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Community Transmission
December CC

Starfighter Assault Thread

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Replies

  • hsf_
    1918 posts Member
    Sath wrote: »
    Is there an aimbot on PC they didn't mention? Sometimes i can confuse the system by targeting accidentally at a turret when flying into the resurgence class star destroyer. Although my mouse cursor is on the generator the first shots go towards the turret.

    I too have noticed this in the exact same situation that you describe.
  • I'd like bomber class to be available in every map. There are cannon resistance bombers now from TLJ and I'm sure you could just use a version of the TIE-Bomber for the First Order. It's just odd that there's a missing class on some of the maps and I much prefer playing as a bomber than a fighter/interceptor. I tend to be slow and methodical so bombers suit my play style. With fighters I find I'm often just flying past people.
  • petemish wrote: »
    I'd like bomber class to be available in every map. There are cannon resistance bombers now from TLJ and I'm sure you could just use a version of the TIE-Bomber for the First Order. It's just odd that there's a missing class on some of the maps and I much prefer playing as a bomber than a fighter/interceptor. I tend to be slow and methodical so bombers suit my play style. With fighters I find I'm often just flying past people.

    You can’t have a Resistance Bomber as a playable class vehicle, way way to big and slow
  • duvelsuper wrote: »
    IonYaleY wrote: »
    duvelsuper wrote: »
    IonYaleY wrote: »
    This is the worst game mode i have experienced. I can not do anything. It also gives tremendously few battle points.

    I know how to handle a fighter but i always get one shot by a scum who instantly targets me and boom! (which has collected dozens of levels on star cards)

    my opinion is star cards are just killing all the fun here.

    * Two more things are that i have no little bit of an idea how to lock onto an enemy target.

    How do you do it?

    * How do you elude from being a target? (only rolling, moving backwards or thrusting forward?) they do absolutely nothing to save me.

    i can not hit enemy targets in this game lol. i fire but almost never hit the enemy targets. what the **** am i doing wrong?

    so it sucks because you dont know how to play it?

    How to not die? dont fly straight.

    Cant kill? lead the shot. Shoot in front of the ship not on it.

    i said this game mode is my worst experience. it does not mean the mode is rubbish and pointless. Moreover, the way you respond does not seem to be as easy as it works in practice.

    its not suppose to be easy. The more you play the more you'll learn. You'll start feeling the ships movements and know what it can and cannot do. Other than the most hardcore players, most enemies will stop chasing you if you just keep flying randomly. Never stay in the open. Always have an object nearby to use as shield like a rock or cruiser. Flying around objects keeps them from ever locking on to. The lasers will always hit the object or into space because the object is always between you and the enemy. You want battlepoints? Kill turrets and hit the objective. Those give more BP than killing. Learn to fly in tight spots at full speed. Slowing down is what gets you killed. To master flying you will be able to fly into corridors and make tight turns at full speed while the enemy crashes or pulls off because they think you are gonna crash and dont want to follow you in... Learn ability ranges especially for barrages and torpedoes. Yes their is an optimal range for damage. It's always better to wait than to shoot. Most enemies tend to evasive maneuvers when they start getting shot so you want to wait until you are on their butt before unloading.Just when you think you have them wait a second or two more because most ships dont stay straight for a long time. The cycle is this = enemy ship gets straight, you get behind them > enemy turns , you stay behind him > enemy straight again, start shooting. You want to predict where the enemy is going to go. Maybe they are trying to get a friendly so you wait until they straighten out behind them. Maybe they are going for an objective, then you want to wait until they slow down to inflict max damage to objective making it easier for you to kill them before they get the chance.

    Preach
  • Reasons I don't play it:
    -Ships/class/faction balance is awful.
    -Star cards offer a too big advantage in this mode.
    -Loop battles.
    -Revenge/avenge icons.
    -Heroes are weak.
    -No reinforcements.
    -Unclear/boring objectives.
    -Collision detection is off and annoying.
    -Ion turret is OP.
    -Missiles are bad.
    -The challenges suck.
    -Unclear whether a turret, ai or player is shooting you, which one? Who?

    Not a very fun mode.
    SBMM is here to stay in all games so I'm not, gonna play till they stop support this game and Overwatch then i'm out.
    Here is proof showing how SBMM exists and how it's in ALL of our new games online. https://www.reddit.com/r/modernwarfare/comments/e6ybmj/the_design_proof_of_sbmm_and_how_its_even_worse/
  • BuddyChryst
    359 posts Member
    edited February 2018
    There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.
  • hsf_
    1918 posts Member
    There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.

    Players seemed to be pretty successful at it in the 2005 version of the game, which didn't have a lead target circle.
  • hsf_
    1918 posts Member
    duvelsuper wrote: »
    hsf_ wrote: »
    There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.

    Players seemed to be pretty successful at it in the 2005 version of the game, which didn't have a lead target circle.

    thats because it used an auto aim that guided the lasers for you once you locked on. At least this time you have to manually do it with the help of the circle.

    Are you sure that wasn't just the alternate fire mode(missiles) once you'd selected the target? On PC is was Q to select the target.
    Maybe I'll have to load it up again and take a look, as I don't remember there being an auto-lock for the lasers.
  • Billkwando
    2018 posts Member
    edited February 2018
    The hitboxes for certain parts of the environment are too large. If they can't be refined then maybe have your ship bounce off or bump objects and lose half health. If you are already damaged then you die.

