So, overall, if you boom and zoom against a bomber as a fighter, you will lose! Every time. So stop doing it! Boost into close range of them and get on their tail. Engage them in turn and burn and win every time. They can't maneuver for crap.
Additionally, when you are defending against bomb runs (which is, after all, what the bomber is designed for) you always have a numbers advantage. A good team will probably have two bombers, two fighters/interceptors, and a support. Those two bombers are supposed to attack the capital ship, so they should leave you (the defending fighter/interceptor) alone. If two of you can keep the fighters/interceptors tied up, there's always gonna be a 3 to 2 advantage against those bombers (not to mention you have a huge capital ship blowing the crap out of them).
If bombers couldn't shrug off a short burst from a single fighter, they'd be toast.
tl;dr If bombers are beating the crap out of you, get really close and beat the crap out of them.
Where do you see head on passes vs a bomber written? The issue is with the health being too high on the tie fighter for any stretch of canon, Vs a shielded ship of the same class. The bombers are so tanked people are just using them for gun turrets that can’t fly. That’s the problem with the bombers. Appreciate the the tips, and I’m not having difficulty winning... It’s getting a bit silly thats all.