Star Wars: Squadrons Catch All - Lock S-Foils in Attack Position!

Middcore wrote:

But I've had my fill of losing Dogfight games where the third, fourth, and fifth players on my team go a combined 3-16 (not an exaggeration).

As one of the players who regularly (and frustratingly) finds myself performing this poorly, believe me I have had my fill of it as well.

I continue to play multiple matches where my side gets completely walloped 30-10 or worse. I typically fly Imperial. In an even 5-on-5 matchup, the Rebels' shields seem like an almost insurmountable benefit. I can get behind an X-wing or Y-wing, dump power to lasers, and just pour fire into them and maybe get their shields down far enough to inflict a few hits. It's very difficult to hold fire on them long enough to get a kill. Meanwhile a couple of glancing blows to my TIE and I'm a fireball. I'm playing in VR with a HOTAS and while it's fun as hell, I doubt I'm ever going to be as accurate as someone using a controller or M/K.

Maybe the Imperials really need group tactics and to concentrate fire on a single ship? That needs comms and coordination and that doesn't happen in random public matches. Occasionally I'll see Imperial players call out a target but the rest of the team typically ignores it.

Middcore wrote:

Maybe I'm souring on this game, maybe 30 hours since Friday night is just too much of a good thing, but I think I need to set it aside for a while. It's 100x better than the warmed-over freemium Battlefront starfighter assault mode I figured it would be when they announced it, heck it's probably the best Star Wars game EA has made. But I've had my fill of losing Dogfight games where the third, fourth, and fifth players on my team go a combined 3-16 (not an exaggeration).

If you are playing against a team all on voice chat working together, it can be really hard to get kills. A trick many are doing now is when they are getting attacked, they switch their target to their attacker and ping. Then a friend or two flies in and takes you out from behind while your target just dodges. If your team isn't doing the same the game can get very lobisded.

Middcore wrote:

Also the TIE Bomber is straight broken, highest kill totals I've seen in the game come from people flying the Dupe. They have so much hull strength they're basically impossible to kill in one pass, so they just tank damage, wait for you to fly by, then unload on you with the rotary cannon before you can get out of range. If you get on their tail they throttle back to a crawl and force an overshoot or just shrug off fire and you're a free kill for one of their teammates because you're barely moving and you aren't a solid brick of HP like a Dupe. And they can basically just click an "I win" button in a head-on against anything unless they're already heavily damaged because of bulk + rotary cannon + assault shield.

Always be ready to slam on the breaks behind a tie bomber and keep them in your sights. If I am playing in a role to destroy ships, and more specifically bombers, I get the dumbfire missiles. When they do this trick and slow down I unload as many of them into the bomber as I can, they pop pretty quickly.

Spent an hour or so with it this morning and made it through the prologue. Playing on a PC, 34" monitor.

Something feels off with the flight dynamics, I can't put my finger on it yet. It just feels "weird" while using a joystick. The Tie-fighter feels slow and the X-Wing felt way too fast. The restricted view from inside the Tie-Fighter doesn't help either. I wonder how much of the issues I'm experiencing would be lessened with the ability to look around the cockpit via VR.

I've only played the story missions so far and just got a few missions into the imperial introduction. I'm on PC using a controller and have played with and without VR. In VR it's absolutely amazing but I can't stay in the game for more than a mission or two because I have to wear glasses and it's just way too uncomfortable from that regard. As for feel, so far I've only flown an x-wing, a-wing, tie fighter and the tie reaper. So far the a-wing is the only one where I really felt like I was "flying" in the others I've still felt like I'm playing the old dogfighting games where I just keep circling till I get someone in my sights and pepper the space in front of them.
I'm definitely going to be playing through the entire story but not sure how long I'll stick around for competitive play. Guess I'll see.

sold my copy

Any HOTAS users have a chance to play since the patch and care to comment on the improvements?

farley3k wrote:

sold my copy

You have chosen...wisely...

Middcore wrote:

Any HOTAS users have a chance to play since the patch and care to comment on the improvements?

I had time to hop into practice mode for a few minutes with an X-Wing. At first I didn't feel much difference just flying around, but I could see the added responsiveness when I specifically kept my stick near center and looked for it. Then I spawned a wave of TIEs and I felt like I had an easier time fine-tuning my aim. Will hop into multiplayer tomorrow I think and see what I can manage.

I haven't tried it yet, but supposedly it adds further refinement controls for sticks in the UI, which is a nice perk to have.

I spent about 30 minutes with it today. Flight stick controls are much improved compared to pre-patch. Feels much more responsive in the turns.

Good to hear, I bought and bailed after 15 min. b/c I couldn't stand the deadzone on my X52.

Now if they would only add TrackIR

Soooo much better. Finally got my HOTAS buttons mapped, and played through the first mission. Played a round of dogfight too, great to be back.

If you're using a HOTAS, are you using roll on the stick or by twisting the stick?

