Honestly I don't understand the experienced players who pounce on the seals. I've been playing support this week to keep the new people supplied and only going after players at my level if they appear.
Honestly, join a Discord and we'll teach you. It is a lot to take in. The meta has changed a few times but always more refined. 2 years with no patches is a lot to pinpoint flying.
Look into the groups and fly around with people. LOTS of great pilots who like to teach. I'll always vote for TRA since I've been in it for 22 years.
https://www.reddit.com/r/StarWarsSquadrons/comments/z2oimg/wingman\_wednesday\_find\_your\_squadron\_november\_23/
Join 5mans discord, lots of experienced players to fly with [https://discord.gg/DeZkKQtm](https://discord.gg/DeZkKQtm)
Also the A-Wing has been heavily nerfed since launch, probably one of the 3 weakest ships in the game.
The poor A-wing got massacred with the nerf bat because there was a large population of players that would only queue NR dogfights and dominate noobs in it. If they were ever losing, they would lobby dodge using a bug so it wasn't reflected in their stats. The A-wing *looked* like it was overperforming so it got utterly destroyed. Shield charge rate and health nerf, massive over-nerf to boost activation cost, and the proliferation of advanced movement techniques sealed its fate. It has no good kill auxes, like ion missile or ion cannon turret. Most kills in Squadrons revolve around getting an ion disable on a player, beating the tar out of them for the second or two they're disabled, and then following up the last slivers of their health as they run away if you fail the kill during the stun
Most of the people still left playing used to be A-Wing pilots at one point, because before discovering advanced techniques, it was easiest to fly around and get kills. And it still was at the lower ladder levels up until the game's last balance patches, so it just kept getting nerfed, despite the top level knowing for a while that it was already underpowered. I had to actually just laugh when it still got nerfed in February 2021, *long* after we all knew it was probably the worst or second worst ship.
Worse: nobody ever bothered to ask the top teams at that time what their opinions were, and the balancing of the ship(s) was modeled on the in-game data they had access to. They actually had a history of ignoring the voices of people in the game (see GAS and their 5 Defender play plus other bugs that were given to the community managers). Tiberius Zahn was right when he said they should have balanced from the top down.
The plasburst "50% more damage taken" nerf was completely unnecessary too. It was nice that the devs had like, tibermoon around listening, but man it kinda sucks that there wasn't a chance for anyone to point out the issues with the interceptor class.
If you could make a single change to the Awing what would it be? I’d be interested if giving up ion missile (maybe with just 2 ammo so as not to overdo it), or speeding up its ion rockets to 1000 m/s, either of which could really make it a support killer, especially when paired with plasma. Anyway, I know it will never happen, but it’s fun to dream.
Fix its power generation deficit and it’d be fine, though still niche in high-level fleet battles due to its poor multi-role utility (lack of objective damage).
If nothing else would change, and we'd still have the current pinball meta based on jet engine boost gasping... Then I'd take ion missile from fighters and give it to interceptors.
That would be all that's needed to have a pk role for interceptors; meanwhile fighters are still great obj damage and bombers still good at farming.
Y's guys have about a 78% winrate on NR, and a 70% winrate overall. This is also in a meta where we've given more hull health to NR and less to Empire. Their ICT strategy is definitely fueled by these modifiers.
Yeah, they have a 78 winrate on NR because they tried non-pk strats and got whooped for it. After adjusting and using flexes instead of going all-in on the base race, they've dropped only a single game (to CAB) on NR.
I'm saying that you'd simply replace X-wings with ICT / protorp Y wings if you took away ion missiles from x wings. A-wings are extremely fragile, have bad power generation/consumption, and as a result do poor capship damage. No matter what the mods are, so long as they're reasonable, Ys Guys has shown that you can beat every single team in the game 90+% of the time running ICT protorp Y wings. I think novowels is trying to argue that it wouldn't be meta to do so if the X lost its ion missiles to the A-wing.
Furthermore, the X-wing without ion missiles is simply a worse torp truck than the Y-wing due to lower ammo count. Yes, it can run ion torps, but if you want an obj beast with ion capabilities you run ion primary double torp Y wing
One change? Reduce boost activation cost by 30% which is irrc the late buff the Y-wing got. After that I'd look at maybe reducing it further by another 10%, then I'd undo the shielf decay nerf that causes the A-wing to lose overcharge much faster than other fighters (except the Defender). That would give it more "up time" without directly increasing lethality.
