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jarlywarly
Aug 31, 2018

Jerkface posted:

Have to see how the game plays, but I don't mind a first person only flight sim being 5v5. There is likely going to be AI ships as well, and something like 12v12 could just devolve into group shooting enemy ships.

Infinity Battlegrounds when it was still alive, 3-4 guys in a formation would just wreck.

I'm kind of interested in what they have planned for this in terms of gameplay and time to kill, current 5v5 Mobas and CS:GO/Overwatch are either based on longer periods of you not dying or 1 death and out. Deathmatch arena does not seem to be at all popular these days either.

Hard to see either model working in a space sim shooter which you would think would be better served by being more akin to a BF style game.

Or maybe it's EA and they are going to nickel and dime us with expansions that add more players/modes/objective based maps and f2p the base game at some point.

jarlywarly fucked around with this message at 23:50 on Jun 15, 2020

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jarlywarly
Aug 31, 2018
Honestly if it's an easy to get into, hard to master dogfighting MP version of House of the Dying Sun i'm in

So few games have got the feel of space combat right, HotDS is the best so far but for some reason they made the missions have a really limited hard timer limit which whilst fun really curtailed the whole looking around in VR in awe part of it. There's an amazing VR space combat engine just sat there (man what if EA hired that guy....)

One issue is player versus player turning into infinite turning battles.

jarlywarly
Aug 31, 2018

Isometric Bacon posted:

Holllyyy poo poo.

When I first saw the trailer, I just assumed it was a cheap single player skin on-top of Battlefronts existing fighter Squadron engine, and was probably DLC that evolved into a standalone release. Regardless, I was still pretty excited since I loved the starfighter stuff in Battlefront. They had all the right flight mechanics for a good rogue squadron game, just not the content.

But then I heard it was in VR... Then I heard it was first person only... then I saw a goon post the engines laser shields breakdown. Now I'm practically drooling in anticipation, and this never happens to me.

Please don't suck!

Try House of the Dying Sun if you have not already.

jarlywarly
Aug 31, 2018

George H.W. oval office posted:

House is also goon created which is cool. The dev was really active on his thread when making it.

That's cool. I wonder what they are up to now..

jarlywarly
Aug 31, 2018

Arcsquad12 posted:

Quantity has a quality all its own. And Tie Fighters did get retrofitted with shields and missiles at various points. The First Order tie fighter is the equal if not superior to the T-70 X Wings used by the Resistance. It has warheads, a rear gunner and shields.

In A New Hope the Ties manages to gain on Luke while he and Biggs were flying at full throttle down the trench, so they're at least as fast if not faster than an X Wing going at max velocity.

And the lighter armament isn't that much of a hindrance when we see that one good burst on target is enough to splash just about any fighter. To make a real world comparison, the F4F wildcat was the us Navy's frontline fighter during early WW2. It wasn't as fast as a Zero and it wasn't as well armed as a Zero, but it managed to go head to head and hold its ground. Later models had more guns but pilots didn't like them as much, with I believe either Thatch or Jaeger saying "if you can't kill a target with four guns you won't do it with six either". They were put on escort carriers as the much stronger Hellcat entered service but the wildcat remained a formidable plane in the right hands.

And on the matter of right hands, tie fighter pilots are hilariously suicidal. It's one thing for a hero protagonist to pull off bullshit maneuvers, but you have to give note to the psychopaths who willingly follow them into asteroid fields or through caves and wreckage with no obvious exit.

The imperial Navy suffered more problems due to manpower demands leading to mediocre pilots rather than poor equipment. In the right hands a standard tie was a match for any rebel starfighter short of an A-Wing. And they made up lack of skill with numbers and suicidal overconfidence. You could become an ace in a day and the sixth tie still gets you.

Which is great in the real world or a movie, but in a 5v5 MP game you need balanced combat. TIE pilots in movies probably face punishment/execution for not following heroes into asteroid fields etc. But 5 players of game are going to expect balance against the other 5 players in a game. It makes it a little difficult to maintain the "flavour" of the lore and have still a balanced game.

Battlefield has some hilarious asymmetry, tank/infantry/helicopter but it balances out with larger player numbers and objective based game play and the ability to pick kits/fast repspawn and enter vehicles at will.

jarlywarly
Aug 31, 2018

slagmatic posted:

I was thinking about this possibility too, are there any other games out there with this mechanic?