    My thought, and I've thought about it a lot, was that if they can't make the environmental hitboxes smaller, then make the ships' hitboxes a bit smaller instead.

    Sath wrote: »
    It feels like as long as you aim at the marker the shots auto-connect. Is there an aimbot on PC they didn't mention? Sometimes i can confuse the system by targeting accidentally at a turret when flying into the resurgence class star destroyer. Although my mouse cursor is on the generator the first shots go towards the turret.

    You got it. You can't actually disable auto aim in SA, just like you can't change your cursor color. Sometimes I wonder if SA is a "module" that Criterion handed DICE to "plug into" the game, a game within a game, which is why none of the control options for SA (other then the analog stick reassigning) actually do anything, it seems. Why it never gets patched and gets left out of major updates.


    You can see my thread (below), asking a simple question, gets ignored by the devs. I sincerely doubt that it's just happenstance.


    https://battlefront-forums.ea.com/discussion/98525/starfighter-response-curve-what-exactly-does-it-do-not-much-video#latest
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  • hsf_ wrote: »
    duvelsuper wrote: »
    hsf_ wrote: »
    There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.

    Players seemed to be pretty successful at it in the 2005 version of the game, which didn't have a lead target circle.

    thats because it used an auto aim that guided the lasers for you once you locked on. At least this time you have to manually do it with the help of the circle.

    Are you sure that wasn't just the alternate fire mode(missiles) once you'd selected the target? On PC is was Q to select the target.
    Maybe I'll have to load it up again and take a look, as I don't remember there being an auto-lock for the lasers.

    I'm sure. As long as the enemy was near the center your lasers would auto aim towards them. it was lame. I love this system so much better but admit it aint perfect. At least people can suck at aiming at the white circle. maybe make it smaller.
  • There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.

    Yea, you notice the aim assist a lot on console when you're trying to hit the Ski Speeders in a TIE on Crait... emphasis on 'trying'. Dunno about whether it carried over to PC though.

    And removing the aim circle is the point i made earlier in the discussion: people are so used to their crutches, they forget how to actually function without them. Previous games had no aim indicator and people (even young kids - I was 6 when I first started playing the Rogue Squadron series) were still able to hit their targets. Remove the aim indicator and yes, people will struggle, but they'll adapt because it isn't impossible to do.
    duvelsuper wrote: »
    Thats because it used an auto aim that guided the lasers for you once you locked on. At least this time you have to manually do it with the help of the circle.

    I don't remember the auto aim in the 2005 BF, not on PS2 at least. Was the auto aim toggleable? Maybe I just turned that stuff off...
    'Mors est tantum impedimentum' - Death is only an obstacle
  • Billkwando wrote: »
    The hitboxes for certain parts of the environment are too large. If they can't be refined then maybe have your ship bounce off or bump objects and lose half health. If you are already damaged then you die.

    My thought, and I've thought about it a lot, was that if they can't make the environmental hitboxes smaller, then make the ships' hitboxes a bit smaller instead.


    That would work too. At the moment it's a big issue for me. Also some kind of imminent collision warning with that bunker buster ship would be nice too. Flashing red alarms in your cockpit to warn of it banking into your flightpath.
  • Remove the aim indicator and yes, people will struggle, but they'll adapt because it isn't impossible to do.

    The problem with that, in the short term at least, is it would shift the balance in favor of the attackers on almost every map. People playing the Objectives would be harder to kill while the Objectives themselves would still be huge, stationary (or slow moving) targets. Dogfighting would be harder, so more people would play the Objectives (that's a good thing though) and they'd go down pretty quickly.


    Anyway, maybe a "hardcore" mode could be added? Remove the aiming circle and some of the indicators? That might be cool.
    Gunfighter Ballads and Trail Songs
  • Rook008
    851 posts Member
    edited February 2018
    The smaller red triangles are enemies or sometimes enemy turrets.
    The larger, orange triangle points to the enemy attacking you.

    Generally, when you fly too far out and get that warning, flying back towards other players will get you back in bounds.

    The several white dots is a PC thing, so I'm not sure, but I think it has to do with aiming and ship travel. Someone else should be able to explain it better.
    Gunfighter Ballads and Trail Songs
  • Also some kind of imminent collision warning with that bunker buster ship would be nice too. Flashing red alarms in your cockpit to warn of it banking into your flightpath.

    I would LOVE this, great idea!

  • hsf_
    1918 posts Member
    Rook008 wrote: »
    Remove the aim indicator and yes, people will struggle, but they'll adapt because it isn't impossible to do.

    The problem with that, in the short term at least, is it would shift the balance in favor of the attackers on almost every map. People playing the Objectives would be harder to kill while the Objectives themselves would still be huge, stationary (or slow moving) targets. Dogfighting would be harder, so more people would play the Objectives (that's a good thing though) and they'd go down pretty quickly.


    Anyway, maybe a "hardcore" mode could be added? Remove the aiming circle and some of the indicators? That might be cool.

    To be totally fair, the majority or people attacking an objective are flying in a straight line, so it's a case of just how far ahead to aim if you're coming in via their side. If you're behind them it really shouldn't be difficult.
    It would take a week or two to get used to and yes, the population of game mode may well dip, but what ever happened to giving yourself a challenge? With each game release, the games get easier and easier, with more and more assists.