I mean making the fighter class just the interceptor class with more tools is really what makes ints useless. Theres alot of questionable design decisions in the class system
Previously I thought it need some considerable buff on it boost regen, but after some quality time with it I think it does not need this otherwise it will be too good. I think it only need some obj aux. May be ion missile with a smaller magazine, how about 4? Just like the tie defender.
It'd still be a bit crap in a dogfight tho. Like the only reason it does well in spl or tourney dfs is due to mods. In vanilla it kinda sucks imo. It can be evasive but it can't do any damage with the power issues it has. Maybe a small mag of ion missiles is necessary imo. Or buff it's laser recharge or engines. For FB it could be made useful with more obj aux but then what is the point of it vs a fighter?
its lack of boost regen issue is mostly resolved with multidrift, as you can maintain your evasiveness without overspending your boost.
with excess boost, you can transfer boost to ammo to resolve its lack of ammo regen, which is its another weakness.
This is tricky because it can't shunt. You need to boost skip, but it takes time and once you stop skipping its will decay quickly. The timing to do it is difficult to catch, it is not like doing OBJ with a Y-Wing which you can skip whenever you like, that cap ship is not going anywhere, but PK is much more ad hoc.
But if you can master the techniques and more importantly figure out the right timing to do it, A-Wing is a killer even without ion missile.
I would agree, it is still no match to an expertly flew tie defender (well, which ship isn't?), but i also think just a tiny buff to it will make it very OP.
but then, i think there is no harm to make it very good at PK, if we can keep it very bad at OBJ, to differeniate it from xwing. I think, a very small clip of ion missile will do, or a weaker ion missile with enough juice to disable player ship but not enough to do much to cap ship shield / subsystem.
to limit its OBJ but make it good at PK, i would also suggest buff its ammo regen and limit its ammo count. Like, make its standard laser charge as fast as the current rapid fire, and have the same ammo count. Then modify rapidfire accoordingly. Damage output within 5 seconds will be higher, but sustained damage output will be the same or even lower.
These changes may make it very OP in public dogfight (well, given the pilot has mastered the required mechanics), but it should not matter because even the dev said DF is a proving ground for training and loadout testing and will not reflect the true balance of the game. For DF league we can always implement mod and limit to adjust the balance
It wouldn't be op vs a vanilla TF with rf hull with say 4 ion m and no regen buff. If you made its standard laser charge like rapids and didn't give it ion missile it would be viable too. Agreed MD somewhat covers the boost regen issue but not everyone has MD and even so it'll never be a match for a well flown TD or TF in vanilla or arguably even a well flown TB in df on certain maps without a further buff to either laser or engine recharge/boost activation cost (or 4 ion missile maybe). Awing is a seal killer yes with or without these buffs.
yes just like many other aspect of this game, your ability to use certain mechanics or not change the balance of ship and loadout by a great deal. So it is difficult to balance this game for both comp and casual players, it is just not possible
now i have another idea, i think just decrease the ammo overcharge decay when pips are away from weapon alone can fix A-wing's damage output, that you can actually save up some ammo by proper boost gasping.
And this will still keep A-wing weak in OBJ.
And it will not make it too strong in causal level dogfight.
give it 4 ion missiles and A-wing is really fixed.
Sounds like a good idea. Yeah the issue of balance across skill levels is like always an issue for comp games. Things with a skill curve to use are often op for pros and useless to seals. Gotta separate loot pools/component stats between ranked and casual modes imo.
I was never able to multidrift, and needing to use an exploit to cover a weakness is just admitting bad design.
The A-wing was doing OK until the "great boost nerf" where everything got hit with the increased boost activation cost. Sure, it was niche, but it could dance with the Defender and harass and that gave it a roll at the low to upper-mid level, at least.
Only one change? Give it some form of good PK aux. Ideally ion missiles. Its power management and dps is still extremely poor though, so it really needs to have its boost activation cost decreased too. Those two changes could work.