Different asymmetric modes have been tried, Natural Selection, Left 4 Dead, even with quicker re-spawns 5vs5 is still not going to feel like horde mode.

Perhaps the TIEs could be less powerful overall but have more AI control features and more AI ships on their side than the rebels who have less numbers and less control over AI teammates but better ships.

So human TIE pilots could have the ability to fly formations with AI teammates and designate targets in game a bit like the classic "wingman attack my target/defend me" etc stuff you'll see in space sims or even command AI capital ships to focus targets. Where as Rebels have less control over that stuff but have overall stronger ships and better weapons.

That way you get that horde effect from the AI numbers.

jarlywarly
Aug 31, 2018

Chomp8645 posted:

I'm really curious how the control options are going to shake out in the multiplayer. To my knowledge, basically every game out there that supports HOTAS are either single player games or games like Elite where there technically is PvP but it's not the focus of the game and not considered a balanced experience anyway.

Does anyone have experience with a PvP game that allows but does not require sticks/HOTAS? It seems to me like it would be just like the old M+KB vs Gamepad conundrum except I don't know which would be better. I just imagine that between a stick/HOTAS and a gamepad surely one must be better from a competitive perspective. Or is that not the case?

Infinity: Battlescape

To be honest in a lot of MP PVP dog fighters mouse and keyboard is the superior system, just that combo of thruster control of movement on the left hand and the mouse giving more precision around the central aiming area when you are leading a tiny target, a lot of people don't want to hear it but it tends to shake out that way.

I'm going to repeat it if you are on PC and are joensing after a VR SP space sim campaign and are not only sold on the Star Wars universe, get House of the Dying Sun it's only short and will fill that hole until this arrives.

jarlywarly fucked around with this message at 09:57 on Jun 19, 2020

jarlywarly
Aug 31, 2018
I just watched the gameplay video, there's no centre-point reticule for aiming? I read there was no lead indicator but no actual reticule at all? People are going to stick overlays on.

jarlywarly
Aug 31, 2018
Looking forward to killing all you HOTAS nerds with my Dell keyboard and cheap optical mouse.

jarlywarly
Aug 31, 2018

Munkaboo posted:

Hopefully HOTAS people can have their own server somehow

Seems unlikely that they would be able to control servers by control scheme on PC.

The problem is they probably have to support mouse/keyboard as that is the default controller that a PC has, but most implementations of mouse/keyboard flight controls that are direct control and not "virtual joysticks" are just better than joysticks or controllers, especially in games that allow circle strafing.

There's a similar balance issue with VR as well, are there going to be VR only servers because VR people will have some advantages (also some disadvantages as well) the cross play stuff and balance for MP in these kinds of games is always interesting to me.

jarlywarly
Aug 31, 2018

Isometric Bacon posted:

Oof. Just played this. Don't know what sort of PC you have, but to get it running at any sort of appreciable framerate I had to download an experimental DLL from their forum and run it in SteamVR at 70% resolution to the point things were so grainy I couldn't actually make out much. But the technical wizardry involved to hack a 20+ year old game to run in VR is pretty impressive..

All that pain getting it running appreciably and also getting my HOTAS to (kind of) work was awesome though for the couple of dogfights it (sort of) worked with. I'd really like to check back in once the issues are ironed out. Xwing in VR is pretty much my dream game.

House of the Dying Sun is basically X-Wing in VR in a modern engine.

jarlywarly
Aug 31, 2018

Corbeau posted:

General writing aside, I do have a serious problem with the new films when their technical departures from establish lore highlight the problems with the original lore. Don't call attention to illogical elements in your setting, there's no reason to do it and it'll snap part of your audience directly out of the film.


You can put a hyperdrive on something as small as a snubfighter. Now consider how cheap a snubfighter is (and a comparable missile would be even cheaper) compared to literally anything you're punching a snubfighter-shaped hole through.

