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Let's discuss the A-wing (long post)

NOTE: I allready posted this on /CompetitiveSquadrons/ but I thought it could be beneficial to also put it here in order for the topic to gain more vissibility and allow a broader audience to share their thoughs on it. Sorry about the lenght.
In recent matches, many of us could have noticed that using more than 2 interceptors while playing New Republic is a viable strategy due to a number of factors that make it more efficient than it's counterpart, and even outperforming the X-wing or the Y-wing in their intended roles, such as multirole starfighter and bombecap ship killer. We all have still a fresh memory of the NR tournament, and extrapolated data from the final results shows that teams that played NR got more wins than the Empire, to a point in which -and I quote one of the grand champions of the tournament during one of his last streams, Avenger_one- "the team that got New Republic [as it's faction] wins".
If we dwelve into gameplay, we can see the A-wing has one of the biggest advantages over any starfighter pressent in the game: it's shape, which makes it really hard to see from any angle at long distances, except maybe from top or bottom and -directly related to this- it's hitbox, whereas the Tie Interceptor, even as the smallest fighter available for the Empire and quite similar in stats to the A-wing, it's way easier to spot from any angle and has a hitbox not as hard to impact with any gun in the game. In a dogfight, while the two starfighters can be considered nimble and fast as their class suggest, in the hands of 2 equally proficient pilots, the A-wing will come out on top the majority of the times. Even if the Interceptor manages to get the drop on the NR starfighter first, it's shape and speed can allow it to quickly run for cover and, unless the A-wing pilot flyes in a straight line while retreating, it's quite a feat to hit it when it's more than 600 units away from its attacker.
However, the discrepancies between the 2 starfighters do not end there. By dessign -and lore- all rebel/New Republic ships have built-in shields while that luxury is exclussive to the Reaper on the Empire (at least until next month when the Tie Defender makes its debut on Squadrons). While the TIEs have access to power shunting to allow themselfs a quick acess to boost or gunpower -and with it's drawbacks that can be lethal if not timed correctly or they misscalculate- the rebel starfighters might seem to be more complex in management. While this is true for the X-wing and the Y-wing, many A-wing pilots focuss exclussivelly on putting power into boost, ocassionally breaking off from combat to recharge shields. Shields, while still being a factor that requires atenttion from the pilot, will allways allow the A-wing to stay longer in a fight than the Interceptor. This natural self regenerating health the rebel ships have allow the A-wing to run double missile loads (such as rockets and anti starfighters for example) or have a utility auxiliary such as the jammer. The imbalance with this one is specially noticeable because it allows the A-wing to disengage unnoticed from its attacker after a joust if he got too much damage. While the jamming is active, one can only track the A-wing vissually and its size makes it a formidable escapist ussing that auxiliary. Regarding missiles, it packs overall more punch than the Interceptor, even with the superior DPS the Empire ships have by dessign in their guns. The problem is that the meagerly superior DPS the imperial ship has is negated by the fact that the A-wing will allways be able to regenrate a part of its health by itself. If the Interceptor pilot should choose to have that kind of self regeneration it is forced to use the self repair auxiliary which completelly removes the possibility of equiping 2 tipes of missile. The imbalance here is also even more noticeable if the A-wing pilot chooses to equip a self repair auxiliary. With propper hit and fade jousts or attacks, the A-wing will allways come on top of the Tie/INT because, unlike the Imperial ship, its self regenerating capabilities are not tied to an auxiliary on cooldown, at least when it comes to basically 50% of its HP, shields. Hence the Interceptor will allways end loosing in this "war of atrittion"
Keep in mind that asside of all these factors that we are pointing out, both ships do not fight alone. And while both teams can ask for help from their teammates, in that scenario of equally skilled and proficient pilots, it usually takes more than 1 pilot to eliminate or draw away or kill a good A-wing pilot, and with a high chance of having one of those teammates shot down, be it the original contender of the A-wing if the help didn't got them fast enough or anyone else that was left elsewhere on the team facing the enemy. The result is even bleaker if the A-wing is not killed, and the Empire team is left in disarray for allmost half a minute. This last example leads us to one final scenario that makes the A-wing not only overshadow it's Imperial counterpart, but its own side fighters and bombers: atacks on the capital ships.
