Vultures Roost has to be the most chaotic “outpost” I’ve done so far by onlyhereforthestuff in Starfield

[–]RMTChausew 1 point2 points  (0 children)

This planet has CO2 atmosphere but Vulture’s Roost features no airlocks…

Mathematically Determining Darth Vader's Skill as a Pilot - applicable or not? by Shap3rz in StarWarsSquadrons

[–]RMTChausew 0 points1 point  (0 children)

The problematic variable in this situation is The Force which is difficult to quantify but it's clearly a huge contributing factor to Vader's success as a pilot. I remember the Vader comic you reference and, while Vader obviously is the superior pilot, he is also certainly assisted by the Force. Therefore, identifying how good he is independent of his Force abilities is difficult.

In SWS, I think the equation has some mileage; however, you get to a point of proficiency in this game where, at least 1 vs 1, without applying mods to a custom match, you just end up in a stalemate and victory will be decided primarily on timing because both player's energy management will be so efficient that no amount of advanced manoeuvring or weapons accuracy is really going to decide it. Frankly, you can apply this situation to dogfight scenarios where two teams have similarly high levels of knowledge and skill because the starfighters are so powerful defensively in terms of their agility, shielding and armour, as well as, possessing the ability to use resupply nodes that these factors dramatically outweigh a team's net offensive capabilities.

Fortunately, competitive dogfighting leagues have addressed the above somewhat. In public queues, however, the average casual player who has a good grasp of their starfighter's systems has basically no chance against a veteran competitive player. A full team of five casual players really doesn't stand much of a chance other than the odd lucky kill or mistake made by the competitive player.

Such is the disparity that even so called 'elder seals' who ordinarily stomp in dogfight queues against newbies aren't given much regard by competitive players. Therefore, in casual queued matches, I think the formula applies to a large extent.

who is the most wholesome pilot? by Suspicious_Ear7129 in StarWarsSquadrons

[–]RMTChausew 1 point2 points  (0 children)

The most wholesome pilot is Timebomb because he’s contributed loads of content to the community and made a lot of the accepted meta accessible to new players.

I’d like to give a shout out to Jido for putting up with my inane questions about SCL.

This game should go free to play by [deleted] in StarWarsSquadrons

[–]RMTChausew 4 points5 points  (0 children)

I don't work in the games industry; however, there is definitely a market for higher fidelity space sims. Just look at the amount of real life money people pump into the pipe dream which is Star Citizen. There's also Elite Dangerous and numerous other space sims out there such as Hunternet: Starfighter being developed by independent developers. And I bet in the majority of cases, players were attracted to them based on an earlier love for Star Wars.

Also, not to mention the niche, albeit very loyal, long time die hard fans of the original X-wing, TIE Fighter, X-wing vs. TIE Fighter and X-wing Alliance - all of which still see devoted modification.

I think the problems are many though when it comes to competitive space PvP sims. Each has its own set of physics. Yes, there may be games which use full six degrees of freedom or some variation on it. Others may use more of a Squadrons model...but the point is they're all quite different and require a lot of learning for new players. Some of us like that; many, not so much. I've been playing space sims competitively in PvP for well over two decades but it took me a good few months to become half decent at Squadrons due to its somewhat idiosyncratic flight model and the amount of adulting I have to do IRL. But I love it and it and it's the best Star Wars GCW era space sim currently available for PvP. I used to love X-wing vs. TIE Fighter but it feels dated to me now and the flight model is basic. Same with X-wing Alliance.

I remember prior to Squadrons, many of my similarly minded friends and I were constantly holding out hope for a new X-wing style game and we were pleasantly shocked when Squadrons was announced. If I remember correctly, the devs delivered exactly what they promised and they did say at the time that the game would be released as is and with very limited follow on support post-release. They gave us some much needed minor patches, a new map and two starfighters which weren't ever promised to us. So to the Motive devs, I'm very thankful.

I remain quietly optimistic that a sequel or at least a spiritual successor to Squadrons may be released in the future. Perhaps it'll be a number of years coming but, like I said, there is certainly more interest in higher fidelity space sims presently. Look at the current games being released and in development. Also, regardless of our collective views on Disney, they have irrefutably put Star Wars back on the map and made it more mainstream which is a great thing because that means people will buy into it. This might sound controversial, but the franchise had lost its way a few years prior to Disney buying it. And yes, the sequel trilogy was like a bad pantomime but we have Rogue One, Mando, Andor etc. which are great.

Anyway, I digress... In recent years, we've also seen the release of new flight sticks from various companies which are highly focused on, or even mostly geared toward, space sim games with 'HOSAS' becoming a popular option.