    I will say this though, I understand the need for assists on Console platforms and controllers in general, as you are more limited in your movement and fluidity with analog sticks. This kind of makes me think they should have done what Rockstar did with GTA V, they reworked a lot of aspects for the PC release only. PC gamers tend to be a little more invested in video games, they tend to have a better understanding of the inner workings and mechanics of the games, and generally have a higher skill ceiling. I'm not saying it's like that for every single person who plays video games, more so the gamers in the upper echelons.
    This is down to two different things. 1). The input of a controller and 2). The gameplay style that's adopted due to the input mechanics. It's more evident in game modes like Galactic Assault and especially with precise aiming classes such as the Specialist.
    It works the other way too though, have you ever tried to play a racing game with a keyboard? HA! Or even something like FIFA? Controller is OP compared to keyboard for those types of games.
  • hsf_
    1918 posts Member
    Rook008 wrote: »
    The smaller red triangles are enemies or sometimes enemy turrets.
    The larger, orange triangle points to the enemy attacking you.

    Generally, when you fly too far out and get that warning, flying back towards other players will get you back in bounds.

    The several white dots is a PC thing, so I'm not sure, but I think it has to do with aiming and ship travel. Someone else should be able to explain it better.

    I think you're correct on that bit. It is also difficult to explain but I think the term "oversteer" suits it best, unless we're both wrong of course xD
  • Billkwando wrote: »
    The hitboxes for certain parts of the environment are too large. If they can't be refined then maybe have your ship bounce off or bump objects and lose half health. If you are already damaged then you die.

    My thought, and I've thought about it a lot, was that if they can't make the environmental hitboxes smaller, then make the ships' hitboxes a bit smaller instead.


    That would work too. At the moment it's a big issue for me. Also some kind of imminent collision warning with that bunker buster ship would be nice too. Flashing red alarms in your cockpit to warn of it banking into your flightpath.

    I would love a proximity warning. The voiceover warns you sometimes, I think, but almost never.
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    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • SA is my favorite mode, its well balanced. I really don't think it needs any changes other than maybe more maps. Like a Coruscant battle at the beginning of Ep III, Battle of Scarif, and both Death Star battles.
  • Yep, I agree. The collision detection is very spotty. Seems to only apply to cap ships and meteors - I've phased through many an enemy ship.

    I like the idea of an audio warning as you're a bit blind when you do a tight tuck or turn around a meteor and can't see independently of the direction you're flying in - great idea.

    I love the idea of ground-objectives that require starship support. Think of the Rogue one scene on Eadu were the X-wings show up - how awesome would that map be? Navigating in and out of these storm-filled canyons to hit a ground target while infantry below using E-Web and anti-air guns.
  • Rook008 wrote: »
    The smaller red triangles are enemies or sometimes enemy turrets.
    The larger, orange triangle points to the enemy attacking you.

    Generally, when you fly too far out and get that warning, flying back towards other players will get you back in bounds.

    The several white dots is a PC thing, so I'm not sure, but I think it has to do with aiming and ship travel. Someone else should be able to explain it better.

    The line with white dots represent the turn direction and relative turn rate. The longer the line, the more you approach your maximum turn rate at that speed. This is easy to judge with a joystick, not so with a mouse, hence it's presence in the PC version.
  • duvelsuper
    1205 posts Member
    There is still aim assist, but I dunno about bots. You can see the aim assist if you're targeting an objective with left trigger and a ship passes in front of you. Your ship will automatically wiggle a bit to follow.

    If they removed the targeting circle, I can guarantee no one would hit much of anything.

    Yea, you notice the aim assist a lot on console when you're trying to hit the Ski Speeders in a TIE on Crait... emphasis on 'trying'. Dunno about whether it carried over to PC though.

    And removing the aim circle is the point i made earlier in the discussion: people are so used to their crutches, they forget how to actually function without them. Previous games had no aim indicator and people (even young kids - I was 6 when I first started playing the Rogue Squadron series) were still able to hit their targets. Remove the aim indicator and yes, people will struggle, but they'll adapt because it isn't impossible to do.
    duvelsuper wrote: »
    Thats because it used an auto aim that guided the lasers for you once you locked on. At least this time you have to manually do it with the help of the circle.

    I don't remember the auto aim in the 2005 BF, not on PS2 at least. Was the auto aim toggleable? Maybe I just turned that stuff off...

    I see what happened. For some reason I thought you meant battlefront 2015 not 2005. Yes you right.
  • Voidwalker_98
    97 posts Member
    edited March 2018
    That would work too. At the moment it's a big issue for me. Also some kind of imminent collision warning with that bunker buster ship would be nice too. Flashing red alarms in your cockpit to warn of it banking into your flightpath.

    Yes, now that would be nice. That would help compensate for the lack of freelook in the cockpit to check your surroundings.
    hsf_ wrote: »
    It would take a week or two to get used to and yes, the population of game mode may well dip, but what ever happened to giving yourself a challenge? With each game release, the games get easier and easier, with more and more assists.

    I will say this though, I understand the need for assists on Console platforms and controllers in general, as you are more limited in your movement and fluidity with analog sticks. This kind of makes me think they should have done what Rockstar did with GTA V, they reworked a lot of aspects for the PC release only. PC gamers tend to be a little more invested in video games, they tend to have a better understanding of the inner workings and mechanics of the games, and generally have a higher skill ceiling. I'm not saying it's like that for every single person who plays video games, more so the gamers in the upper echelons.

