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5 years ago
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.
5 years ago
@ebe-a51 No, not even... you aren't thinking of the logistics of your comments.
Imps zoom in, boom boom, rush out as fast as possible, right?
However, before they can get out, the Rebs have landed hits on them, then turned, landed MORE on them, and keep up with them while they fly off.
There is no 'boom-n-zoom' possible due to how maneuverable the Rebel ships are.
NOW, add to this, that unless using the Reaper, ALL damage is permanent on the Imps due to no shields. Best hope is to use a repair auxiliary, but that's only on the basic TIE and the Interceptor (not the Reaper, with the shields)
What that means is that the longer the fight continues, the more likely the Imps will lose.
The Rebs have both shields AND the repairs on the two main ships (X-Wing and A-Wing). I say 'main' because in matches, THOSE are the two main ships I see being used. They take damage, which comes out of the shields first, and a little more bleeds over to the hull.
But, then they hit repair and switch weapons to shields, which greatly boosts their recharge (from what I have seen, Imps don't even HAVE an alternate version - which should be Hull, and MIGHT balance things out, see below)
The effect is that the Rebels are pretty much untouched unless 2-3 Imps focus on a single one, meaning that the other FOUR can bring down whatever they want in the same time. The basically made Rebels into Boss-Fights for Imps.
Now, if they remove the repair Aux's from Imps, and give them an alternate setting (Engine-Weapons-Hull), that applied to each of them, then every Imp would have a way to repair at least some of the damage, and might bring them up to equal. It would be less rate than the repair Aux, of course, but would be constant as long as they were set that way, and less if on 'balanced' or one of the other two.
They would need to find something else for the Aux's on those two ships, though.
Otherwise, it is hopelessly unbalanced in favor of the Rebels, since they get auto healing in form of shields, and then repair Aux for the two ships (which happen to be pretty much the only ships being picked by players so far)
Imps zoom in, boom boom, rush out as fast as possible, right?
However, before they can get out, the Rebs have landed hits on them, then turned, landed MORE on them, and keep up with them while they fly off.
There is no 'boom-n-zoom' possible due to how maneuverable the Rebel ships are.
NOW, add to this, that unless using the Reaper, ALL damage is permanent on the Imps due to no shields. Best hope is to use a repair auxiliary, but that's only on the basic TIE and the Interceptor (not the Reaper, with the shields)
What that means is that the longer the fight continues, the more likely the Imps will lose.
The Rebs have both shields AND the repairs on the two main ships (X-Wing and A-Wing). I say 'main' because in matches, THOSE are the two main ships I see being used. They take damage, which comes out of the shields first, and a little more bleeds over to the hull.
But, then they hit repair and switch weapons to shields, which greatly boosts their recharge (from what I have seen, Imps don't even HAVE an alternate version - which should be Hull, and MIGHT balance things out, see below)
The effect is that the Rebels are pretty much untouched unless 2-3 Imps focus on a single one, meaning that the other FOUR can bring down whatever they want in the same time. The basically made Rebels into Boss-Fights for Imps.
Now, if they remove the repair Aux's from Imps, and give them an alternate setting (Engine-Weapons-Hull), that applied to each of them, then every Imp would have a way to repair at least some of the damage, and might bring them up to equal. It would be less rate than the repair Aux, of course, but would be constant as long as they were set that way, and less if on 'balanced' or one of the other two.
They would need to find something else for the Aux's on those two ships, though.
Otherwise, it is hopelessly unbalanced in favor of the Rebels, since they get auto healing in form of shields, and then repair Aux for the two ships (which happen to be pretty much the only ships being picked by players so far)
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