Forum Discussion
While you might be right that this game might fail faster than expected, it will be for entirely different reasons.
1) Controls are totally * up right now, even after the latest patch. This game was sold to the flight sim crowed owning HOTAS Systems or at least above average joysticks, but controls are totally tailored for console controllers. Getting punished for playing the game the way it was ment to be (aka with a proper Flightstick, still the game feels like stearing a sluggish 40 tons truck in space while actually flying an Interceptor class. And that's with 0% deadzone, 100% sensitivity settings) feels incredibly bad and will probably shoo away a lot of players. In comparison, flying in Battlefront 2 feels so many times more fluent, even when stearing with mouse/keyboard, than flying in Squadrons does with a flightstick.
2) TTK is completely off. The good old games like X-Wing, TIE-Fighter, X-Wing Alliance made one thing right (the last one even in multiplayer)- the number of hits required to take down an enemy was 100% predictable. E. g. with fully charged lasers an X-Wing needed 3 hits on a regular TIE Fighter. While I can see why they couldn't make shieldless imperial ships too squishy for balance reasons, it's just plain stupid to chase an already damaged TIE with an A-Wing with overcharged lasers, still pumping hit after hit after hit in it, yet it won't explode.
3) The loadout system. Sooner or later there will be a common meta, making most possible choices meaningless since everyone will use the same loadouts anyway. They'd rather sticked to the road they took with implementing the energy management system of old and let us manually link lasers and switch between laser and ion canons on ships that support those. Add AA-missiles for Interceptors, 2-3 anti-capital ship choices for bombers and allrounders and you got the same result.
If they'd get this 3 things right, than it might be interesting to talk about game modes, matchmaking, new maps, ships, etc.
Until then, they'd better get the basic stuff asap, or it won't matter.
- 5 years ago
Some good complaints on this thread, lol.
I want to echo ONE of them. I sympathize with a lot of them, but this is the ONE thing screwing this game up the most:
"1) Controls are totally * up right now, even after the latest patch. This game was sold to the flight sim crowed owning HOTAS Systems or at least above average joysticks, but controls are totally tailored for console controllers. Getting punished for playing the game the way it was ment to be (aka with a proper Flightstick, still the game feels like stearing a sluggish 40 tons truck in space while actually flying an Interceptor class. And that's with 0% deadzone, 100% sensitivity settings) feels incredibly bad and will probably shoo away a lot of players. In comparison, flying in Battlefront 2 feels so many times more fluent, even when stearing with mouse/keyboard, than flying in Squadrons does with a flightstick."
But here's the thing (and I think the person who posted this comment gets this, but others don't): It's not about what input you are using! Flight sticks, Mouse, and Controllers could all be balanced just fine; I think they actually did a pretty good job balancing the inputs. The problem is the ROTATIONAL INERTIA! That's why it feels like you are steering a dump truck or a barge - at least it feels like that COMING OUT OF TURNS AND AIMING. It is just too dang hard to turn hard, aim, and shoot, in that sequence!
Everyone is going to think their Input choice has it bad and the other have advantages. I think most of that is illusion. The real problem is the rotational inertia. They just overdid it. It should be a factor of 1/3 or 1/4 of what it is - coming *out* of turns anyway. (Yeah I know it should be the same going in and out of turns, for realism sake, but the frustrating part is coming out of turns.)
It does seem to be a function of "Maneuverability" - as it seems to be worse on the bigger ships. So, hopefully it is something that the developers could tweak on every craft, without having to make any changes in the game engine itself.
Fixing Rotational Inertia would make me want to play this game a WHOLE lot more. I am just missing that satisfaction of shooting the enemy at will. Wouldn't need aim assist if we could just aim in the first place!- 5 years ago@JesuJuvaOU you might be right, haven't tested any other controlers yet since it would just feel so wrong flying a Star Wars Ship with mouse/keyboard, let alone a pesky gamepad when you can use a real flighstick instead.
Still I see I'm not the only one reckognizing the controls issue, wether it's the rotational inertia or something else. Doesn't matter in the long run since it decreases playvalue big time, especially when one way to get rid of the issue is bringing bomber classes with auto-aim canons to dogfights. This is just so so wrong, I barely find words.