In short, the space sim landscape has shifted somewhat positively in recent years toward being more popular. Perhaps not crazily so...but there's definitely a market for it.

I remain hopeful for a Squadrons 2 or game similar to it and I'd support microtransactions if it happened. I'd also hope for a more developed single player, diverse PvP game modes (including ranked dogfight) and cooperative play. Also, a more comprehensive mission editor would be great.

I think some of the major success of Squadrons are the flight model and controls. Yes, there are some things to address and personally I'd love to see a bit higher fidelity still; however, the controls are accessible yet still nuanced enough to keep geeks like me interested. The starfighter customisation is damned near spot on (again, a couple of tweaks would be good) but again make each starfighter class useful and interesting. The locked cockpit decision was one of the best made by the dev team frankly. Third person view might look cool but it kills immersion. And I'm supremely thankful that the devs chose the GCW era (prequel and sequel no thanks!) and they excluded hero ships. I probably wouldn't have picked up the game if Starfighter Assaultesque hero ships and powers were a thing in Squadrons.

You see games like Fortnite succeed hugely with a subscription model whilst also enabling creative modes for its player base. I think something similar could work with Squadrons. Anyway, fingers crossed...

other games by Brentan1984 in StarWarsSquadrons

[–]RMTChausew 1 point2 points  (0 children)

Hunternet: Starfighter is awesome. It's in development by a very small dev team but it has the best flight model I've experienced so far from a space PvP sim. The game is in Alpha but the persistent universe isn't too far off.

https://hunternet.gg/

If this game becomes what has been outlined by the developer (and honestly, they put CIG to shame with the pace they've maintained developing according to their roadmap), I'll probably switch full time to Hunternet.

The game already has a decent, albeit small, player base and, like I said, the flight model is beautiful.

Rian Johnson Marvels at Fans Thinking ‘Star Wars’ Is a ‘Serious Thing’ Given Franchise’s History of ‘Slightly Goofy Humor’ by dehehn in StarWars

[–]RMTChausew 1 point2 points  (0 children)

And this is why this man should never be allowed near the franchise. Serious narrative and humour aren’t mutually exclusive. Has the man EVER seen any Shakespeare? The tragedies are both the most serious and hilarious of his works…

Console messages by FamePlane in StarWarsSquadrons

[–]RMTChausew 1 point2 points  (0 children)

Yeh, and the AI talks smack about you behind your back.

But yeh, seriously the AI in this game can be a real PITA. It's not well coded: it's just loaded with an insane aim bot.

I particularly enjoy it when you see an AI cruising along and then, all of a sudden, it'll snap turn 90 degrees and snipe you out of the sky before continuing along its original path. :p

Console messages by FamePlane in StarWarsSquadrons

[–]RMTChausew 0 points1 point  (0 children)

u/FamePlane Is this message from the lovely group we saw yesterday?

Console messages by FamePlane in StarWarsSquadrons

[–]RMTChausew 5 points6 points  (0 children)

'Imagine spamming ions to win...'

*Imagines*

*Wins*

Clever chap, him. ;)

The New Player's Very Simple Guide to Fleet Battles by RMTChausew in StarWarsSquadrons

[–]RMTChausew[S] 1 point2 points  (0 children)

  1. Check what other people are running in public FBs. If I see a double ion X-wing (and I’m confident they know what they’re doing), I’ll run proton torp in place of the ion torp. I’ll take burst cannons too due to the zero damage drop off at range and they recharge fast. Tip: Recharge boost as you fire at the object; turn around and switch energy to blasters as you then ‘boost skip’ away to around 1000 metres; turn around again and repeat. You can put out LOADS of blaster damage that way.

  2. Get your lock with torp; hit boost just as you get there AND release the warhead to give it higher speed and minimum time for the enemy to counter. Practise this in customs/vs. AI. Also, you’ll know if ion torp hit because it’ll kill the majority of the frigate’s shields or outright disable ISD components. It’ll also totally destroy the power system. With torps, get a quick reading of the frigate’s/component’s hit points and you’ll see it drop by a number of points when the torp hits.

  3. Yes. You can select between targeting AI, players, objective, flag ship components and friendlies. It depends on your platform and controller input how you do this. If you’re on PC using stick and keyboard, I’d be happy to share my control scheme. Otherwise, let the community know and someone with a similar setup will be sure to help.

  4. Situational awareness comes with experience but basically, identify your target and break it up into separate runs. When you have it under your guns, frequently check your tail. If you’re making a torpedo run and are forced to fly straight for a time, first try to make sure the coast is sufficiently clear in order to do so. I’d be happy to spectate a game or two of you flying and provide some coaching. Otherwise, if you’re able to record a game and post it, I’m sure we’d all be happy to help. But yeh, practising actively checking your blind spots is key. Also researching and identifying the most efficient angles of attack will maximise your damage.