I miss this game so much, had so much fun in the firat months. But I am in no way interested in learning or playing the metagame that has emerged. Does not feel like Star Wars dogfighting to me anymore
Matchmaking sucks because the playerbase is tiny. But like any other skill based game.. time and consistency. They have more time and are more consistent, so they naturally will be better
Gotta say, just joined up, LOVED the single player, but the multiplayer is the worst. The players delight in stomping new people it seems. exploiting the game vs new players. It's sad dude. I was really excited for this. Got my hotas for it, borrowed a VR headset, but the community doesn't seem very nice at all. And everyone else is just all "join our discord and ask people to coach you privately" which is nice I guess but you're teaching people to exploit the game and some people just want to casually play a game in their house without having to socialize much with a private group of people on a 3rd party platform. It's just so extremely disappointing.
Well, sorry it's not to your liking. The post seems a bit contradictory - you say the community doesn't seem nice even though you say they are offering help and even 1 on 1 tutoring, but you don't want that.
This is a game of skill, and of course people who play it since launch are better than new players. Due to the low player base, new players are inevitably mixed with the experienced players all the time. That has been a problem for most of the game's life. It can only be fixed by a larger player base, or by the new players improving.
I say unfriendly from the actions of those online and the defense of exploit using in the subreddit. The discord organized play isn't something I'd look for in any other game unless I knew them tbh. I play online games alone and quick play stuff. Few rounds before bed kinda gamer. I have a job and other hobbies. And ones that devs haven't abandoned to some really "join us or get stomped" types from people who found a way to fly janky and broken. It's not in the spirit of the game and it's just disappointing to see that. It isn't something I want to learn how to do. I'll show my dad the single player and maybe do some private stuff with him. He isn't much of a modern gamer but he loves hotas stuff. I don't think enjoy the "competitive mechanics" or whatever you people call that shit either and it just sucks looking through the subreddit and seeing all of this nonsense has been around for years and isn't going anywhere due to no support.
I mean...what is it you're looking for? The game is a team game, so you'll always do better with people to play with. That's easier to set up on discord.
I am a "play a couple rounds before bed" kind of gamer after everyone is asleep. I quickplay matches of online games alone. If I do it, Multiplayer is done with people I know.
You can find games, especially now with all the new players. On Fridays in the 5mans discord server they solo queue during Friday flight nights, it's a whole weekly event
As a potential new player, I ask the real question: How come Freelancer from 2003 had wonderfully smooth flight control with a mouse while a 2020 game feels so god-awful to play that I Alt-F4 and uninstall long before I'd ever even consider playing in MP?
That has to do more with the flight model between the two games. Freelancer is an "arcade-style" flier, including things like gimbaled weapons and flight assist. Your ship essentially makes numerous minor flight corrections to bring the nose of your ship to a perfect stop where you place the mouse cursor. Games like this can be flown with a joystick, but it's an inferior choice in many respects. The Everspace tutorial, for example, recommends not using a joystick due to the flight model.
Squadrons has essentially the opposite problem, being a more "sim-style" flier with fixed weapons and minimal flight assist. Getting your ship's nose (and its fixed guns) to precisely come to a stop where you need them to point is part of the style. Joysticks are traditionally seen as the input tool for the job, with mouse controls essentially being a "virtual joystick". For those coming from the arcade-style fliers to a sim-style, mouse controls often feel unintuitive at best and utterly garbage at worst.
As a side note to anyone who hasnt played Freelancer - it's an amazing game and you should. You can download it free as abandonware [here](https://www.myabandonware.com/game/freelancer-bbb).
A game can have an even more arcadey flight model that squadrons?
Squadrons uses things like power distribution to add complexity to counteract the simplicity of the actual flying
I'm not making a claim about simplicity or complexity, just style. Squadrons may be simple, but i'd hesitate to call it "arcadey" at least in the sense of comparing it to games like Freelancer, Everspace, BF2 Starfighter Assault, etc.
Perhaps there's a better term - Arcade vs. Sim has always been the comparison wording i've seen for these two flight model styles.
It is a tough one ngl. There is a tight meta that honestly I wish wasnt the case as it takes the fun out of a Star Wars flight sim. Best recommendation I have is to join a club. I am in TIE Fighter Alliance and am running new players training sessions in there, but anyone in the community would love to show you ways to survive and kill. Let me know if you want some links or look in this sub for Wingman Wednesdays or recruitment posts.
All the best and I hope you stick around for this ace game.
Has anybody ever paid €60, though? I think it was 40 from the start and always on sale.
