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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
- 5 years ago
It’s very situational.
If you equip the TIE Bomber with extra armor, missiles, seeker mines and the long chargup chaingun laser, it becomes almost impossible to take down 1vs1 as it can inflict and tank an enormous amount of damage (even missiles) while remaining almost stationary. You have to disable it first. The TIE Interceptor can also be modded for extra close range firepower and maneuverability. The regular old TIE I find a bit crap in general.
Now if you add asteroids or debris to hide and recharge shields behind, the Rebels have it much easier, but in open spacebattles the Empire have it better, especially if you coordinate with teammates.
Obviously none of this is canon, but after a night of playing I can say that this game takes huge liberties with the Star Wars universe. It’s still a fun spaceshooter and looks amazeballs in VR.
- 5 years ago
Latest results...
loss 30-3
loss 30-2
loss 30-5
loss 30-3
Flipped over to rebel hanger...
x-wing 1,200 shield AND 1,200 hull?
tie fighter 1,550 hull onlyA-wing 500 shield AND 500 hull
Tie interceptor 775 hull...
Damage:
Tie Fighter: standard: 480 dps, 6.7 shots/sec - 2 cannons
Xwing: standard: 450.1 dps, 7.5 shots/sec - 4 cannons
highly imbalanced..
We were getting gunned down within seconds of spawning. Every match.
something is wrong...at this rate im almost ready to bow out entirely. Its just not enjoyable.
- 5 years ago
I was just doing the same thing and looking at the interceptor differences, it's crazy how unbalanced it is.
Something I have been noticing on recaps and ingame is the tracking system when it comes to targeting, I've seen recaps where the other player isn't even aiming at my ship and their lasers are tracking me to take me down. I'm wondering if there's something to do with an aim assist that is making things unbalanced? I spent a few of my first games trying to line up my shots perfectly and it was taking me so long that I was just getting blasted, then on watching the playbacks I saw that other players weren't doing the same so I switched to what they were doing and got the enemy in my reticle without really having things lined up perfectly and I'm getting kills...it's counter intuitive to what you're expected to do. I'm aware that there's a weapon upgrade that allows for actual aim assist but does less damage, this isn't what's happening.
I'm seeing more losses to the rebels and the shields are the big issue for me along with this weird target tracking system that the game has. I get they have to stick closely to the canon of SW but I just think they could take some liberties here, either give all ships shields or give the Imps hull points equal to the Rebel shields and hull. Or just remove shield regen or increase the delay.
I'd also love to be able to spot my squad mates a lot easier on the field, I think they should be constant blips on the hud that flash when they're under attack etc. I just feel like I'm so much more aware of where the enemy is and not my squad.
- 5 years ago
In both battlefront and battlefront 2 the rebel ships were always superior, remember playing battle station on bf2015, as the rebels you could easily clock up the kills with an A wing nevermind an X wing with shield ability
Then when BF2 dropped it was the same again, straight up dog fight again the A and X were superior, only time you got wasted with them is when you focused on an objective as them and took your eye off the tie fighters
It looks like they haven't learned anything from the last two games
- 5 years ago
There are more
numerous and
skilled pilots on the rebel side.
- 5 years ago
I've been constantly getting told to "git gud" essentially. That it's just my flying and not the fact that Imperial ships aren't worth the credits the Empire paid for. No it's the Rebel fighters being broken.
For your standard X-wing while the damage is lower, it's recharge rate as well as rate of fire are much better. So where the Empire has to boost its power, the X wing instead can just open fire. The X wing as well can just fire longer meaning that for the damage it's output is just significantly better than your TIE. Nothing about the Empire's modifications are good making dogfights a waste of time since if you don't catch them unaware the X wing is going to win every single time.
But the biggest offender here is the A wing. The A wing for it's faults (if any) can shred enemy starfighters and a fully shielded Reaper before it's guns overheat. A team of them is going to decimate Imperial players. I've regularly seen pilots just give up if they don't just leave since they're just going to loose anyways.
Who thought this was balanced? Imperial ships should hit hard and be squishy to compensate. I feel like they have the right idea but the numbers are all wrong. Like this might've been fine in a vacuum but once the player base has gotten ahold of it, it's abundantly clear what pilots are favoring. The X and A wing are just better fighters compared to your TIEs. You just can't be competitive in an Imperial fighter.
