Game Discussions Star wars Squadrons

Me too. Frankly I feel a bit like dodging a bullet with it because I was pretty tempted to buy it on release, but it looks too simplistically pew pew to be full price buy for me.

It's not full price. It's $40. It's pew pew but not simplistic at all.

If you're a Star Wars fan it's a must buy. And devs have stayed away from the space combat genre for the past 20 years. If we don't support it we won't see any more.
 
It's not full price. It's $40. It's pew pew but not simplistic at all.
Yeah, I suppose it isn't full price, though it's 40€ here which is closer to 50$. Which means that discount will be comfortable 20€, something that I can pay for a game that isn't entirely up my alley.

Dunno. It just looks like a super mixed bag, one of those games that I buy and then play like ten hours. Clunky and pew pew in a rather small "maps" - something that I didn't entirely expect when people tended to juxtapose it with Elite.
 
Dunno. It just looks like a super mixed bag, one of those games that I buy and then play like ten hours. Clunky and pew pew in a rather small "maps" - something that I didn't entirely expect when people tended to juxtapose it with Elite.
I'd say mixed bag describes it pretty well. I would only compare it to CQC in Elite, both being PVP arena shooters with little else to them (the SP in SWS is a glorified tutorial) The gameplay is simple even compared to CQC, although the maps in my opinion are much better (my favourite is the not-death star space station with trenches and tunnels going through it - it both feels genuinely "Star Wars" and is also fun to play in) and the fleet battles mode is spicy compared to the rather plain deathmatches we have in CQC (and the CTF no one plays). But it's kind of a win some, lose some situation, comparing these two games. I might end up playing SWS regularly instead of CQC but only because I'm addicted to a number going up and down after I play a match. Always said CQC needed a ranked mode.
 
It has this practice mode with a debris field where you can spawn a raider or flagship to use as practice. It also has a multiplayer practice.

I've spent far too much time just flying around the debris fields going in and out of holes. I also love spawning a raider and strafing it to pick off its turrets.
Yup I knew about practise mode, it's just lacking compared to the "originals" IMO. EACH craft had several missions to train in, it was so much better and probably more missions in the training than Squadrons has in it's main campaign!!

I prefer spawning Corvettes...;)

That's not to say I dislike the game, I really like it, but I "want" to love it...and I can't. All EA had to do was look at the Original games and bring them up to date.
 
I'm finding that I need to do far more pip management than I do in Elite.

For example, if you get behind a target you should put all power to weapons and blast them. In Elite power management only affects your capacitor. In SW, it makes each shot more powerful.

So, if I'm staffing turrets on a ship. I'll start out with full power to shields, and shields forward. Then I'll switch to full power to blasters to hit those turrets hard, then as I'm leaving I'll put full power to engines and shields to rear while taking evasive action.

Does anyone have any power management tips? The TIE fighter power management is confusing to me. I haven't mapped this power conversion.

While doing all of this, you have to remember to use your repair droid, call for resupply and use your squad commands. It's a bit overwhelming but I like it.

Any tips on taking down big ships?
 
There's a patch out. Notes say it fixes HOTAS issues. I'll test it out soon.

I just played for a while. There is a new global joystick deadzone option now. I set it to zero. Seems good to me.

I also found that lower the brightness to 35% on the Index makes things look a lot better especially when in empire hangar.
 
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Craith

Volunteer Moderator
I'll continue to play it as soon as the action in Elite gets a bit less intense. I still prefer Elite, but it is a nice change.

Anybody has experience with the crossplay, how can I connect with a PS4 friend (to be honest, I didn't even try multiplayer yet, want to finish the SP first). Is it simple?
 
I've now Tested the New HOTAS fix and I can confirm it fixes the issues I've had with my x-52' pro's deadzone. Still got problems with fire button 1 which goes into auto-fire more, so I've remapped the primary fire to button 2 and that seems to work fine. The x-wing still feels a little sluggish compared to the Tie fighter but that is to be expected.

So All in all, I'm quite impressed. I'm enjoying the single player campaign and I'm flying for the rebels in team deathmatch because I just suck at flying a death trap (I mean tie fighter). I would love it they would implement a straight forward deathmatch mode. However, they're now saying, that's it. No more modes, no more DLC. The one time I would gladly pay EA for DLC and they don't decide to do it.

SW:SquadronsED: CQC
Game Modes
Team Deathmatch, Objective based Team Deathmatch (Fleet Battles)Deathmatch, Team Deathmatch, Capture the Flag
Match Making
Approx four minutes to build two teams of ten. (This is probably due to high player numbers at the moment)Dependant on Game mode and time of day. However wait times are long due to lack of numbers. Recommend you use the CQC Discord for match making
Ship Variants
8 ships to play with, all with distinct handling and characteristics4 ships with different handling statistics.
Voice Chat
Yes but no-one uses itYes but no-one uses it
VR
Good, but still has bugs with it. It does make you feel like you're flying in the SW Universe.Excellent - But it's not Star Wars

TL:DR : The Star Wars IP really does make SW:Squadrons superior to CQC. The matchmaking is better (probably because it's disguised better) and the immersion into the SW:Universe is what people have wanted since X-wing Alliance. However, I do feel that the action feels more visceral in a fully populated CQC match, it's just really hard to get a full match. I would say that this has just shown what a missed opportunity that CQC was and I'll be flying in this game a lot more until Odyssey comes out.
 