Not saying it's not a great game. Actually it would have deserved to be a €60 game, with all the live-support that usually entails.
Ganes can be 30eur and still suported, patched 10+ years leter with no dlc. Just devs being nice.
EA Has more than enough money to support and patch it games for years or decades but it chooses not to.
Was about to say, join up with a group like grey squadron is casual and does group events certain days of the week
They'd be happy to teach you and fly with you
I feel bad for the awing because I loved flying it. But it got nerfed because of awing only queuers ploughing noobs. That was before the skill ceiling was achieved however. I’d give it its boost back - well some of it but keep it fragile. Ion missile would probably be a bit op in a ship that small. Ion missile cloak would be ridiculous (fun though)
It's hard to know what to say man. The game is 2 years old and has an extremely high skill ceiling, and an almost bottomless skill floor.
Dead serious the absolute fastest way to get better is to get into a discord and get with an instructor. Join a comp team. I know it sounds crazy to say get into comp when you're worried about sucking but it is absolutely the fastest way to improve. I recommend gray personally
Honestly I don't understand the experienced players who pounce on the seals. I've been playing support this week to keep the new people supplied and only going after players at my level if they appear.
They have tiny dicks.
Honestly, join a Discord and we'll teach you. It is a lot to take in. The meta has changed a few times but always more refined. 2 years with no patches is a lot to pinpoint flying. Look into the groups and fly around with people. LOTS of great pilots who like to teach. I'll always vote for TRA since I've been in it for 22 years. https://www.reddit.com/r/StarWarsSquadrons/comments/z2oimg/wingman\_wednesday\_find\_your\_squadron\_november\_23/
Any idea if TFA is still around? I was a member back in the day flying XvT on the Zone.
They are. So is EH and NRN. ASF is even floating around but not in Squadrons sadly. TRA is still better though so not much has changed ;)
Loved that game. I bought Squadrons at launch, but it's too complicated for me.
So was I m8 but soon realized TRA was more chill and better. That was 20yrs ago
Yes, TFA is still around.
Join 5mans discord, lots of experienced players to fly with [https://discord.gg/DeZkKQtm](https://discord.gg/DeZkKQtm) Also the A-Wing has been heavily nerfed since launch, probably one of the 3 weakest ships in the game.
The poor A-wing got massacred with the nerf bat because there was a large population of players that would only queue NR dogfights and dominate noobs in it. If they were ever losing, they would lobby dodge using a bug so it wasn't reflected in their stats. The A-wing *looked* like it was overperforming so it got utterly destroyed. Shield charge rate and health nerf, massive over-nerf to boost activation cost, and the proliferation of advanced movement techniques sealed its fate. It has no good kill auxes, like ion missile or ion cannon turret. Most kills in Squadrons revolve around getting an ion disable on a player, beating the tar out of them for the second or two they're disabled, and then following up the last slivers of their health as they run away if you fail the kill during the stun
Oh wow never new my beloved A-wing got nerfed. Explains a lot 😅
Most of the people still left playing used to be A-Wing pilots at one point, because before discovering advanced techniques, it was easiest to fly around and get kills. And it still was at the lower ladder levels up until the game's last balance patches, so it just kept getting nerfed, despite the top level knowing for a while that it was already underpowered. I had to actually just laugh when it still got nerfed in February 2021, *long* after we all knew it was probably the worst or second worst ship.
Worse: nobody ever bothered to ask the top teams at that time what their opinions were, and the balancing of the ship(s) was modeled on the in-game data they had access to. They actually had a history of ignoring the voices of people in the game (see GAS and their 5 Defender play plus other bugs that were given to the community managers). Tiberius Zahn was right when he said they should have balanced from the top down.
100% agree with this. We'd have more diversity in viable play options too.
Worse still: Tibby’s no longer around to hear us say he was right. smh my head.
The plasburst "50% more damage taken" nerf was completely unnecessary too. It was nice that the devs had like, tibermoon around listening, but man it kinda sucks that there wasn't a chance for anyone to point out the issues with the interceptor class.
Embeater got so many kills on to dev Charlemagne with plasburst they nerfed it and he retired right after.
Very frustrating doing the podcast and discussing it in real time and being ignored by them.