Given the size, speed and hitbox of the A-wing, it is really hard to notice more than 1 or 2 of them when they are attacking a capital ship. Logically, the fighters carrying the heavy ordinance, such as the X-wings and the Y-wings, are considered the biggest threats to the ship and its components due to the fact that they carry weapons that can obliterate one subsystem in a single run or simple "oneshot" them (like the power system with a well placed Ion torpedo), hence the interest on taking them down as quickly as possible. Problem is, while the X-wings and Y-wings are making their aproach, nothing stops the A-wing to sneak up from one of the sides, the top or even the back of the ship (if the map is big enough and it equipped a reflective hull to maintain 1500 distance and be virtually invisible) to deal damage to the most critical subsystems: shields and power system. Of course, the Empire players can notice the move and try to stop it, but most of the time the A-wing has allready done enough damage, and even if it dies it allready accomplished what it wanted. Things get worse when there are 3 or even 4 A-wings making the task of repeling the push with capship undamaged impossible. There will allways be one or 2 Awings that get to their objectives and destroy them, and even if they are prevented form reaching them, they can start baitting the team into a chase that will allow the other starfighters to kill any player that could defend the ship propperly, farm AI, or simply dealing more damage to the capship and its weakspots if revealed. If we add a support ship into this mix of 3+ Awings with Squad mask and targeting beacons, a team of really good Awing players can take out the cap ship in a single push, or left it so badly damaged that, by the time they flip the morale for the next push, they simply need to escort the Corvette to finish the job or have a an A-wing sneak in while the defenders try to destroy the corvette to hit 2 or 3 blue spots and win the match.
So, to summarize, the A-wing needs to be looked into thoroughly by the devs at high competitive levels in future balance patches due to:
A) An advantageous hitbox that combined with shields gives it an edge over the Tie Interceptor in terms of sustained dogfight capability
B) More flexibility in builds thanks to the fact that as long as it has 1 HP it will allways recover at least 50% of its total health without the dependance of the self-repair auxiliary or support teammate.
C) Its outperformance of intended anti capital ship classes when it comes to its capacity of going against the capital ship or it's subsystems, dealing damage and survive long enough to make another pass or retreat if not killed.
As an addendum to this long expossition I'd like to point out the risk of being a month away of the release of 2 new ships -1 for each faction- when at high levels theres a ship that's overshadowing it's "sisters" roles on its faction and outperforming it's imperial counterpart when played by equally skilled players. The introduction of 2 new ships could make this imbalance between the two ships more noticeable and worst case scenario will be one of the classes, if not more than one, is relegated to uslessnes at high levels of competitive gameplay (being the Y-wing the other underperforming ship at its intended role when compared to its counterpart, the Tie Bomber).
Thank you for your time and patience when reading this.
submitted by Reaver_T to StarWarsSquadrons

Legacy Fleet Battles Expansion Pack

I know what has been said: This game was sold as a complete product with no plans for DLC. But Ian Frazier and Co. have left the door open for the possibility of DLC if there is a demand for it. And personally, after witnessing the #soloplayersmatter movement successfully lobby for and get offline and co-op content for Battlefront II (especially after many reiterated over and over that it was only a multiplayer game), I believe that the potential is there for this game to expand, over time. Considering the “old-school” approach to the creation, release, and distribution of this game, I think there is a strong possibility down the line of an old-school Expansion pack.
(First, let me say that of course some bug fixes are needed first . So are private matches, QOL changes, more customization options for ships and pilots (Keep any new cosmetics or ship components as rewards/events for the base game), and the addition of 2-4 campaign maps (including the Fondor Shipyard map). FOR ALL PLAYERS
This is not live-service game, but the foundation is so solid, and potential so great, that with a little TLC from the players and Devs that this could be a special “generational” game. But I digress...
——————————————————————— This Expansion pack for Squadrons would introduce:
  1. A New (Hybrid) Game Mode
  2. 4 new maps
  3. 2 new starfighters
The LEGACY FLEET BATTLES EXPANSION PACK
TWO NEW STARFIGHTERS*
TIE DEFENDER If Grand Admiral Thrawn had his way, the Tie Defender would’ve been the main Imperial fighter and it would’ve been devastating for the Rebellion. Now, only a few Tie Defenders remain, and fittingly enough, they belong to Titan Squadron. A squadron of Tie Defenders could potentially be invincible... in the right hands.
B-WING: Powerful and swift, but in limited supply, the B-Wing Bomber is more nimble and powerful than its Y-Wing cousin, but lacking the Y-Wing’s hull strength. With B-Wing bombers in your squadron, watch the Imps scatter like Loth Rats...
usable *only in this new mode to prevent pay-to-win as these ships may have certain advantages that cannot and countered without access to all the fighters.
