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Imperial Advisor Arem Heshvaun

EA’s Star Wars Squadrons Game Achievements and Early Mission Reveal !!

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Posted (edited)

We can hope,

My personal hope is like 8 player co op missions. Yes I want to spend an evening with some buddies and some randoms blowing stuff up in X-Wings, and A-Wings and everything else in between

 

 

Edited by Sk3tch

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Feeling a bit hopeful, Battlefront 2 has been a fun game and I do like the ship controls in the game. Fallen Order was also good.

Never got a chance to play the old X-wing and Tie Fighter games but played and loved the Rogue Squadron games and other stuff by Factor Five like Battle for Naboo.

Hoping for a focus on a story mode with some online stuff like coop.

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2 hours ago, Npmartian said:

Why do you dislike that system? Genuinely curious, no offense intended.

I can’t speak for the other guy, but the X-Wing/TIE Fighter games were the pinnacle of sci-fi dogfighting. The pacing was fantastic. The missions were extraordinarily well-concepted, difficult, and varied. The mission briefings from Dodonna, Ackbar, the Imperial Flight Control Officer, or whoever you happened to be taking orders from were engaging and informative.

Once in the cockpit, your role was often dictated by your ship type, and you’d have different assignments according to what you were flying at the time; an A-Wing might be assigned to do a high speed sensor sweep of an Imperial convoy as it dropped out of hyperspace in waves, which necessitated transferring all your weapon energy to engines (or shields), and quickly acquiring target locks on all the ships you passed while dodging turbolaser fire at top speed. An X-Wing might be assigned to escort duty of a Y-Wing squad while it made torpedo runs on an enemy Interdictor, with the added directive to throw its own torpedoes into the mix whenever it wasn’t actively dogfighting enemy TIEs. Some missions required you to actively work with your wingmen and direct them to attack certain targets. Others put you in positions like, “We’re under attack! This lone Y-Wing is the only ship that isn’t currently dismantled for repairs, go use it to stop as many TIE Bombers from hitting us as you can, while we plot a hyperjump to safety!”

Ships would drop out of hyperspace and throw a few squadrons into battle, then make a couple of quick microjumps to the other side of things a few clicks away, and drop a few more, and while you got distracted by all of that, a Lambda shuttle and a group of StarWings would jump in and make a boarding attack on your flagship. 

The game was glorious. The controls were fantastic. Each ship was a joy to fly and felt very different from the others. In the cockpit of a TIE Interceptor, you constantly flew on a knife’s edge, knowing that one full salvo from the linked cannons of an X-Wing, or a split-second slip while juking a concussion missile, and you were toast. 

The only games that have remotely approached the masterful approximation of Star Wars fighter combat since those games were Rogue Squadron 1 & 2, and they were pretty decent, but in all, much more arcade-y and just not the same. Everything else, including the fighter combat of the newer Battlefront series (which isn’t bad), has paled by comparison. 

I’m interested to see what they can pull off with a new take on SW Fighter combat, but I’d be floored if they gave us something even half as good as the old PC games.

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I would probably be happy if I got this with HOTAS support.

Though, since this appears to be targeting consoles I'm not sure we'll get even that much.

Having the ability to control shield placement, weapon groups, energy levels, and the many other elements that made the X-Wing and TIE Fighter games so classic seems extremely optimistic at this point, given the input limitations of console controllers.

 

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12 hours ago, Cpt ObVus said:

The only games that have remotely approached the masterful approximation of Star Wars fighter combat since those games were Rogue Squadron 1 & 2, and they were pretty decent, but in all, much more arcade-y and just not the same. Everything else, including the fighter combat of the newer Battlefront series (which isn’t bad), has paled by comparison. 

Rogue Squadron was my favorite. It's been along time since N64 and GameCube, so perhaps they could improve on that arcade'y feel. It had many different rebels ships, each with their own personality and role. Battlefront 2 narrowed that down to three roles, but I'd like to see it expanded out again.

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Posted (edited)
On 6/12/2020 at 10:52 PM, Npmartian said:

Why do you dislike that system? Genuinely curious, no offense intended.

Not directed at me but I'll chime in anyway.

I do not like the way the ships in Battlefront II (2017) "roll" when I am simply making a "yaw" input. I have to play with the arcade style controls or I really mess up flying the ship because the visual doesn't match the control input axis. There is also the "spinning" mechanic which is also very troublesome. And it is all very "Twitchy" and seemed to require a different set of sensitivity settings than what I needed for my ground based modes. 

It is trying to be both "arcade" and "flight-sim lite." It is better than the 2015 game. The starfighter mode is entertaining enough but really suffers from the trying to have it both ways and also suffers from the hero-ships (though not as much) the way the ground game suffers from the hero characters. And the only maps that seem "right" are both of the Clone Wars ones and the Fondor map. That D'Qar map. ***shudder*** 

Edited by Frimmel

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Posted (edited)
On 6/13/2020 at 6:08 PM, Husum said:

Just make me a star wars skinned version of Tachyon. Please?

I've been hope kg for a Star Wars skinned version of Elite: Dangerous.

Personally I like what Criterion did with Starfighter combat in Battlefront II.  It's relatively pick up and play, but satisfying.  Certainly much better than the ride-on-rails Rogue Squadron games from the N64 era.  I wouldn't be averse to seeing them given the chance to do a more in depth, detailed game.

Edited by FTS Gecko

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2 hours ago, Frimmel said:

I do not like the way the ships in Battlefront II (2017) "roll" when I am simply making a "yaw" input. I have to play with the arcade style controls or I really mess up flying the ship because the visual doesn't match the control input axis. There is also the "spinning" mechanic which is also very troublesome. And it is all very "Twitchy" and seemed to require a different set of sensitivity settings than what I needed for my ground based modes. 

I forgot about that being a thing. I changed the settings almost immediately, but roll should have definitely been a different input than yaw.

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This looks good.  I'm curious when this is set the imperial commander talks about revenge and the rebel commander talks about the new republic so maybe just after Rotj? 

5 verse 5 is interesting but I would be surprised if that is their ideal mode.

I hope the ships feel different and not just skins an interceptor should be faster and more fragile. 

At the very least I can save space by deleting battlefront 2.  

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