    This guy gets it. I'm glad I'm not the only one who's noticed this.

    In terms of controllers, I prefer them purely because I'll never be able to enjoy 'WASD' movement. While a mouse allows for much easier aiming and the way you have 50,000 buttons on your keyboard to map controls to... I like my smooth movement with an analogue stick too much. The only game I'd prefer WASD movement for is War Thunder and that's only because it's barely compatible with the DUALSHOCK controller because the game is only just about optimised for PS4. If I didn't need the only 2 PS4 USB ports for my headset and my ext. hard drive, I'd have picked up a cheap keyboard and used my cheap laptop mouse...

    And hey, you actually managed to discuss the differences between console and PC without going all privilaged "PC master race"... I thought decent people like you were non-existent, an internet myth designed for propaganda...

    I'm glad I'm wrong...

    P.S. I actually try to turn off whatever assists I can in most games I play. A lot of the time they're a hindrance more than an assistance (Battlefield 1's aim assist slowdown can burn in a pit... If you have that on, good luck trying to hit anything with any non-infantry weapon other than a tank gun.)
    'Mors est tantum impedimentum' - Death is only an obstacle
  • hsf_
    1918 posts Member
    That would work too. At the moment it's a big issue for me. Also some kind of imminent collision warning with that bunker buster ship would be nice too. Flashing red alarms in your cockpit to warn of it banking into your flightpath.

    Yes, now that would be nice. That would help compensate for the lack of freelook in the cockpit to check your surroundings.
    hsf_ wrote: »
    It would take a week or two to get used to and yes, the population of game mode may well dip, but what ever happened to giving yourself a challenge? With each game release, the games get easier and easier, with more and more assists.

    I will say this though, I understand the need for assists on Console platforms and controllers in general, as you are more limited in your movement and fluidity with analog sticks. This kind of makes me think they should have done what Rockstar did with GTA V, they reworked a lot of aspects for the PC release only. PC gamers tend to be a little more invested in video games, they tend to have a better understanding of the inner workings and mechanics of the games, and generally have a higher skill ceiling. I'm not saying it's like that for every single person who plays video games, more so the gamers in the upper echelons.

    And hey, you actually managed to discuss the differences between console and PC without going all privilaged "PC master race"... I thought decent people like you were non-existent, an internet myth designed for propaganda...

    I'm glad I'm wrong...

    Well, I'm sure there will be at least one person who takes offense to it lol.
  • Billkwando
    2018 posts Member
    Let me add that I would totally support an option for players to turn off assists like the aiming circle and the Revenge marker for themselves. That's entirely different. By all means, challenge yourself. Maybe they could give a points bonus for each assist you disable. I think Forza had something like this.

    An "advanced" mode, where everybody plays with assists off would be cool too. At least then you'd have a choice, and know what you're getting into.

    I'm not trying to get in the way of anyone enjoying the game, but conversely, I don't want anyone else to get in the way of anyone enjoying the game, either. That's my point.
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  • Slither
    179 posts Member
    The circle ⭕ is there for a reason and removing it without making the ships slower and less manoeuvrable will make games torture
  • Saber91 wrote: »
    hsf_ wrote: »
    So for those of you who enjoy Starfighter Assault, do you feel it needs any changes?

    I personally have a couple of gripes, but I find this game mode to be fairly well balanced, especially when comparing it to Galactic Assault. As I said, I do have a couple of gripes and I think I'll start by mentioning the "looping" that goes on. It can be endless at times and it's often whoever breaks off first, dies first. I have a suggestion to fix this somewhat, but I'll talk about that at the end.

    Hero ships - I find myself getting hounded as soon as I pick a hero ship. Especially an easily recognisable one such as the Millennium Falcon or Darth Maul's Scimitar. I find my best chance for survival as a hero is to pick one that isn't easily recognisable, such as Iden's TIE fighter or Luke Skywalkers/Poe Damerons X-Wing. Again, I will go through my suggestion at the end.

    There is a lack of maps - I think there are only 5 Starfighter Assault maps? I understand that there must be some variation with the objectives, it must also be difficult to keep coming up with unique objectives but Galactic Assault has a few similar objectives on different maps(Naboo/Hoth for example). Perhaps create Starfighter Assault maps for each Galactic Assault map available and add a new game mode which incorporates both modes(This was on the original Battlefront 2 so maybe copyright issues?)

    More ship classes - Possible enforcer class ships which require 1000battle points instead of 2k/3k like the heroes? You know, similar to enforcer units in Galactic Assault like the Wookie/Death trooper. You could always use the N-1 Starfighter from Naboo as the rebel enforcer class for example(I've no intention of discussing whether that would be canon or not, nor do I care). Maybe even use "recovered" ships from previous era's or even a variation of the LAAT.

    This next suggestion is the one I said I'd talk about at the end, it will probably divide a lot of you, but I feel would resolve a lot of gameplay issue's. I personally wouldn't be against removing as much of the HUD as possible for Starfighter Assault. Things like the revenge markers, missile lock-on against you(just use the beeping sound), and the one what will probably get enormous no votes - remove the circle that shows you where to aim. I'm doing corkscrews, backflips, 90 degree turns and people are tracking those movements like an aimbot, I am doing the same to others too, it's way too easy to aim(in my opinion of course!)

