Forum Discussion
91 Replies
I hear you and I want to believe that...and maybe you are correct. My only issue then is why are many of the components geared towards tight turns and tailing an enemy for the interceptor? I chose the rapid fire canon for quick burst..but also the engine upgrade that offers huge maneuverability bonus and tight turns...in order to stay on an enemies tail...at the sacrifice of top speed and acceleration. If what you are saying is correct then ive essentialy started to build a useless interceptor
I think Imperial pilots just need to take another look at the tools available to them. Ion vastly favors Imperials, because except for the Reaper Imperials don't have any shields to ion, where the Rebels do. Most of my deaths in Dogfight have been from ion hits - not only does it shut me down and make me a sitting duck long enough to get bursted down and killed, but that one ion missile hit will just absolutely obliterate even a fully overcharged shield, leaving nothing but naked hull (which, if you're unaware, has been severely nerfed in Rebel fighters). In other words, ion gives Imperials a weapon which can absolutely shred ~50% of a Rebel's HP far faster than any damage the Rebels can do to an Imperial, in addition to leaving the Rebel disabled.
Consider taking Concussion missiles (or their variants) versus Ion missiles: For a Rebel, there is only limited value in an Ion Missile, either for doing damage in Fleet Battles, killing Reapers, or for just yeeting at regular TIEs to maybe get a brief disable. Concussion missiles are generally going to be better for Rebels, since the all-purpose damage is more relevant to all situations. For an Imperial, however, Ion Missile gets a massive boost in value, because all Rebels are going to have shields. Concussion Missile is less valuable for an Imperial, because if the Rebel overcharges their shield (and thus has slightly more total HP than an equivalent TIE), the Concussion Missile is doing slightly less total % damage to the Rebel target (who can also then just redirect shield arcs if their shield game is on point) than it would against the equivalent Imperial target. The Ion Missile, by contrast, obliterates all of that and leaves the very squishy Rebel hull HP exposed and disabled for a quick burst of laser for a kill.
Also might be worth experimenting with Ion cannons, but I have no particular insights there.
- @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) 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.
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.
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.
All my dog fights last night were 50-50. The tie interceptor is pretty darn good.
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).
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
About Star Wars Games Discussion
Recent Discussions
star wars battlefront 3
Solved13 days ago- 16 days ago