Get an asteroid, put a freighter hyperdrive on it, aim it at a capital ship.

jarlywarly
Aug 31, 2018
Looks like virtual joystick and no gimballed weapons so mouse might not have the advantage too much.

jarlywarly
Aug 31, 2018
No "match speed"

jarlywarly
Aug 31, 2018

RFC2324 posted:

They really are something. Horn loving an otter(after Han got in a fistfight with its mother) is actually pretty tame in a galaxy of bug orgies and intergalactic cenobites

The System Mastery podcast has a side podcast called Expounded Universe where they go over the EU books in excruciating detail covering the craziness to be found with in.

jarlywarly
Aug 31, 2018

NZAmoeba posted:

I remember as a kid looking through the instruction manual for my XvT game, and seeing the screenshots of the multiplayer lobby, where I still remember someone saying in the chat "I only fly with fellow Rogues". This was long before we ever had the internet at home so all I could do was look at those screenshots and imagine how awesome and amazing it would be to play that game with other people, and forming squadrons that would play together regularly.

Now I've been on the internet for decades and know it's full of shitheads, but man, that initial sparkle of an dream I had was nice...

My 1st MP experience that wasn't with my mates on null modem cable was someone calling me up on my 28.8k modem to play Command and Conquer and rocket bike rushing my base.

jarlywarly
Aug 31, 2018
Also gouraud shading.

jarlywarly
Aug 31, 2018

Mide posted:

The first few days of multiplayer is the best time to watch people crash into everything and shoot like storm troopers.

MP game post release progression.

Day 1 - No-one knows how anything works and is playing it "for real" generally the most fun period.
Day 2 - The easiest thing to spam has been figured out and everyone is doing that.
Day 3 - The meta is now so weird that the gameplay bears no relation to how the developers envisaged it going.

jarlywarly
Aug 31, 2018
This game in VR owns. Voice Attack will be configured tomorrow. A wing for life.

jarlywarly
Aug 31, 2018
I having a terrible time trying to get HOTAS controls working for the SP campaign. Context button was according to instructions joy1 which was also fire, went to remap but the default is joy1 for both but if you try to map that you get told they can't be the same, tried to map context to joy10 but for some reason joy10 brings up the game menu even though its not mapped anywhere I can see.

This feels like the loving infuriating issues we had with joysticks in BF3/4.

jarlywarly
Aug 31, 2018
Anyone playing on an OG Vive with a 1080 or close performing setup? Just wondering what scaling percentages you are using.

jarlywarly
Aug 31, 2018

Grashnak posted:

Using the default controls you need to be at max throttle to continue boosting once you activate it but it definitely charges any time you have pips to engines.

Not in my A Wing in test mode.

Seriously boosting/drifting just seems really weird, inconsistent and I have no idea what is going on I'm inn test mode now, if I hold press and hold boost I don't drift even though that's the option I have selected, if I press and hold boost again I drift but boost is turned off and my engines kick in and I end up moving in my look direction.

jarlywarly
Aug 31, 2018

Lemon-Lime posted:

What stick deadzone are people setting the game to? With the new default of 10, I'm finding myself wildly over-correcting when trying to stay on someone's tail, which I swear wasn't happening before the patch.

The deadzone is just an option so your input doesn't jiggle around if your stick is worn and gives random input when centered.

Maybe adjust the sensitivity now.

jarlywarly
Aug 31, 2018

Nalin posted:

Use the "press to Boost / hold to Drift" combo button.
Set the boost mode to "Toggled".
Disable the "reduce throttle to cancel boost" option.

Now, you press the button to start and stop your boost. While boosting, you press and hold the boost button to stop boosting and drift. Simple and consistent.

So your momentum from boosting is meant to be carried in to the drift? I thought I would continue moving in a straight line in the boost direction and be able to rotate independent of it but it seems like midway through the drift I start travelling in my forward direction, even if my throttle is at 0.

jarlywarly
Aug 31, 2018
I'm having real trouble landing shots on target, I can chase, evade, hide, get behind etc no problems. I just can't land enough shots in the window I have to fire. I either over shoot the lead or can't get my reticle to catch up with them and as soon as I do they move I know I suck. But would I suck less with a better joystick then a t flight hotas X? Or am I just doing it wrong. Also any UK/EU goons playing this wanting to try and suck less together?

jarlywarly
Aug 31, 2018

Black Griffon posted:

Which engines do y'all gravitate to? I find myself going for max speed no matter what. Even with lower maneuverability I have enough to make it work, and speed is everything.

However, I mostly play A-wings and TIE standards, so I'm not sure what's the best options for bombers and support.