4 New Maps for Legacy Fleet Battles
Battle of Yavin (Death Star Trench Run) Battle of Endor (Death Star II) Battle of Scarif (Assault on Shield Gate) Battle of Jakku (Capital Ship Supremacy)
*These four maps will NOT be playable in standard Fleet Battles. This should aid in not splitting the player base too severely. Everyone who owns the game can play the base game Fleet Battles, but since there is no additional content for that mode, you won’t be kicked from a lobby for playing with someone who has/doesn’t have the expansion.
These modes (like all other content in the game) would be completely playable in VR and either in PVP or PVE. So you could play Solo with AI or CoOp vs AI. Or you could play completely multiplayer.
The Hybrid Game Mode (Lets Call it Legacy Fleet Battles for simplicity’s sake) would feature Fleet Battles as it currently exists, with an additional final stage. These are built similarly to Fleet Battles, but go a step further to recreate classic Legacy Battles.
  1. BATTLE OF YAVIN: (DEATH STAR TRENCH RUN)
This plays out exactly as it does in Fleet Battles, except if the NRebels are able to destroy the Star Destroyer then they can advance on the Death Star, itself. You’ve seen the movie (and if you haven’t, what are you doing here?) so you know how this ends. You are given a window of time before the Death Star weapons are ready to fire. If you can complete the Trench Run and hit your target (it’s a small thermal exhaust port, just below the main port), you’ll set off a chain reaction that will destroy the Battle Station. Of course, you’ll have to rely on teammates to cover you as there will be turbolaser cannons firing at you and enemy fighters trying to take you down. It’s Ray-shielded so you’ll have to use Proton Torpedoes... Fail, and the Death Star will fire a blast at your MC75 and its game over—both for all aboard—and for your squadron.
  1. BATTLE OF ENDOR (DEATH STAR II)
Again, Fleet Battles is the basis of this mode so both sides will battle to destroy the other capital ship. If the Empire destroys the MC75, the game ends. But if the Rebels take down the Star Destroyer they’ll have an opening and an opportunity to fly into the superstructure of the Death Star and take out the main reactor (which will of course end in the Death Star II blown to bits). The DS defenses, tight corridors, dead ends, and of course enemy fighters will be trying to stop you. Remember to lock on to the power source by tagging your objectives, otherwise you’ll get lost and be easily killed. Furthering the immersion and ratcheting up the tension, the Death Star II will be periodically taking out random AI cruisers that are in its’ range. Fail to destroy the Death Star in time and it will destroy your MC75. Game over.
  1. BATTLE OF SCARIF (ASSAULT ON SHIELD GATE)
The Fleet Battle rages on but the Rebels have another target in mind...the Shield Gate above Scarif. Rogue One is on the Planet Surface trying to beam up the Death Star plans but they need time, and they’re depending on you to give it to them.During the Fleet Battle, the Rebels need to destroy the Star Destroyer guarding the Shield Gate so they can take out the shield systems on the gate. This will set off a chain reaction that will destroy the docked Destroyers and open the way for the plans to safely reach the Tantive IV. Face off against the gate defenses of TurboLasers and enemy fighters. Fail to destroy the gate defenses in time and not only do you doom Rogue One (and the Galaxy), but the three docked Star Destroyers will launch and decimate your MC75 flagship.
  1. BATTLE OF JAKKU (CAPITAL SHIP ASSAULT)
The Fleet Battle above Jakku can turn the tide of the Galactic Civil War. Both sides aim to take out the opposition’s flagship. But there are bigger Mon Calamari to fry... The New Republic’s last Starhawk and the Empire’s last Super Star Destroyer are both in critical condition. Shield systems are down on both craft and you’re in a race against time to destroy it before they gets their shields back up. If you can take down last Star DestroyeMC75 (flagship) protecting the Capital Ships, you’ll have a chance to launch a final assault against the enemy Capital ship. Your squadron must fend off the ship defenses and enemy squadron while destroying the remaining subsystems on the Capital Ship. Take it down before the shields come back online and your Capital Ship will decimate the enemy’s Capital Ship—leading your side to Galactic victory. Fail, and your Capital Ship will be taken down, as will your hopes of ruling/saving the galaxy
submitted by Scoundrel_77 to StarWarsSquadrons

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