    I would like to go on record and state that Starfighter Assault is probably my favourite game mode. I also feel it's the one mode that needs the least amount of work done to it, it feels more polished and refined. Would like it added to Arcade too! ^_^

    along with what you said about removing the circle that shows you where to aim, I think the starfighters need to go faster. theyre wayyyy too slow compared to how fast they should be going. for this reason i always pick the interceptor and have my cards maxed out in top speed and afturburner cooldown.

    the main reason why there is such low survivability in starfighter assault is because A. the circle that shows where to shoot and B. the fighters are too **** slow so its easy to aim and get kills.

    the fighters need to be going at LEAST 50 percent faster in order for them to be on par with how they are in the movies.

    this would make the most sense, as it would take more skill to be able to fly them effectively, and everyone would be surviving alot longer in battles.

    also on GA maps, strafing runs on infantry would be more difficult because the high speed would cause the player to have less time to see where everyone is before they had to pull up. the starfighters should NOT be able to slow down as much as they can. its completely ridiculous.

    so all in all. to improve starfighter assault: increase the starfighters speeds 50%, and get rid of the noob circle.

    but, also as youve stated, most people here disagree. they want their easy casual noob flying because they dont want to put in effort to get kills, or learn how to be a good pilot to avoid collision.

    Behave as some kind of an elitist as much as you want, but making it harder to do strafing runs will ruin them for GA. Why? There is nothing pro in having to shoot blindly when doing strafing runs, because your view distance is short AF. What's pro in shooting at random while doing strafing runs and bidding everything on luck? It will be similar to what it was in SWBF2015 - when you pick a starfighter you only dogfight with other starfighters. Which is not the idea of it at all, because if you want that - there is a whole game mode dedicated to that. And which is not the case in the Battlefield games - there you were able to kill people with air vehicles, if you were good.

    Making the ships faster is not such a bad thing, but I don't know what will be the result. One thing that is for sure is that piloting inside objectives like ships will be harder - in which there is nothing bad. It depends on how they will implement the speed increase to determine whether it will be impossible to fly inside or not.

    About the looping: As some people have said it before - you are not obliged to do it. You may find other means to evade, but let's not teach you how to do it. You people are pro, after all.

    And to the guy who asked us to tell him how to enjoy this dumb game mode - will, some people are enjoying it, so the problem is in your TV.
  • If you removed the circles without sacrificing something else people wouldn’t die, period.

    Without some sort of guide to show the orientation of the target fighter, it would be so simple for people being attacked to just fly so they put themselves between you (attacker) and some background clutter objects and just blend in with the background.

    Remember, some (most console players) people are viewing on 1080p TVs from 10ft away, not everyone is 1ft from a super high res computer screen.

    One compromise might be to retain some artefact that shows direction of the target, but not speed... (similar to how the circles for the speeders on Crait don’t show the correct distance).

    Either way, changing this mechanic will throw the balance between scrub ships and hero ships way out. Bobafett would dominate.

    The devs are not going to blow money on months worth of addional play testing to re-balance the ships and maps just to make the game less appealing to casuals. Does not make business sense.

    Agree revenge and current target markers should go, same with missile visual warnings. Bring back the evade button from bf1 and we’re all fixed.

    So, you people whined and hated on that thing for being too simple to press a button and evade, and now want it in. Evasion should require real skill, not a press of a button. But it is true that getting a hit or a kill with a lock-on is kinda hard.

    You should not be able to lock on a player and get an easy kill with your rocket, too.
  • Billkwando
    2018 posts Member
    edited March 2018
    Honestly, if we're talking about realism, the top speeds should be faster, and the slow speeds should be slower. If fact, you *should" be able to come to a dead stop and float, like in Elite Dangerous, for example. It is space after all.

    However, being able to "park" your ship would probably bring on a whole new set of problems, such as people "parking" inside of objective doorways, off to the side, and just unloading on everyone who comes through, from a stationary position.

    While that does actually sound kinda cool, it probably wouldn't fit the fact paced feel of this game.....which is probably why mid-air ship collisions were (rightly, IMHO) removed.
    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • Billkwando
    2018 posts Member
    If you removed the circles without sacrificing something else people wouldn’t die, period.

    Without some sort of guide to show the orientation of the target fighter, it would be so simple for people being attacked to just fly so they put themselves between you (attacker) and some background clutter objects and just blend in with the background.

    Remember, some (most console players) people are viewing on 1080p TVs from 10ft away, not everyone is 1ft from a super high res computer screen.

    One compromise might be to retain some artefact that shows direction of the target, but not speed... (similar to how the circles for the speeders on Crait don’t show the correct distance).

    Either way, changing this mechanic will throw the balance between scrub ships and hero ships way out. Bobafett would dominate.

    The devs are not going to blow money on months worth of addional play testing to re-balance the ships and maps just to make the game less appealing to casuals. Does not make business sense.

    Agree revenge and current target markers should go, same with missile visual warnings. Bring back the evade button from bf1 and we’re all fixed.

    So, you people whined and hated on that thing for being too simple to press a button and evade, and now want it in. Evasion should require real skill, not a press of a button. But it is true that getting a hit or a kill with a lock-on is kinda hard.

    You should not be able to lock on a player and get an easy kill with your rocket, too.

    Great point about the evasion button, and about it being nearly impossible to hit with torpedoes. Why does it need to be even easier to evade something that never lands a hit as it is?