SLAM engine in the x wing is fun

jarlywarly
Aug 31, 2018
Everyone is doing bomber spam I can counter then a bit with rockets and ion cannons but the rest of my team doesn't

jarlywarly
Aug 31, 2018

hoiyes posted:

Yeah, according to testing posted on reddit by a goon the Awing rapid fire has worse dps than the regular gun and is probably bugged. The interceptor one does has slightly more dps than regular but maybe not enough to be worth the range tradeoff.

I'm using that rapid fire canon got a link to the analysis?

jarlywarly
Aug 31, 2018
My build is basically

A Wing

Rapid Canon.
Seeker Mines.
Barrage Rockets.
Seeker Warheads Countermeasures.
Dampener Hull.
Overloaded Shield.
Standard Engineer.

At the start I overcharge the shields to max then switch to engines then head to a hiding point, wait to see where they go then come in with no lock and try to get behind someone, after that it's just seat of the pants stuff and working out if its a bomber meme game or not or of they are trying out some other builds like 2 support ships.

Seeker mines are really useful. If someone gets in a turning battle with you where they just loop the loop (lots of interceptor pilots seems to do this) you can one shot them with a mine, I'll often play along with them in the loop then drop the mine. See also jousts if they start coming at you drop one and evade the joust a bit sometimes they'll fly by and get hit. You can also use it to block a bolt spot when being chased on the maps with more cover and if someone is turreting in a TIE Bomber you can drop one near them as you whizz past. I get a lot of kills with these guys.

Barrage rockets are good against bombers/support ships and also TIE pilots who fly too straight, you can also splash them off walls if people are playing the fly close to stuff game also useful for putting them off going for that resupply.

Dampener hull basically fixes the missile problem apart from dedicated missile builds or if like everyone has missiles on you, but then you have seeker countermeasures if someone gets one off on you and you can't evade with turns.

Overloaded shield seems good at the moment if you precharge it and balance, use your downtime to make sure you recharge stuff.

jarlywarly
Aug 31, 2018
It's a hard one, with 5v5 a premade team of 2-3 versus randoms will own but you add more people and I feel it would get too chaotic for skill to shine too many missiles etc. I feel like this kind of high skill cap game will end up losing casual players rapidly as getting owned has to be miserable. I really love proper dogfighting games though and this one has a great feel and I like the loadout system and its VR and a spacesim.

jarlywarly
Aug 31, 2018
If any EU guys want to squad up let me know. There didn't seem to be any EU guys in the discord.

jarlywarly
Aug 31, 2018

Some Goon posted:

I have more games than I'll ever play but I also have an underused Rift and HOTAS and used to like star wars. Should I buy this game?

gently caress yeah this game is what I was dreaming of when I got my Vive and my HOTAS.

jarlywarly
Aug 31, 2018

hoiyes posted:

Dockyards #1 followed by the asteroids and the debris (not Zavian Abyss) maps.

Weaving in that poo poo in an A-wing with its canopy in VR owns bones.

I only played the open map for the first time last night, and holy poo poo wtf. I thought people complaining about the open map were talking about Esselles.

Dockyards is perfect, it has weaving chase routes that a different whether you are flying through it "top" to "bottom" or "front" to "back" just enough straight routes so you know when you can get behind someone and they have to keep flying straight for a second or 2.

Oddly I have a good record on Yavin although we generally lose overall to TIE Bomber spam. I'll usually get splashed early then go on a mid game streak once I've figured out who to target.

jarlywarly
Aug 31, 2018

Isometric Bacon posted:

I really don't get some of the criticism floating around that this game is an arcadey / dumbed down tie-fighter / x-wing - I think people are remembering them with rose tinted glasses as some sort of depth simulation, when really they had a good mix between being accessible and having complex systems but still being fun to play..

Having played them recently, I am astonished at how well this includes all the core gameplay mechanics and almost all the little fiddly bits that people remember as being 'sim' like:

I mean it has targeting of subsystems, power management, shunting power between systems, range, shield direction management, missile launching, countermeasures, overcharging shields and lasers, higher speed turns at reduced speed etc, etc. All of these things are inexorably tied to being a 'good' pilot at the game.

Even better, this improves upon them by adding new mechanics, like the boost and drift systems and actually making the multiplayer competitive and moving it away from the continual 'spinning wheel of death' dogfights, by adding lots of cover to the maps and distinct objectives and match phases. It's also significantly faster paced, which feels fitting for both Star Wars and modern games.

Hell, even the campaign does things like the mission briefings and inspecting of freighters, and even adds Wing Commander esque conversations.

