So the first brand new training mission for Reimagined outside of the main four craft and the Advanced is the craft I've perhaps been the most radical with in my approach, so curious to see how well (or badly) it is received. Bear in mind that everything you see is still subject to change and does not represent my final decision on things. The mission itself is inserted into Battle 4, Mission 5, with the current Mission 5 now being relegated to Mission 6 instead, making Battle 4 now 6 missions long. I think this is also a good example of how the ISD is now an incredibly powerful ship compared to other capitals, essentially nuking the convoy by itself despite the presence of the FRG and 4 Corvettes, they can barely scratch its shields whilst its guns devastate them in return.
LOVE seeing the ISD let loose! P.S. Is there an engine limitation to how many shots the ISD can fire at once, because I'd love to see a sheet of destruction just pour out of that thing.
@@guitarfan01 We actually very recently broke this limitation, there was indeed a limit. However for balance (and performance) sake, while we can have a few more guns now, we can't have lots of them.
TIE Avenger goes from better Interceptor with shields, to an alpha striking monster with an added risk-reward to keep the punishment flowing. This seems perfect for those who like flying like an absolute mad lad.
Impressive, most impressive! My over-arching feedback is I really like how these recent changes makes each craft much more distinct and different to play. It'll also add some nice re-playability when in free mode to change craft. What's the kind of ability the team has in terms of modding the AI behaviour? I noticed most of those helper T/As got cut down very quickly, perhaps because the AI were flying them like a more heavily shielded craft than they now are?
AI behaviour is one of those tricky things we only have very limited control over. I can now at least give them far less of a penalty to speed when they redirect power to systems as they attack. Often times they move a lot slower than their maximum speeds allow. Attack behaviour, there is a 'Hit Evasion' threshold, so if ship receives X number of hits, it starts to take evasive action. For the T/A, its just two hits. The AI skill level also affects thinking speed and when the AI chooses to fire, where to aim etc, I have limited control of these aspects, but hard to play with. So yeah, the AI will just be dumb sometimes :D
Interesting how these changes really mess with the 30 years of mussle memory in these games. Ever since X-wing the best strategy has normally been to set the shields to 2/4 (or even less) and set the lasers to 3/4 or 4/4 once in combat and just top off the shield with laser power every once and awhile in the fight. Now it seems you will need to do a lot more power management and/or transferring power from the shields to the lasers.
The pilot in me (who wants to survive) feels sad that it seems nerfed. The gamer in me feels like it will be more interesting to fly. Might be a good balance.
What a super-fighter. Love the idea that you have a substantial improvement in all areas- but you are kind of tempted into riskier gameplay (speed and channeling shields to lasers) to get the best performance. A solid improvement, but begging for the gifted and those comfortable with risk to get the best results.
One other thought- I'd love for you to do the same with Rebel fighters. Some ideas: 1. Z-95 Headhunter - Basic, dependable. No frills. Sets the base-line like the TIE Fighter does for the Imperials. 2. X-Wing - Hull repair rate, relative to the level of damage (simulating an R2 unit). Greater speed differential with S-Foils closed or opened. This would represent the X-Wing as a dependable and autonomous craft, able to perform patrols and keep itself in good condition throughout tough engagements. 3. A-Wing - I would readily copy the changes you made to the TIE Interceptor here. Focus on speed and slashing attacks to get the best results. 4. Y-Wing - Similar to the TIE Bomber, greater firepower. R2 unit so we again get the repair rate to hopefully help us survive in combat engagements. 5. B-Wing - Just...I mean...far out...really tough and with an emphasis on countermeasures. Maybe even adding a jamming function? I'd take a turn debuff (maybe even a speed debuff) for the feeling that I'm flying the best damn bomber in the game.
All fighters in the game have had changes made to them, you can see the details on the Miro board I have which details all the individual stats (Though I've not updated it since early summer now) but its still mostly accurate to whats in the game now.
@@atempestrages5059 Look in the video description, there is a link. It may take a moment or two to load because its huge and if all you see is grey or just a grid line, then zoom out... a lot.
I love the TIE Advanced and have been loving what I've played so far of the project. I also like how the TIE Advanced is less...boxy than it originally appeared. I never liked the wing configuration and much prefer this although that combined with the cockpit shape does very much invoke a feeling of a proto-TIE Silencer. Was this intentional or just a happy accident? Where did the design come from?
Is there anyway possible to make this last special mission..... I know the Empire lost this battle. I would love to see the battle of Endor from a tie pilots point of view. I don't know how Marrik would live through this, but it would be neat to play him. Sorry if I butchered his name.
0:57: Correct, the A-Wings, T/As, and T/Ds in this game do fight like dancers. You know, the guidance officer should acknowledge that the TIE Avenger isn't the first TIE Advanced model for active service outside of Vader's x1; that'll be the implied x2 variant seen in X-Wing. I see, so the gimmick is a hybrid of the T/F and T/I. Also appreciate the quick recharge rates, saying this as a guy who'd rather keep shields on more than 100 percent. Is the inspection bit taking some shade on stuff like X-Wing's ToD1M2? These should be simulations, but how they're done sure feel like an actual battle in my perspective.