    Ace Combat Assault Horizon had a great counter, that took timing and skill, and even that counter had a COUNTER counter, that took even more timing and skill, to the point that it was nearly (but not) impossible.

    It's hard to see what's going on here because they're not using the cockpit view, but I think you'll get the idea:



    Here's an instructional video on the Counter Counter.

    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • hsf_
    1918 posts Member
    Billkwando wrote: »
    hsf_ wrote: »
    It would take a week or two to get used to and yes, the population of game mode may well dip, but what ever happened to giving yourself a challenge?

    This guy gets it. I'm glad I'm not the only one who's noticed this.

    1). I suggested that he give himself a challenge by removing all his star cards, if the game is too easy for him. It's certainly a better option than being so selfish as to suggest it's a fair trade-off for population of an underdog game mode to "dip", due to changes made for the top 1% of the players who are so "gud" that they're bored. ;)

    2). It sounds to me like that guy that was complaining that in GA he can no longer run down an entire hallway with Rey, kill everyone, and survive with enough health to continue hog the hero character until the end of the match.

    3). Some people seem to think the rest of us are here so they cut through us all, like fodder, like they're playing Dynasty Warriors against real people....like that's somehow ok?

    4a). Some of the ideas put forth are good, but some are just garbage. 4b). I guarantee you at least 80% of the playerbase can't kill a bomber with their electronic countermeasures engaged, even with experience, yet some folks think it's a good idea to take the aiming circle away forever?

    5). It's all moot anyway, because we never get any updates to SA as it is, much less major gameplay changes. We'll be lucky if we ever get the little things we ask for, like better collision detection, and clearer markers so we can better find our squad/teammates/friends. Random example, how will I ever get 25 savior kills with Tallie if I can barely find anybody to save?

    6). Some of us have jobs and lives, and can't afford to play however many 100s of hours it may take to "git" as "gud" as the top 1%. I'm not asking for more crutches, just asking for the good ones we have not to get kicked out from under us.

    7). I'm not against changes or improvements, but I am against changes that come from a place of entitlement, where they aren't for the good of the larger community at all....and are, in fact, in spite of it, as was so clearly stated by the OP him/herself, above. I'm not putting words in anyone's mouth here.

    I've numbered your points so it's easier to show you which part I'm talking about.

    1). You honestly think I consider myself in the top 1%? Lol, the top 1% is far and beyond my level I'm probably in the top 20% at best and that's being bias toward myself.

    2). I don't get the reference, no one is asking for godlike heroes in SA, they're just asking for a little bit more survivability for some.

    3). This is why I've been thinking about a hidden ELO system, so you're matched with people your skill level. I never once stated that I want to just pick off new players who aren't as good as I, I've always stated I want it to be competitive, not steamrollers.

    4a). That's a subjective view, why are you passing it off as if it's a fact?
    4b). You are probably correct, but if they removed it I can guarantee that people would learn to deal with it and practice, especially if they added SA to Arcade. I won't lie, I have changed my mind on removing this entirely.

    5). SA will get support, it's actually a very popular game mode and can't be ignored.

    6). This one really, really annoyed me. I have mental health conditions that render me house bound(Agoraphobia and PTSD), I'm not the only one in this position either. That being said, it's actually likely you have more hours of game play than me, or something comparable anyway. I don't play that much compared to some, 400 hours from release is probably just above average for the player base.

    7). You talk of being against changes that come from a place of entitlement... Just no, they are suggestions not demands. Most players make suggestions based on their experiences, my experiences lead me to suggest those ideas. You want to know what "from a place of entitlement" is? It's making an assumption like in point 6.

    Billkwando wrote: »
    Honestly, if we're talking about realism, the top speeds should be faster, and the slow speeds should be slower. If fact, you *should" be able to come to a dead stop and float, like in Elite Dangerous, for example. It is space after all.
    But that wouldn't be very real, considering it's impossible to come to a complete stop. If you throw a stone in space, it will be moving forever until it collides with something. You can confirm this yourself if you look up Newtons laws of Motion.
    If you're meaning using thrusters and stuff to stop you, then again no because natural forces such as gravity, dark flow and the expansion of space means you are consistently moving. You know the Earth is moving through space at 30 kilometers per second, right?
  • Billkwando
    2018 posts Member
    1)
    No, I just want it to be more difficult. Nearly every game I'm hitting 45-60 eliminations and around 14k score. Very rarely am I out of the top 5 in SA and it's becoming stale. The Orange and Red arrows just make it far too easy for me

    Who wrote this again? Ok, let's say to 5%. Either way you get my point, and I wasn't the first/only person to draw attention to that statement.

    2) That's exactly what he's asking for, basically.
    https://battlefront-forums.ea.com/discussion/100058/heroes-are-now-much-weaker-in-ga-hvv-is-just-a-joke/p1

    3) I am in favor of better matchmaking too, which I believe I referenced in a reply to you. I also believe that you have ignored all my replies and not addressed any of my points directly until now, unless my memory is failing me, or I overlooked it. I believe I explained that that was the solution, rather than making the game harder for everyone else.

    4a) Take a poll then, the point has been made. Feel free to disprove it. Obviously I'm pulling the numbers out of my bootanga, but feel free to disagree with the point in general. Your prerogative.