Roll on twist and yaw on stick was the default and I swapped them because it felt better. Just wondering what everyone else is doing.

PWAlessi wrote:

If you're using a HOTAS, are you using roll on the stick or by twisting the stick?

Roll on twist and yaw on stick was the default and I swapped them because it felt better. Just wondering what everyone else is doing.

I switched them the roll on stick. I also switched y-axis so push is down. Now it flies like a aircraft.

To be honest, though, yaw seems to be very fast and may even be faster than roll/pull-up to turn. Need to do some tests. If yaw is faster, I'll be a little disappointed.

I always put roll on the stick twist or rudder pedals my own self.

Veloxi wrote:

I always put roll on the stick twist or rudder pedals my own self.

Mods?

PWAlessi wrote:

If you're using a HOTAS, are you using roll on the stick or by twisting the stick?

Roll on twist and yaw on stick was the default and I swapped them because it felt better. Just wondering what everyone else is doing.

Roll on y-axis is due to how airplanes fly in an atmosphere. You can't turn sharply so you have to roll your plane then increase lift to turn. In space this is not the case. Thrusters can be placed to change your direction so I find roll on the stick lowers your reaction speed when you are dogfighting. It is better to have it on the twist. It may take some getting used to if you play flight sims or Elite but in the long run it will improve your game.

Moggy wrote:
PWAlessi wrote:

If you're using a HOTAS, are you using roll on the stick or by twisting the stick?

Roll on twist and yaw on stick was the default and I swapped them because it felt better. Just wondering what everyone else is doing.

I switched them the roll on stick. I also switched y-axis so push is down. Now it flies like a aircraft.

To be honest, though, yaw seems to be very fast and may even be faster than roll/pull-up to turn. Need to do some tests. If yaw is faster, I'll be a little disappointed.

I believe they are the same speed, but the time to roll then pull up would be slower then just yaw directly.

I have heard people say that roll and pitch actually produces faster turns than just yaw but I haven't seen hard data either way. In any case I also switched to aircraft-style controls for the sake of years of ingrained habit.

Yeah, aircraft controls just feels more natural to me. Thanks for all of the responses! Maybe I'll give yaw on the stick a whirl.

r013nt0 wrote:
Veloxi wrote:

I always put roll on the stick twist or rudder pedals my own self.

Mods?

Huh?

Good god y'all.

I'm still thrown off a bit because yaw doesn't have a bit of roll at the same time. I've played other space games, but my muscle memory still refers back to good ol' X-Wing. I do tend to twist the stick as I yaw though, so that kind of makes it work.

Veloxi wrote:
r013nt0 wrote:
Veloxi wrote:

I always put roll on the stick twist or rudder pedals my own self.

Mods?

Huh?

Long running joke on various other forums. Sometimes I get my in-jokes crossed.
Basically saying that what you said is so reprehensible (tongue-in-cheek) that the moderators should do something about it.
"Are you going to let this person get away with saying that?"

Finished the campaign last night. I played all 14 missions in PSVR and just had an absolute blast. It's not the best experience I've had in VR, but it's up there in the top 5. Tonight, I'll dip my toe into multiplayer.

I played multiplayer for about 3 hours last night.

SO. MUCH. FUN.

I had multiple runs with people who had voice chat enabled. We were able to call out targets, call for help, and coordinate attacks. It was glorious.

Then I had a few matches with no voice chat, where we still managed to fly in formation, use the ping tool to call targets, and were very successful. While those matches were not victories, they were very close matches and it was, again, an absolute joy to play.

But lastly, I had a few matches with no voice chat where every player just flew off to do their own thing. On those runs, we lost. Badly. Like completely blown out of the sky.

This tells me that even without voice chat, really flying together is incredibly important. Pilots need to rely on their wingmates in order to be a successful team in this game.

Final note, it's a ton of fun to fly as support in a U-Wing or TIE Reaper. I think my most fun last night was firing off repair droids and tactical shields to my wingmates as they went dogfighting. Watching an X-Wing getting caught in a pincer move by two TIEs, seeing the flames come from his engines, and then seeing that tactical shield and repair hit so that he can turn around and blast those TIEs out of the sky was pure joy for me.

Any of you on Xbox?

Squadrons is definitely cross-play. My EA ID is ThatGuy4242, while my PSN ID is ThatGuy42. I'll be online to play tonight about 10pm PDT, friend me up!

I started playing Fleet Battles a few days ago and I really enjoy the idea of them over Dogfight, since it actually makes bombers and support ships a lot more useful. But over six Fleet Battles games in the last few days, every single time my side seems to have 1 or 2 players bail, so it's 5-on-4 or 5-on-3. We've gone on to lose every single game. Man, that's frustrating. It seems like some players just ditch the game if their side loses the first cruiser. We've even gone on to even the odds and make a couple of the matches close, but still end up losing every single time.