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It kind of makes sense, the Empire was always about numbers. Perhaps the rebel pilots need to be outnumbered. Hopefully they can find a way to balance things out.
I hear you...lets hope. And I agree that is always the way its been. But that isnt really feasable for a competitive 5v5 game. Im not sure what the answer is really. Make some unique superior components? All the meanuverability doesnt mean much in a wide open 5v5. After a full few hours in dogfights its really getting to me and others have mirrored the frustrations.
Put the TIE Defender in the game and the rebs will cry about how OP it is.
This will be a big problem. Im not sure how they considered this as ok? Its hilarious how badly we lose to the rebels.
Perhaps they can drop the rebel vs empire aspect and let us choose our ships no matter what side we are on.
Make the rebel ships significantly less maneuverable...significantly. Take shields away from A-wings. Or as mentioned above. Outnumber the rebels in a match. Or come up with some more powerful Imperial components.
All my games have been 50/50 so far, it’s pretty even
More than anything else, it's just that the Republic ships can tank hits thanks to the shields... I mean, obviously. But the idea in balance was that the Empire ships would be able to out-damage or out-maneuver the Republic ships to make up the difference in performance. I just think Motive greatly overestimated how much the tiny damage, speed, or maneuverability advantage Empire ships might have would actually help. It's really just not enough to equal out the very clear advantage of the shields. This is ablified when fighting at range or in the open. TIEs simply dont have a remedy for shields.
If a Republic ship can land a few hits on a TIE Interceptor, it's toast. You don't even have time to react to make use of the speed or maneuverability... or to shunt energy to hull. And the paltry damage advantage doesn't mean much when shields effectively give Republic ships double the hits. 10-15%, or whatever the actual numbers are for the performance differences, just doesn't make a difference if you don't survive long enough to use them.
I'm not sure how to balance this. As others have said, Empire vs. Republic was never a straight up fight. Imperial ships were meant to work in numbers and overwhelm Republic fighters and ships. 5 v 5 probably was never going to work without giving TIEs serious individual buffs. But this brings in all kinds of problems for balance outside of dogfights. If you make the damage output of TIEs higher to make them better in a straight up fight against Republic starfighters, then they will dominate against capital ships in Fleet Battles.
The only option to address balance is to work with the intangibles. It can't be straight up health or damage... or even speed and maneuverability really. The goal would be to further
For instance, Imperial ships could be given some light aim assist by default. This should increase the hit ratio of TIEs and allow them to make better use of that maneuverability. Plus, it does absolutely nothing against targets that are already easy to hit like capital ships. Republic ship missiles could be given reduced speed and poorer tracking which would make them easier to evade. Again, this changes nothing against capital ships, but makes missiles less effective against Imperial ships at range. We can further improve laser recharge rates for Empire ships, as well as increase the positive effect of transfering power to engines while reducing the negative effect. Also we can improve the effect of transfering power to the hull.
This all has little to no effect in TIE performance against capital ships but makes them more formidable against starfighters without having to mess with damage output, speed, maneuverability, etc.
@ScarecrowES wrote:More than anything else, it's just that the Republic ships can tank hits thanks to the shields... I mean, obviously. But the idea in balance was that the Empire ships would be able to out-damage or out-maneuver the Republic ships to make up the difference in performance. I just think Motive greatly overestimated how much the tiny damage, speed, or maneuverability advantage Empire ships might have would actually help. It's really just not enough to equal out the very clear advantage of the shields. This is ablified when fighting at range or in the open. TIEs simply dont have a remedy for shields.
If a Republic ship can land a few hits on a TIE Interceptor, it's toast. You don't even have time to react to make use of the speed or maneuverability... or to shunt energy to hull. And the paltry damage advantage doesn't mean much when shields effectively give Republic ships double the hits. 10-15%, or whatever the actual numbers are for the performance differences, just doesn't make a difference if you don't survive long enough to use them.
I'm not sure how to balance this. As others have said, Empire vs. Republic was never a straight up fight. Imperial ships were meant to work in numbers and overwhelm Republic fighters and ships. 5 v 5 probably was never going to work without giving TIEs serious individual buffs. But this brings in all kinds of problems for balance outside of dogfights. If you make the damage output of TIEs higher to make them better in a straight up fight against Republic starfighters, then they will dominate against capital ships in Fleet Battles.
The only option to address balance is to work with the intangibles. It can't be straight up health or damage... or even speed and maneuverability really. The goal would be to further
For instance, Imperial ships could be given some light aim assist by default. This should increase the hit ratio of TIEs and allow them to make better use of that maneuverability. Plus, it does absolutely nothing against targets that are already easy to hit like capital ships. Republic ship missiles could be given reduced speed and poorer tracking which would make them easier to evade. Again, this changes nothing against capital ships, but makes missiles less effective against Imperial ships at range. We can further improve laser recharge rates for Empire ships, as well as increase the positive effect of transfering power to engines while reducing the negative effect. Also we can improve the effect of transfering power to the hull.
This all has little to no effect in TIE performance against capital ships but makes them more formidable against starfighters without having to mess with damage output, speed, maneuverability, etc.
This is exactly it..everything you just said. The minor increase in damage/handling does not compensate for shields
Rebel ships are not overpowered. Imperial ships are not underpowered, they just need to be flowing differently.
Rebel ships are like 'turn fighters' - they can get in, stay a long time.
Imp ships are more 'boom-n-zoom' - they zoom in fast, hit hard, then fly off to reposition and attack again.
If youre flying a tie into a furball and then flying it like an x-wing, you will loose.Horribly.
Every time - because youre not flying it correctly.
People havent learnt this yet.So they fly imp ships like rebel ships, rebel ships like imp ships - then complain about both.
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