    4b) You're probably right, but as you mentioned, some would back away (and probably never come back), which is not good for an underdog game mode that many people are already afraid of (at least my wife is, so I have a polling sample of 1, lol)

    5) That's a subjective view, why are you passing it off as if it's a fact? :p:p:p

    6) Sorry about your problems, I really am. My wife is housebound most of the time as well, for medical reasons. Still, practice makes perfect. I bet you've played more than you think, and besides, I'm not only talking about you. Still..... "that much" "some" "probably just above average" Who's being imprecise now?
    You're home all the time for unfortunate reasons, yes, but whaddya know? You're still home all the time. Some of us don't haven that luxury/burden, depending on how you look at it.

    7) LOL I've talked plenty about your "fix it cos I'm too gud" attitude, whether the posts are currently still visible or not. Remember the "Ooooh my gold watch is so heavy I can hardly wear it" comment when you were "notbragging" about how good you are. Demands or requests, you've still never addressed my original point to you, which is why changes should be made that are detrimental to the bulk of the playerbase, yet beneficial to you.

    Guess what? You still aren't. In fact, you've once again suggested inconveniencing the entire playerbase, again. Which is why I called you out, again.

    8) Duh, floating slow is close enough to sitting still. You get my point. "Parking" in a fast paced space shooter would be bad.

    If you had chosen to address my points the first couple times, we could've expressed our views and found common ground a while ago. Funnily enough, when I go back to find some of those posts, I can't. So strange. So very strange. I wonder where they went.
    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • Billkwando
    2018 posts Member
    edited March 2018
    We're having a discussion here, so that's progress.


    Going back to the beginning, this still awaits a response:
    Billkwando wrote: »
    Still, if you can present a valid argument about how removing the Revenge marker will improve everyone's player experience (not just yours) I would love to hear it.


    You didn't even try. We got this weaksauce instead:
    hsf_ wrote: »
    I'd just like to point out, this thread wasn't made for us to argue over who's ideas are best, it's to get a gauge of what the majority of the community want to see changed/added/reworked in Starfighter Assault.

    I'm not attacking you, it's just annoying when someone goes out of their way to avoid making their case, and instead makes the veiled plea that they are entitled to their opinion.

    If your interest is truly to "get a gauge of what the majority of the community want", maybe you should go back and count the likes on the posts on this thread. I'll wait.

    I'm not saying all of your ideas are bad. They're not. What I'm saying is, some of your ideas are bad. ;):p

    BTW, you still haven't told us how removing your star cards worked out for you, as I so thoughtfully suggested. Did you still want it to be more difficult, or no?


    It's nice we're finally discussing it at least.
    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • Billkwando
    2018 posts Member
    I wouldn't want to split the playerbase but a 1st person only SA game mode would tickle my fancy. I only ever use 1PP briefly because, frankly, it puts you at a massive disadvantage to everyone else with 3PP's wider viewpoint. But 1PP looks so **** good, so immersive. Maybe i'll get my fix if they finally give us a SA offline / arcade mode like was mooted.

    Ah yes, so everybody is at an equal disadvantage! I like it! :D

    I so badly wanted to play 1st person view. This is the first flying game I've ever chosen not to use 1st person camera in (when I've had a choice). I wish it worked better.

    This is why we need custom lobbies. You could make a game with that modifier and folks could join if they wanted.
    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • hsf_
    1918 posts Member
    Billkwando wrote: »
    1)
    No, I just want it to be more difficult. Nearly every game I'm hitting 45-60 eliminations and around 14k score. Very rarely am I out of the top 5 in SA and it's becoming stale. The Orange and Red arrows just make it far too easy for me

    Who wrote this again? Ok, let's say to 5%. Either way you get my point, and I wasn't the first/only person to draw attention to that statement.

    2) That's exactly what he's asking for, basically.
    https://battlefront-forums.ea.com/discussion/100058/heroes-are-now-much-weaker-in-ga-hvv-is-just-a-joke/p1

    3) I am in favor of better matchmaking too, which I believe I referenced in a reply to you. I also believe that you have ignored all my replies and not addressed any of my points directly until now, unless my memory is failing me, or I overlooked it. I believe I explained that that was the solution, rather than making the game harder for everyone else.

    4a) Take a poll then, the point has been made. Feel free to disprove it. Obviously I'm pulling the numbers out of my bootanga, but feel free to disagree with the point in general. Your prerogative.

    4b) You're probably right, but as you mentioned, some would back away (and probably never come back), which is not good for an underdog game mode that many people are already afraid of (at least my wife is, so I have a polling sample of 1, lol)

    5) That's a subjective view, why are you passing it off as if it's a fact? :p:p:p

    6) Sorry about your problems, I really am. My wife is housebound most of the time as well, for medical reasons. Still, practice makes perfect. I bet you've played more than you think, and besides, I'm not only talking about you. Still..... "that much" "some" "probably just above average" Who's being imprecise now?
    You're home all the time for unfortunate reasons, yes, but whaddya know? You're still home all the time. Some of us don't haven that luxury/burden, depending on how you look at it.

    7) LOL I've talked plenty about your "fix it cos I'm too gud" attitude, whether the posts are currently still visible or not. Remember the "Ooooh my gold watch is so heavy I can hardly wear it" comment when you were "notbragging" about how good you are. Demands or requests, you've still never addressed my original point to you, which is why changes should be made that are detrimental to the bulk of the playerbase, yet beneficial to you.

    Guess what? You still aren't. In fact, you've once again suggested inconveniencing the entire playerbase, again. Which is why I called you out, again.