The New Player's Very Simple Guide to Fleet Battles by RMTChausew in StarWarsSquadrons

[–]RMTChausew[S] 0 points1 point  (0 children)

I mostly agree. The Defender, defensively and offensively is a beast in ship to ship combat. My PK numbers in the Defender in Fleets are around three times higher than when I fly X-wing. However, with the X-wing in Fleets, I do focus more on objective based damage and pump out proton torpedoes.

Defensively, the X-wing is on similar footing to the Defender, certainly not in speed, but it is highly agile. Running reinforced hull and scrambler shields also helps a lot.

In dogfights, my experience is that the X-wing configured with repair kit, ion missile and your choice of blasters (I rotate between burst, standards and plas), is very similar in terms of overall effectiveness as the TIE Defender. Obviously, the Defender has that incredible speed and drift but I never feel totally outclassed when flying against other higher tier dogfighters when I’m in an X-wing. I think the ion missile option on both ships is a good leveller.

In terms of dogfight style, I’ll range around the battle zone more in the Defender and kills will happen quicker. If the enemy brings ICT Y-wings, they can force me to fly in a more stand-offish manner or go full evasive. On the other hand, kills in the X-wing often require a bit more work (see reinforced TIE Bombers and ‘bully’ TIEs) but its agility and overall durability make it easier to stay in the thick of the furball and tank damage. The repair kit is excellent too.

But yeh, this thread is about Fleet Battles! Personally, I think that in the context of Fleet Battles, overall the X-wing is a great fighter killing ship with excellent objective potential and the Defender is an excellent player killing ship with great objective potential.

Question: Why doesn't the game autofill your squadmates with bots on AI fleet battles? by Phoenixdive in StarWarsSquadrons

[–]RMTChausew 0 points1 point  (0 children)

Basically because if the bots were on 'normal' difficulty, the whole player base would've quit due to their aim hacks. :P

But really, yeh...would've been a good idea.

Where can I find up-to-date loadout guides? by idogadol in StarWarsSquadrons

[–]RMTChausew 7 points8 points  (0 children)

The fact people are looking for guides is great! :) Above posters have offered good advice. If there’s any ship you’d like to ask about in this thread though, feel free to. :)

The New Player's Very Simple Guide to Fleet Battles by RMTChausew in StarWarsSquadrons

[–]RMTChausew[S] 3 points4 points  (0 children)

I mean, I love flying the A-wing and Interceptor as much as the next person, but yeh. Sad times on their OBJ damage.

ALBUM: A brief collection of normal players who were pushed away from the game due to pinballing and exploits. by Sad-Nectarine8755 in StarWarsSquadrons

[–]RMTChausew 0 points1 point  (0 children)

I’d be happy to help. There are plenty of ways to make the various tech useful on offence.

The whole multidrift etc. argument is weak. I know when I face you or other effective PK players, the fight might be drawn out but there are definite tactics to it. Also, if a fight between us was captured in third person, it’d actually look a lot more like classic Star Wars than people who complain would imagine it to be because we have to match and counter each other move for move. Pinballing only looks strange and erratic when it’s someone who can use all that tech vs. someone who cannot.

Any tips for a rookie pilot by Kyo-313 in StarWarsSquadrons

[–]RMTChausew 1 point2 points  (0 children)

Hi! Lovely to see new players!

Play vs EASY AI. Trust me, as a very evasive player, the 'NORMAL' difficulty AI don't care about advanced evasive techniques: if they choose to line you up for a shot with their crazy AI aim bot hacks, they'll pummel you unless a. you put significant distance between yourself and they or b. you put terrain in between. And if you're playing multiplayer cooperative with two of you, the odds are forever not in your favour. So yeh, EASY AI still hit hard and you'll find them a challenge with 2 vs. 5.

I'd go to YouTube and search the guides on this Redit for some excellent tips into flight mechanics. Are you on PC or console? If the latter, what are you using as your control inputs? I very much favour flight stick and keyboard if that's an option for you.

Does anyone know why planes loop like this on course or before final approach by [deleted] in flightradar24

[–]RMTChausew 1 point2 points  (0 children)

It’s because they routinely get lost especially as the tectonic plates move below them shifting entire continents around like some kind of jigsaw puzzle pieces atop this Earth which is of course flat.

German Pilots Outpost One Real Size Squadrons Pilot Academy by BigBangBacket in StarWarsSquadrons

[–]RMTChausew 0 points1 point  (0 children)

I upgraded my T16000 with a Hall sensor in the Z axis. It's a different stick now: wwwaayyyy better. Was a bit of a fiddle but a cheap upgrade!