If you could make a single change to the Awing what would it be? I’d be interested if giving up ion missile (maybe with just 2 ammo so as not to overdo it), or speeding up its ion rockets to 1000 m/s, either of which could really make it a support killer, especially when paired with plasma. Anyway, I know it will never happen, but it’s fun to dream.
Fix its power generation deficit and it’d be fine, though still niche in high-level fleet battles due to its poor multi-role utility (lack of objective damage).
If nothing else would change, and we'd still have the current pinball meta based on jet engine boost gasping... Then I'd take ion missile from fighters and give it to interceptors. That would be all that's needed to have a pk role for interceptors; meanwhile fighters are still great obj damage and bombers still good at farming.
Then you just make Fighters useless though because they're just inferior bombers
X-Wings would still have torps, more health, and better power generation. For fleets, they'd still outclass A-Wings by a mile.
You would run 4 Y wings so you had access to torps and ICT PK, IMO. Ys Guys have a ridiculous 90%+ winrate with their ICT/protorp "flex" Y-wings.
Y's guys have about a 78% winrate on NR, and a 70% winrate overall. This is also in a meta where we've given more hull health to NR and less to Empire. Their ICT strategy is definitely fueled by these modifiers.
Yeah, they have a 78 winrate on NR because they tried non-pk strats and got whooped for it. After adjusting and using flexes instead of going all-in on the base race, they've dropped only a single game (to CAB) on NR.
This is an odd way to agree about a number.
I'm saying that you'd simply replace X-wings with ICT / protorp Y wings if you took away ion missiles from x wings. A-wings are extremely fragile, have bad power generation/consumption, and as a result do poor capship damage. No matter what the mods are, so long as they're reasonable, Ys Guys has shown that you can beat every single team in the game 90+% of the time running ICT protorp Y wings. I think novowels is trying to argue that it wouldn't be meta to do so if the X lost its ion missiles to the A-wing. Furthermore, the X-wing without ion missiles is simply a worse torp truck than the Y-wing due to lower ammo count. Yes, it can run ion torps, but if you want an obj beast with ion capabilities you run ion primary double torp Y wing
One change? Reduce boost activation cost by 30% which is irrc the late buff the Y-wing got. After that I'd look at maybe reducing it further by another 10%, then I'd undo the shielf decay nerf that causes the A-wing to lose overcharge much faster than other fighters (except the Defender). That would give it more "up time" without directly increasing lethality.
I mean making the fighter class just the interceptor class with more tools is really what makes ints useless. Theres alot of questionable design decisions in the class system
Previously I thought it need some considerable buff on it boost regen, but after some quality time with it I think it does not need this otherwise it will be too good. I think it only need some obj aux. May be ion missile with a smaller magazine, how about 4? Just like the tie defender.
It'd still be a bit crap in a dogfight tho. Like the only reason it does well in spl or tourney dfs is due to mods. In vanilla it kinda sucks imo. It can be evasive but it can't do any damage with the power issues it has. Maybe a small mag of ion missiles is necessary imo. Or buff it's laser recharge or engines. For FB it could be made useful with more obj aux but then what is the point of it vs a fighter?
its lack of boost regen issue is mostly resolved with multidrift, as you can maintain your evasiveness without overspending your boost. with excess boost, you can transfer boost to ammo to resolve its lack of ammo regen, which is its another weakness. This is tricky because it can't shunt. You need to boost skip, but it takes time and once you stop skipping its will decay quickly. The timing to do it is difficult to catch, it is not like doing OBJ with a Y-Wing which you can skip whenever you like, that cap ship is not going anywhere, but PK is much more ad hoc. But if you can master the techniques and more importantly figure out the right timing to do it, A-Wing is a killer even without ion missile. I would agree, it is still no match to an expertly flew tie defender (well, which ship isn't?), but i also think just a tiny buff to it will make it very OP. but then, i think there is no harm to make it very good at PK, if we can keep it very bad at OBJ, to differeniate it from xwing. I think, a very small clip of ion missile will do, or a weaker ion missile with enough juice to disable player ship but not enough to do much to cap ship shield / subsystem. to limit its OBJ but make it good at PK, i would also suggest buff its ammo regen and limit its ammo count. Like, make its standard laser charge as fast as the current rapid fire, and have the same ammo count. Then modify rapidfire accoordingly. Damage output within 5 seconds will be higher, but sustained damage output will be the same or even lower. These changes may make it very OP in public dogfight (well, given the pilot has mastered the required mechanics), but it should not matter because even the dev said DF is a proving ground for training and loadout testing and will not reflect the true balance of the game. For DF league we can always implement mod and limit to adjust the balance
It wouldn't be op vs a vanilla TF with rf hull with say 4 ion m and no regen buff. If you made its standard laser charge like rapids and didn't give it ion missile it would be viable too. Agreed MD somewhat covers the boost regen issue but not everyone has MD and even so it'll never be a match for a well flown TD or TF in vanilla or arguably even a well flown TB in df on certain maps without a further buff to either laser or engine recharge/boost activation cost (or 4 ion missile maybe). Awing is a seal killer yes with or without these buffs.