    8) Duh, floating slow is close enough to sitting still. You get my point. "Parking" in a fast paced space shooter would be bad.

    If you had chosen to address my points the first couple times, we could've expressed our views and found common ground a while ago. Funnily enough, when I go back to find some of those posts, I can't. So strange. So very strange. I wonder where they went.

    Well, as you asked... I did just fine, I even managed a 1000 player killstreak with Han's Falcon, you see I am so good at this game that when I joined, every one just exploded as my presence alone is a weapon.
  • hsf_
    1918 posts Member
    Billkwando wrote: »
    We're having a discussion here, so that's progress.


    Going back to the beginning, this still awaits a response:
    Billkwando wrote: »
    Still, if you can present a valid argument about how removing the Revenge marker will improve everyone's player experience (not just yours) I would love to hear it.


    You didn't even try. We got this weaksauce instead:
    hsf_ wrote: »
    I'd just like to point out, this thread wasn't made for us to argue over who's ideas are best, it's to get a gauge of what the majority of the community want to see changed/added/reworked in Starfighter Assault.

    I'm not attacking you, it's just annoying when someone goes out of their way to avoid making their case, and instead makes the veiled plea that they are entitled to their opinion.

    If your interest is truly to "get a gauge of what the majority of the community want", maybe you should go back and count the likes on the posts on this thread. I'll wait.

    I'm not saying all of your ideas are bad. They're not. What I'm saying is, some of your ideas are bad. ;):p

    BTW, you still haven't told us how removing your star cards worked out for you, as I so thoughtfully suggested. Did you still want it to be more difficult, or no?


    It's nice we're finally discussing it at least.

    Ugh, you remind me of those people who go through random celeb twitter accounts and try and pick out sexist and racist comments. Pathetic.
    The reason I didn't respond is because I don't feel the need to justify myself to you. I said what I said because it was the truth, the idea of this thread is to see what other people think about SA. I gave my opinion, it's totally fine to disagree with it, but no one has to justify their opinion. Someone could suggest having god mode exclusive to them, or maybe having the game shoot party poppers instead of torpedoes etc. It really doesn't matter, they don't have to justify it.
  • hsf_ wrote: »
    Billkwando wrote: »
    We're having a discussion here, so that's progress.


    Going back to the beginning, this still awaits a response:
    Billkwando wrote: »
    Still, if you can present a valid argument about how removing the Revenge marker will improve everyone's player experience (not just yours) I would love to hear it.


    You didn't even try. We got this weaksauce instead:
    hsf_ wrote: »
    I'd just like to point out, this thread wasn't made for us to argue over who's ideas are best, it's to get a gauge of what the majority of the community want to see changed/added/reworked in Starfighter Assault.

    I'm not attacking you, it's just annoying when someone goes out of their way to avoid making their case, and instead makes the veiled plea that they are entitled to their opinion.

    If your interest is truly to "get a gauge of what the majority of the community want", maybe you should go back and count the likes on the posts on this thread. I'll wait.

    I'm not saying all of your ideas are bad. They're not. What I'm saying is, some of your ideas are bad. ;):p

    BTW, you still haven't told us how removing your star cards worked out for you, as I so thoughtfully suggested. Did you still want it to be more difficult, or no?


    It's nice we're finally discussing it at least.

    Ugh, you remind me of those people who go through random celeb twitter accounts and try and pick out sexist and racist comments. Pathetic.
    The reason I didn't respond is because I don't feel the need to justify myself to you. I said what I said because it was the truth, the idea of this thread is to see what other people think about SA. I gave my opinion, it's totally fine to disagree with it, but no one has to justify their opinion. Someone could suggest having god mode exclusive to them, or maybe having the game shoot party poppers instead of torpedoes etc. It really doesn't matter, they don't have to justify it.

    I think it's pretty obvious what happened here. I will simply bid you a good evening and wish you the best.

    I am sorry about your difficulties, and I hope things improve for you, though I'm sure it takes time.
    ZI7BNkU.gif
    ^Maximum the Hormone - Alien^
    (Sorta like an insane Japanese SOAD, but w/ 3 vocalists and slap bass)

    Gamertag: Billkwando PSN: Billkwando YouTube: Billkwando
    Find me in HvV, pushing people off of stuff and watching them fall, like a cat.
  • Wow, the discussion just went from decent and civil to usual internet standard of social interaction faster than a Class 0.5 Hyperdrive...

    Oh, and @Billkwando ...

    For the record, I have so few star cards for starfighters I actually do play without star cards because the effects of the cards aren't noticable and after a recent glitch/bug/reset/whatever-you-wanna-call-it unequipped my cards, I can't be bothered to put em back on.

    But hey, I guess that just reinforces your opinion that I'm a part of the "1%"... amusing.
    'Mors est tantum impedimentum' - Death is only an obstacle
  • Wow, the discussion just went from decent and civil to usual internet standard of social interaction faster than a Class 0.5 Hyperdrive...

    Oh, and @Billkwando ...

    For the record, I have so few star cards for starfighters I actually do play without star cards because the effects of the cards aren't noticable and after a recent glitch/bug/reset/whatever-you-wanna-call-it unequipped my cards, I can't be bothered to put em back on.

    But hey, I guess that just reinforces your opinion that I'm a part of the "1%"... amusing.

    I had hopes for this thread
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