Forum Discussion
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The Imperials took a disposable approach in early canon.
This meant they had faster ships that were more stripped down. And relied on numbers.
Maybe Imperial weapons need a boost to make up for the lack of shields?- Cave_Waverider5 years agoRising Ace
I've played both sides so far, and it's pretty balanced. I actually feel that Imperial Ships are even a tad bit better than their New Republic counterparts, but that could also be down to my flying style (as a veteran X-Wing/TIE Fighter Series player I actually know how to fly in such games). Overall I think the balance is pretty good. I've shredded other teams on either side and also have lost big time on both sides so far, too. Remember, it also depends on what players you're up against. If they are all aces (and especially if they are a coordinated Squadron with voice chat, etc.), you'll have a much harder time than against uncoordinated rookies, no matter which side you play on.
There are more
numerous and
skilled pilots on the rebel side.
@Goivus wrote:
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..
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.
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.
@kloberinAnd here we see the problem. They made a mistake making the battles symmetrical when they were never supposed to be. This fits in with how the TTK is like 3 times higher than what it is in star wars media, another reason the game feels off.
- @Goivus I have had many 29/30 games as imperials. and some imperial blow outs. very rarely have I been blown out. If you are queuing solo you will face a ton of premades.
mark targets, and focus fire as imperials. Its the best way to play the game. swarm one poor * at a time. use upgrades correctly. there are some really good wombo combos in this game that are still be discovered. The easiest solution would be some form of approach like Battlefield has done, in that one side has tons of tickets to burn through, the other has goals. I'm not sure how to best apply that to Squadrons, though. But, the basic fact of why the Empire's ships were such a threat is that they had hundreds of ships to toss out in each fight, and the Rebels only had dozens (at best).
They need to implement some form of mass approach, so that the Imps can show their sheer overwhelming numbers. Maybe start off by making it 30 kills for Imps to win, but 45 for the Rebels? Or something in that line? Not sure... we'll all get to see if the game balances itself out in the next few weeks, we might not have seen how it all goes as players get better at the game. But, for now, I think they need to show the numbers difference in the goalposts for each match.🤭 dont know what matches u had, but rebel ships are not OP.
I dont know why but every quick game I'm usually Empire and I pound away at a Rebellion ship and they don't die. They usually end up killing me. I'm the high scorer of most deaths...YAY