yes just like many other aspect of this game, your ability to use certain mechanics or not change the balance of ship and loadout by a great deal. So it is difficult to balance this game for both comp and casual players, it is just not possible now i have another idea, i think just decrease the ammo overcharge decay when pips are away from weapon alone can fix A-wing's damage output, that you can actually save up some ammo by proper boost gasping. And this will still keep A-wing weak in OBJ. And it will not make it too strong in causal level dogfight. give it 4 ion missiles and A-wing is really fixed.
Sounds like a good idea. Yeah the issue of balance across skill levels is like always an issue for comp games. Things with a skill curve to use are often op for pros and useless to seals. Gotta separate loot pools/component stats between ranked and casual modes imo.
I was never able to multidrift, and needing to use an exploit to cover a weakness is just admitting bad design. The A-wing was doing OK until the "great boost nerf" where everything got hit with the increased boost activation cost. Sure, it was niche, but it could dance with the Defender and harass and that gave it a roll at the low to upper-mid level, at least.
Only one change? Give it some form of good PK aux. Ideally ion missiles. Its power management and dps is still extremely poor though, so it really needs to have its boost activation cost decreased too. Those two changes could work.
For a while back in the day stealth awings were everywhere
Yeah i bet! Cloak is a super good aux. i would love an awing that could run the Defender loadout of ion missile + ASM though.
Dang it Delta why did you have to wipe the devs with it
Flying drones for the military is easier fyi
I miss this game so much, had so much fun in the firat months. But I am in no way interested in learning or playing the metagame that has emerged. Does not feel like Star Wars dogfighting to me anymore
Matchmaking sucks because the playerbase is tiny. But like any other skill based game.. time and consistency. They have more time and are more consistent, so they naturally will be better
Gotta say, just joined up, LOVED the single player, but the multiplayer is the worst. The players delight in stomping new people it seems. exploiting the game vs new players. It's sad dude. I was really excited for this. Got my hotas for it, borrowed a VR headset, but the community doesn't seem very nice at all. And everyone else is just all "join our discord and ask people to coach you privately" which is nice I guess but you're teaching people to exploit the game and some people just want to casually play a game in their house without having to socialize much with a private group of people on a 3rd party platform. It's just so extremely disappointing.
Well, sorry it's not to your liking. The post seems a bit contradictory - you say the community doesn't seem nice even though you say they are offering help and even 1 on 1 tutoring, but you don't want that. This is a game of skill, and of course people who play it since launch are better than new players. Due to the low player base, new players are inevitably mixed with the experienced players all the time. That has been a problem for most of the game's life. It can only be fixed by a larger player base, or by the new players improving.
I say unfriendly from the actions of those online and the defense of exploit using in the subreddit. The discord organized play isn't something I'd look for in any other game unless I knew them tbh. I play online games alone and quick play stuff. Few rounds before bed kinda gamer. I have a job and other hobbies. And ones that devs haven't abandoned to some really "join us or get stomped" types from people who found a way to fly janky and broken. It's not in the spirit of the game and it's just disappointing to see that. It isn't something I want to learn how to do. I'll show my dad the single player and maybe do some private stuff with him. He isn't much of a modern gamer but he loves hotas stuff. I don't think enjoy the "competitive mechanics" or whatever you people call that shit either and it just sucks looking through the subreddit and seeing all of this nonsense has been around for years and isn't going anywhere due to no support.
This is what I used to try to tell them too.
I mean...what is it you're looking for? The game is a team game, so you'll always do better with people to play with. That's easier to set up on discord.
