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Also I don't think it's been brought up yet, but Ties also have a design handicap in limited situational awareness due to their canopies' design. I believe boosted aim assist would also help offset this, and maybe greater coordination with the grunt AI to offset their limited visibility. In the movies, Ties are always plentiful, organized, and exactly where they need to be, not just flying around the middle of the map like gnats. You even see this organized style fighting against regular ties in campaign where you'll get three of them heading straight at you and unloading. Maybe the grunt AI should listen to your pings in fleet battles, and every player pilot has a smaller sub squad of 2 or 3 grunts? As a solitary target approaching a capital ship, you're very squishy, and having a couple grunts to back you up would help offset your lack of shields. The Empire needs some sort of canonically lower cost in terms of mass production, but higher tech advantage over Rebel ships that their R&D budget would allow for.
Compared to the old games, it is really really easy to hit ships, and this aim assist can absolutely play a role in skill vs shields. (skill meaning out flying and out maneuvering your opponent).
- 5 years ago
It's definitely pretty balanced. You aren't taking into account the tie interceptor which did much more damage than the AWing. The biggest problem is that the Rapid Fire lasers are straight up downgrades for the TIE Interceptor.
I think i still prefer the interceptor over the AWing tho. The TIE Fighter could do about 20 more dps for sure.
The things you forget about:
1) you can immediately convert power back and forth from lasers to engines and boost, while staying at max weapon power as the Imps. I don't think you can do this as rebels. Can go opposite too and convert your boost to weapons while having full pips/power to engine.
2) ion weapons are nearly useless against imps. But imps can take out rebel shield VERY quickly with ion lasers or the ion missile (the latter removes the entirety of a ships shield, including if it was overcharged, effectively removing at least 50% of their hp)
- 5 years ago
@BS-Phoenix13 wrote:It's definitely pretty balanced. You aren't taking into account the tie interceptor which did much more damage than the AWing. The biggest problem is that the Rapid Fire lasers are straight up downgrades for the TIE Interceptor.
I think i still prefer the interceptor over the AWing tho. The TIE Fighter could do about 20 more dps for sure.
The things you forget about:
1) you can immediately convert power back and forth from lasers to engines and boost, while staying at max weapon power as the Imps. I don't think you can do this as rebels. Can go opposite too and convert your boost to weapons while having full pips/power to engine.
2) ion weapons are nearly useless against imps. But imps can take out rebel shield VERY quickly with ion lasers or the ion missile (the latter removes the entirety of a ships shield, including if it was overcharged, effectively removing at least 50% of their hp)
On the other hand, Pubs can put on overshields by charging shield strength beyond max and can shunt laser or boost charge directly into shields in an emergency. So... yeah. The energy conversion thing is nowhere near as nice as what the Pub ships get.
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