No intentional shade thrown no. They are simulations of the types of encounter you may be (and probably will be) expected to perform in later missions. The benefit here is if you die, you can keep going until mission completion.
Oh wow, until now I've always had my HOTAS filled up with targeting controls because I've always been a "set it and forget it" person for ELS. To fly the T/A, I'm going to need to have all the energy management close to hand. I love that the laser charge indicators are actually showing exactly how many shots you have as well. Can the lasers be unlinked, or are they always quad-linked?
To quote Harry S. Plinkett "Its different, and I don't like things that are different." I get that this less of the bastard child between the T/I and the T/D, and instead its got more of a USS Defiant feel to it, being over gunned and over engined for a fighter of its size. Not being able to just keep blasting lasers until a Y-wing/B-wing is down is way more triggering then I thought it would be, and the severely weakened shields also make me sad. I did see the T/D tutorial, so its clear that you wanted the T/A to still be able to have SOME sort of an edge over the T/D while keeping the theme of TIE Fighter fragility on scope. I get it, but I don't like it, admittedly and low key hoping that a 2nd TIE Advanced is added that has a similar feel to the classic one, but understandable if that's not going to be a thing. Still upset by this :(
Don't knock it until you try it! I'm don't even consider myself a great pilot (you can see I sometimes have difficulty fine aiming, but that's just my joystick), but it is possible to kill either a Y or B-Wing in a single volley pass if all your hits land at high speed. It is the most radical departure of all the fighters in terms of what it does, but most feedback from testing has been quite positive. It also took the most effort and fine tuning to get the right balance because before it was kinda all over the place. Feel free to give it a try yourself by downloading the Rebalance and giving further feedback :)
One other thing to mention, whilst I can't offer a 2nd TIE Advanced, its very easy to simply cancel out all these changes. Simply open the craft INI file, and remove all the extra code added for weapons, stats, energy and so forth. Then it reverts to default behaviour.
So the first brand new training mission for Reimagined outside of the main four craft and the Advanced is the craft I've perhaps been the most radical with in my approach, so curious to see how well (or badly) it is received. Bear in mind that everything you see is still subject to change and does not represent my final decision on things. The mission itself is inserted into Battle 4, Mission 5, with the current Mission 5 now being relegated to Mission 6 instead, making Battle 4 now 6 missions long.
I think this is also a good example of how the ISD is now an incredibly powerful ship compared to other capitals, essentially nuking the convoy by itself despite the presence of the FRG and 4 Corvettes, they can barely scratch its shields whilst its guns devastate them in return.
LOVE seeing the ISD let loose!
P.S. Is there an engine limitation to how many shots the ISD can fire at once, because I'd love to see a sheet of destruction just pour out of that thing.
@@guitarfan01 We actually very recently broke this limitation, there was indeed a limit. However for balance (and performance) sake, while we can have a few more guns now, we can't have lots of them.
TIE Avenger goes from better Interceptor with shields, to an alpha striking monster with an added risk-reward to keep the punishment flowing. This seems perfect for those who like flying like an absolute mad lad.
0:17 [NARRATOR] Grand Admiral Zaarin came to regret this later on.
Haha all is problems would not be here and he would have taken over the empire if he didn’t promote “That guy”
Impressive, most impressive! My over-arching feedback is I really like how these recent changes makes each craft much more distinct and different to play. It'll also add some nice re-playability when in free mode to change craft. What's the kind of ability the team has in terms of modding the AI behaviour? I noticed most of those helper T/As got cut down very quickly, perhaps because the AI were flying them like a more heavily shielded craft than they now are?
AI behaviour is one of those tricky things we only have very limited control over. I can now at least give them far less of a penalty to speed when they redirect power to systems as they attack. Often times they move a lot slower than their maximum speeds allow. Attack behaviour, there is a 'Hit Evasion' threshold, so if ship receives X number of hits, it starts to take evasive action. For the T/A, its just two hits. The AI skill level also affects thinking speed and when the AI chooses to fire, where to aim etc, I have limited control of these aspects, but hard to play with. So yeah, the AI will just be dumb sometimes :D
The Emperor is pleased with your progress Grand Admiral Angel.
A seamless fit with the beloved original voice work. The tremendous efforts of this project are very much appreciated.
Quad rapid fire, oh my
Interesting how these changes really mess with the 30 years of mussle memory in these games. Ever since X-wing the best strategy has normally been to set the shields to 2/4 (or even less) and set the lasers to 3/4 or 4/4 once in combat and just top off the shield with laser power every once and awhile in the fight. Now it seems you will need to do a lot more power management and/or transferring power from the shields to the lasers.
[Imperial March intensifies]
The pilot in me (who wants to survive) feels sad that it seems nerfed. The gamer in me feels like it will be more interesting to fly. Might be a good balance.
What a super-fighter. Love the idea that you have a substantial improvement in all areas- but you are kind of tempted into riskier gameplay (speed and channeling shields to lasers) to get the best performance.
A solid improvement, but begging for the gifted and those comfortable with risk to get the best results.