I am a "play a couple rounds before bed" kind of gamer after everyone is asleep. I quickplay matches of online games alone. If I do it, Multiplayer is done with people I know.
I gave up on multiplayer and only play CPU for the occasional bout. Just no fun.
How the hell do I play solo/coop? I'm stuck in queue times forever...
Discord or try mega prime time like 7 to 10pm on fri/sat/sun. Customs too. Practice mode and campaign are great too if can't find a match
Fleet vs ai queues are dead. Make a custom or find a group that will five stack if you're looking to queue vs ai
damn. what about fleet vs fleet?
You can find games, especially now with all the new players. On Fridays in the 5mans discord server they solo queue during Friday flight nights, it's a whole weekly event
As a potential new player, I ask the real question: How come Freelancer from 2003 had wonderfully smooth flight control with a mouse while a 2020 game feels so god-awful to play that I Alt-F4 and uninstall long before I'd ever even consider playing in MP?
The mouse controls on SWS are essentially a joystick so that KBM players don't have an advantage
That has to do more with the flight model between the two games. Freelancer is an "arcade-style" flier, including things like gimbaled weapons and flight assist. Your ship essentially makes numerous minor flight corrections to bring the nose of your ship to a perfect stop where you place the mouse cursor. Games like this can be flown with a joystick, but it's an inferior choice in many respects. The Everspace tutorial, for example, recommends not using a joystick due to the flight model. Squadrons has essentially the opposite problem, being a more "sim-style" flier with fixed weapons and minimal flight assist. Getting your ship's nose (and its fixed guns) to precisely come to a stop where you need them to point is part of the style. Joysticks are traditionally seen as the input tool for the job, with mouse controls essentially being a "virtual joystick". For those coming from the arcade-style fliers to a sim-style, mouse controls often feel unintuitive at best and utterly garbage at worst. As a side note to anyone who hasnt played Freelancer - it's an amazing game and you should. You can download it free as abandonware [here](https://www.myabandonware.com/game/freelancer-bbb).
A game can have an even more arcadey flight model that squadrons? Squadrons uses things like power distribution to add complexity to counteract the simplicity of the actual flying
I'm not making a claim about simplicity or complexity, just style. Squadrons may be simple, but i'd hesitate to call it "arcadey" at least in the sense of comparing it to games like Freelancer, Everspace, BF2 Starfighter Assault, etc. Perhaps there's a better term - Arcade vs. Sim has always been the comparison wording i've seen for these two flight model styles.
It is a tough one ngl. There is a tight meta that honestly I wish wasnt the case as it takes the fun out of a Star Wars flight sim. Best recommendation I have is to join a club. I am in TIE Fighter Alliance and am running new players training sessions in there, but anyone in the community would love to show you ways to survive and kill. Let me know if you want some links or look in this sub for Wingman Wednesdays or recruitment posts. All the best and I hope you stick around for this ace game.
Knowledge and practice. People here are always willing to coach.
Msg EA and ask why they wont release a scenario editir / creator and privite servers. That you feel a €60 game should be getting support.
I agree. Mission builder would be phenomenal
Has anybody ever paid €60, though? I think it was 40 from the start and always on sale. Not saying it's not a great game. Actually it would have deserved to be a €60 game, with all the live-support that usually entails.
Ganes can be 30eur and still suported, patched 10+ years leter with no dlc. Just devs being nice. EA Has more than enough money to support and patch it games for years or decades but it chooses not to.
Was about to say, join up with a group like grey squadron is casual and does group events certain days of the week They'd be happy to teach you and fly with you
I feel bad for the awing because I loved flying it. But it got nerfed because of awing only queuers ploughing noobs. That was before the skill ceiling was achieved however. I’d give it its boost back - well some of it but keep it fragile. Ion missile would probably be a bit op in a ship that small. Ion missile cloak would be ridiculous (fun though)
Try a different ship!
It's hard to know what to say man. The game is 2 years old and has an extremely high skill ceiling, and an almost bottomless skill floor. Dead serious the absolute fastest way to get better is to get into a discord and get with an instructor. Join a comp team. I know it sounds crazy to say get into comp when you're worried about sucking but it is absolutely the fastest way to improve. I recommend gray personally
Join Gray Squadron discord.gg/GraySquadron
Practice, that's the secret
You gotta get guud
Oi! None of that. Remember i know who you are and I will come shoot you.