...Now if you say that what it has compared to those games is a lack of content - I'm totally with you. I don't see this as having the same staying power with me, as I typically have been finding myself replaying one of the older games every 5 or so years.

Yup this

jarlywarly
Aug 31, 2018

Vomitorium posted:

Yep, me too. I've actually bought it twice on each platform, refunded 3 times and ended up with the Origin copy and without stupid Razer software interfering, it runs perfectly. Swapping out T16000 for HOTAS coz yeah, now it works it's good enough to be worth the effort

There is a huge bug with VR (and other monitors) at +60hz the game just doesn't show all the frames and jitters all over the place

https://answers.ea.com/t5/Bug-Reports/Refresh-Rate-bug/m-p/9535372#M22

jarlywarly
Aug 31, 2018

Arcturas posted:

Folks, how can I be less bad at aiming? I always overshoot in turning battles and get grumpy at killcams showing my enemies with laser precision.

The quality of your controller matters

jarlywarly
Aug 31, 2018

WhiskeyWhiskers posted:

Dumbfire rockets are ridiculous. They're not any harder to target than laser cannons, so it's literally just a damage multiplier in dogfights.

They travel slower so they are not on the same same lead point as your laser cannons so you need to use them dead on, lead more or be close enough that it doesn't matter.

They do seem to have proximity and a good radius though. They are death for anyone jousting at you (if they are not in a TIE-BMB with rotary) or flying straight for a moment which are bad ways to fly and should be punished, however given how unbalanced the TIE Bomber is at the moment Rebels need something.

jarlywarly
Aug 31, 2018
Went on tonight, first time in a while, played as many dogfights as it takes my face and eyes to get tired of the janky VR this game has. Went avg of 10-1 kda was mad I just couldn't lose hit every thing.

jarlywarly
Aug 31, 2018

MadDogMike posted:

Well that's comforting, finally got my replacement stick (got a Thrustmaster HOTAS 4 since it was available in my price range and also will work for my PS4 apparently; still didn't get into Ace Combat 7 since I'm terrible with a controller flying it so might finally try that one again) and have been working with the campaign and having some learning pains. Feels like I'm struggling a bit to re-learn situational awareness and I was definitely a better shot back in my X-Wing/TIE Fighter days, need to remember how to lead better when firing (or possibly get younger again :)). Also learning having an actual throttle which I generally didn't use prior to this HOTAS setup, but feels like a hell of a lot better control once I get used to it. I definitely remember all the power switching quite well, though in the end I skipped my plan of hitting the ol' function keys to swap like the old days to the simpler using the hat switch to swap between the max engines/weapons/shields/balanced stuff. Certainly insanely immersive, part of my limit on play thus far is I'm getting sore arms from how tensely I am gripping the controls and frantically fighting when I'm in missions, though I think the positioning is ergonomic enough at least.

Anyway, once I trust my abilities with basic flight functions, any tips for a newbie once I try multiplayer? I expect to get blasted a lot starting out, but any suggestions on things I can do to actually contribute? Also, any general advice for dodging fire better from capital ships, doesn't feel like the ol' Wotan Weave works on approach unless I'm not doing it right anymore.

Have you jumped into the practise mode? You can spawn an AI squadron and duke it out 1v5 really helps for getting used to things.

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jarlywarly
Aug 31, 2018

Corbeau posted:

Dogfight is rough, though even when you're new it's possible to have moments of awesome. There's a lot of getting chain-murdered by 3-4 enemies shortly after you spawn, but every once in a while you get to do something that feels great. Like equipping dumbfire rockets and bouncing three TIEs chasing a teammate, smoking all three of them before they can turn around.

I can see how this could be addictive.

Trust me when you go on 12-0 killing speed in an A-Wing interceptor it's a total rush, also I gotta say my kills break down like this

Against TIE interceptors mostly prox mines knowing exactly when to drop these and getting a kill by baiting them into it is loving amazing.
Against TIEs mostly lasers/rockets, these seem just unfeasibly tough.
Against TIE Bombers mostly mine/rockets with lasers helping out.

Sometimes though you are just going to lose usually on Yavin against Imperials because your team will just go one by one into the blender of the 4-5 guys on the other team, generally I'll get 1 kill before I go down even circling the battle looking for a pickoff I'll get spotted and 4 missiles and rotary cannons is not escapable with no cover.

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