- 5 years ago
Switch sides and fly rebel ships. You aren't going to do any better. Its not the ships.
- 5 years ago
Lol and there are posts saying empire is better. They are pretty well balanced tho. I've not won more games in one than the other, but i do think my best matches were as the empire.
- 5 years ago
Ok so im running interceptor rapid fire cannons which are close range small clips...I feel they are underwhelming on damage. In my opinion if you successfully unload an entire clip on a ship and not miss a shot...it should be toast. Im finding that is not the case...high risk low reward?
Interceptor - what engine? The one that cuts acceleration/speed for meneuverability again seemed high risk low reward.
seeker mine on other hand got me 4 kills alone....I may start a second thread on builds to see what people are finding good/bad.
- 5 years ago
As a rebel pilot, the games I see empire win are the ones where the team is actually cooperating. Teams where 2-3 players are chasing after 1 enemy are a sure sign that the pilots aren’t keeping the bigger picture in mind. The empire team that stayed together as a squadron of 5 with a support ship were extremely tough. I personally think the tie fighters are a bit op, and soak up a bit too much damage for their harder to hit size. 1 or 2 ace players can really swing a match. Many games I play, either myself or another really good pilot are scoring 10-15 kills in dogfight. Other games the empire doesn’t give an inch, and we spend most of the game drawing off 3 of them while the other 4 team members double team the other pair they left without cover. Tactics counts for quite a bit from what I’ve seen. And, who can actually aim and deflection shoot. Can’t forget that one!
- 5 years ago
When I team up with a buddy, I typically still do end up doing well and winning as Imps - likewise if I go up against a tough team of organised A-Wings then I will definitely struggle. From what I've seen it definitely depends heavily on skill and co-ordination.
That being said, the Imp ability to get max boost/damage output can really swing the tide of a joust in your favour - that was revealed pretty late on in the campaign (specifically just not in the prologue) so I can only assume that others who haven't finished the story aren't using that feature, I personally didn't know it was a thing until I did the Imp Story Mission.- 5 years ago
One rep advantage i did not see mentioned is related to VR.
In virtual reality, flying an A-wing feels like you're sitting on top of a table - cant see below, but otherwise you see everyting in front, above, and all around you.
Flying a tie feels like you're sitting enclosed in a box that has a hole cut in front of you(basically the same as flying non-VR).
The difference in situational awareness is literally astronomical.
- 5 years ago
I think the Ion weapons need a buff. I don't have the feeling they strip shilds much faster than regular guns and disabeling the Fighter is nearly Impossible with Said guns. I tryed a build with Ion guns and rockets with the Idea of disabeling the fighter and finish them of with rockets, but they tank away everything and befor you can imobilize them you run Out of ammo.
- 5 years ago
the problem is obviously the shields.
They have weaker hulls.. BUT... because this game isnt static the shields make all the difference.
In many matches if the player is a decent pilot they will hit and run with an Awing, for instance. Now an Awing wont take much to kill with focus fire. but they are moving. So all you get is a few seconds, maybe, of shots. Youll bring their shields down - but then they are gone. By the time you sight them again, their sheilds are back.
Its MUCH worse in the games I play as an oceanic, where im already having issues not doing damage because of latency (today I hit a Ywing for a solid 30 seconds, through 3 laser recharges and they took 0 damage). Now imagine that against an Awing or even an Xwing thats moving a good pace. You just cant kill them.
Its frustrating af.
That said, ive had a few games where imps beat the rebels, and a few games lost as a rebel. But im also having major ghosting issues in 80% of my games so my contribution is generaly not great.- 5 years ago
My experience is simply that the players make the difference, not the starfighter, and this holds true for many games. I've been in those close matches (30-29), plenty of blowouts (ie 30-15, 30-6) as both imps and rebels. It's the players, moreso than the ships.
- 5 years ago
@Robbiesan11That the players' skill makes up the bulk of the difference doesn't mean the fighters don't account for any.
Noone is saying wining as empire is impossible, only that it is an uphill battle, and the imps' success depends on the rebels being the worse pilots more than vice versa.
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