When a game from the OT has more space battles than the ST, you know Disney SW fucked up.
One other thought- I'd love for you to do the same with Rebel fighters. Some ideas:
1. Z-95 Headhunter - Basic, dependable. No frills. Sets the base-line like the TIE Fighter does for the Imperials.
2. X-Wing - Hull repair rate, relative to the level of damage (simulating an R2 unit). Greater speed differential with S-Foils closed or opened. This would represent the X-Wing as a dependable and autonomous craft, able to perform patrols and keep itself in good condition throughout tough engagements.
3. A-Wing - I would readily copy the changes you made to the TIE Interceptor here. Focus on speed and slashing attacks to get the best results.
4. Y-Wing - Similar to the TIE Bomber, greater firepower. R2 unit so we again get the repair rate to hopefully help us survive in combat engagements.
5. B-Wing - Just...I mean...far out...really tough and with an emphasis on countermeasures. Maybe even adding a jamming function? I'd take a turn debuff (maybe even a speed debuff) for the feeling that I'm flying the best damn bomber in the game.
6. Naboo Starfighter, which is immune to all damage (including collision damage) if the rate of roll is greater than 360* / second.
All fighters in the game have had changes made to them, you can see the details on the Miro board I have which details all the individual stats (Though I've not updated it since early summer now) but its still mostly accurate to whats in the game now.
@@ange1ukNot sure what a Miro board is, could you direct me?
@@atempestrages5059 Look in the video description, there is a link. It may take a moment or two to load because its huge and if all you see is grey or just a grid line, then zoom out... a lot.
I love the TIE Advanced and have been loving what I've played so far of the project.
I also like how the TIE Advanced is less...boxy than it originally appeared. I never liked the wing configuration and much prefer this although that combined with the cockpit shape does very much invoke a feeling of a proto-TIE Silencer. Was this intentional or just a happy accident? Where did the design come from?
DTM is the designer of both the model and the cockpit but I'm not sure what his inspirations were.
Is there anyway possible to make this last special mission..... I know the Empire lost this battle. I would love to see the battle of Endor from a tie pilots point of view. I don't know how Marrik would live through this, but it would be neat to play him. Sorry if I butchered his name.
0:57: Correct, the A-Wings, T/As, and T/Ds in this game do fight like dancers.
You know, the guidance officer should acknowledge that the TIE Avenger isn't the first TIE Advanced model for active service outside of Vader's x1; that'll be the implied x2 variant seen in X-Wing.
I see, so the gimmick is a hybrid of the T/F and T/I. Also appreciate the quick recharge rates, saying this as a guy who'd rather keep shields on more than 100 percent.
Is the inspection bit taking some shade on stuff like X-Wing's ToD1M2?
These should be simulations, but how they're done sure feel like an actual battle in my perspective.
No intentional shade thrown no.
They are simulations of the types of encounter you may be (and probably will be) expected to perform in later missions. The benefit here is if you die, you can keep going until mission completion.
Oh wow, until now I've always had my HOTAS filled up with targeting controls because I've always been a "set it and forget it" person for ELS. To fly the T/A, I'm going to need to have all the energy management close to hand. I love that the laser charge indicators are actually showing exactly how many shots you have as well. Can the lasers be unlinked, or are they always quad-linked?
Nope, you are permanently locked to quad fire. If I let you fire in single fire, you'd be firing the equivalent of 22.5 shots per second :D
@@ange1uk LOL that would be a bit much.
Could engine noise be more regular? Volume/pitch looping is really noticable.
To quote Harry S. Plinkett "Its different, and I don't like things that are different."
I get that this less of the bastard child between the T/I and the T/D, and instead its got more of a USS Defiant feel to it, being over gunned and over engined for a fighter of its size.
Not being able to just keep blasting lasers until a Y-wing/B-wing is down is way more triggering then I thought it would be, and the severely weakened shields also make me sad.
I did see the T/D tutorial, so its clear that you wanted the T/A to still be able to have SOME sort of an edge over the T/D while keeping the theme of TIE Fighter fragility on scope.
I get it, but I don't like it, admittedly and low key hoping that a 2nd TIE Advanced is added that has a similar feel to the classic one, but understandable if that's not going to be a thing. Still upset by this :(
Don't knock it until you try it! I'm don't even consider myself a great pilot (you can see I sometimes have difficulty fine aiming, but that's just my joystick), but it is possible to kill either a Y or B-Wing in a single volley pass if all your hits land at high speed.
It is the most radical departure of all the fighters in terms of what it does, but most feedback from testing has been quite positive. It also took the most effort and fine tuning to get the right balance because before it was kinda all over the place. Feel free to give it a try yourself by downloading the Rebalance and giving further feedback :)
One other thing to mention, whilst I can't offer a 2nd TIE Advanced, its very easy to simply cancel out all these changes. Simply open the craft INI file, and remove all the extra code added for weapons, stats, energy and so forth. Then it reverts to default behaviour.
@@ange1uk This engineerable work around is acceptable. But I will certainly make an earnest effort to try the new one first.