Forum Discussion
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 only
A-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.
@Goivus wrote:
x-wing 1,200 shield AND 1,200 hull?
tie fighter 1,550 hull only
A-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..
There are 3 fundamental issues here which make Republic ships just plain superior. The combined health and shield ratings of Republic ships far outweigh the relatively small increase in damage for Imperial ships. Straight up, put a Republic and Imperial ship of the same class head-to-head, and the Republic ship will kill the Imperial ship every time. The DPS of the TIE doesn't overcome the effective health of the Republic ship. This is simple math.
The other 2 issues are related to the function of the shields themselves. First, and most obviously, shields recharge. And surprisingly quickly if you put full power to shields. It is also possible to add shields beyond the max standard rating by overcharging them, giving them even more health. TIEs have no equivalent recharging health system. Whatever damage you take, is what you get. The last issue is that Republic ships can shunt power over to shields in an emergency, pulling power from weapons and boost to add shield strength. There are also shield types that give you brief invulnerability when the shield is broken.
Imperial ships simply have NO answer to this. A republic ship can tank a number of hits that would kill an equivalent TIE, boost shields with conversion, and then quickly recharge when the heat is briefly off. Small increases to damage output aren't enough. The TIE gets a 7% damage increase for cripes sake. That's it.
Like I said in my previous post, you can't simply just push the raw numbers up on the Imp side and hope for balance. If you make faction ships balanced for Dogfights via raw number increases, Imps will dominate Fleet Battles. So you have to look at ways to further differentiate the two factions. I think my two suggestions to add increased aim assist to Imp ships (unshielded) would help a lot. Highly maneuverable ships that can land more shots with hit-and-fade tactics would make them better differentiated. Slowing down and reducing the tracking capability or Pub missiles helps too. Maybe give Imp ships some light auto-repair?
All I know... there are only two game modes right how, and I refuse to play one of them as the Imps because of how lopsided it is. I don't think it would take much to bring the two factions closer.
- 5 years ago
This is all just a salt mine for bad flyers. If anything the imperial ships are better - they are WAY more maneuverable - making them both harder to hit and making it substantially easier for them to put hits on the slow, plodding rebel fighters.
Add to this that the Tie Bomber is nearly indestructible and the Imperial ships are fine.