I'm finding that I need to do far more pip management than I do in Elite.

For example, if you get behind a target you should put all power to weapons and blast them. In Elite power management only affects your capacitor. In SW, it makes each shot more powerful.

So, if I'm staffing turrets on a ship. I'll start out with full power to shields, and shields forward. Then I'll switch to full power to blasters to hit those turrets hard, then as I'm leaving I'll put full power to engines and shields to rear while taking evasive action.

Does anyone have any power management tips? The TIE fighter power management is confusing to me. I haven't mapped this power conversion.

While doing all of this, you have to remember to use your repair droid, call for resupply and use your squad commands. It's a bit overwhelming but I like it.

Any tips on taking down big ships?

I've sussed similar power management strategy, Regarding the big ships....I've been trying to take out a Star Destroyer in practise mode and I can do...it takes AGES and about 500 deaths on your own!!! In that respect it's better than the old games as you could take out a SD on your own with patience and no deaths, I presume co-op is the way to go and that's not how I play. (I don't feel I'm good enough to progress to fleet battles v Ai yet).
 
I'm finding that I need to do far more pip management than I do in Elite.
I had a quick Fleet Battle bot match this morning while Elite’s servers were having a burp ‘n’ scratch, and I totally agree with the pip management thing - I’m shifting power like crazy when doing medium/big ship strafing runs, and I’m slowly getting back into the swing of things with diverting shields fore/aft/both.

I think it makes a great difference to the game having the ‘simplified’ options turned off - to me it doesn’t feel that much different from the old games.

The recent patch still hasn’t sorted out the VR motion blur problem so I’m only playing the occasional AI Fleet Battle, but it’s still an amazing experience. If CQC did a bit of plagiarism, I’d not be too upset 😁
 
I've now Tested the New HOTAS fix and I can confirm it fixes the issues I've had with my x-52' pro's deadzone. Still got problems with fire button 1 which goes into auto-fire more, so I've remapped the primary fire to button 2 and that seems to work fine. The x-wing still feels a little sluggish compared to the Tie fighter but that is to be expected.

So All in all, I'm quite impressed. I'm enjoying the single player campaign and I'm flying for the rebels in team deathmatch because I just suck at flying a death trap (I mean tie fighter). I would love it they would implement a straight forward deathmatch mode. However, they're now saying, that's it. No more modes, no more DLC. The one time I would gladly pay EA for DLC and they don't decide to do it.

Good to know the deadzone has a fix! I'm hoping it tightens up the overall sluggish beahaviour of all craft, although throwing around a Warthog Jstick isn't the easiest thing to do so is a contributing factor.

The DLC is such a shame and I hope get's reversed, I'd love more campaigns and as Rubbernuke says a Bwing would be awesome, Darths TIE Advanced as well. Mission editor/creator would add so much longevity. Then again if it doesn't sell well at this price point future SW sims will not be happening. :(
 
Good to know the deadzone has a fix! I'm hoping it tightens up the overall sluggish beahaviour of all craft, although throwing around a Warthog Jstick isn't the easiest thing to do so is a contributing factor.

The DLC is such a shame and I hope get's reversed, I'd love more campaigns and as Rubbernuke says a Bwing would be awesome, Darths TIE Advanced as well. Mission editor/creator would add so much longevity. Then again if it doesn't sell well at this price point future SW sims will not be happening. :(
EA have said that they don’t want a game-as-service for Squadrons, but if the game does well perhaps they might do an expansion pack or ‘expandalone’ game further down the line* (my thought, not an EA statement) - we did eventually get Balance Of Power for XWvTF, so it’d be a nice parallel. Didn’t that expansion also have the B-Wing?

Fingers crossed for good sales numbers!

*or perhaps a shiny deluxe version for the new consoles next year?
 
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TL:DR : The Star Wars IP really does make SW:Squadrons superior to CQC. The matchmaking is better (probably because it's disguised better) and the immersion into the SW:Universe is what people have wanted since X-wing Alliance. However, I do feel that the action feels more visceral in a fully populated CQC match, it's just really hard to get a full match. I would say that this has just shown what a missed opportunity that CQC was and I'll be flying in this game a lot more until Odyssey comes out.

Star Wars is based on WW2 combat not realistic space sim mechanics. So, if you look at WW2 combat sims, the multiplayer involves bombers and targets. You have bombers you have to escort and targets that must be destroyed as enemy AA and fighters try to stop you.

CQC has none of that. If you had a WW2 combat sim where it's just fighter dog fights it would be a bit dull. You need that "destroy the target" objective so it's not just about who had the most kills.

What I'm loving most about SW Squadrons is like in WW2 combat sims like IL-2, you can't just flight straight towards turrets/AA guns. You have to use evasive maneuvers as you approach and as you pass by. It's really hard to do properly and it's a lot of fun.
 
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