This one is probably the closest to the original in its overall structure of the 1.3.4 version, just better fleshed out and with a much larger and organised fleet engagement. I see the fleet battle as a nice final reward to the player, have a relatively easy time smashing stuff up and enjoying the spectacle of the ISD and MC80 exchanging fire with each other over massive distances. One of the big changes here is my new approach to minefields. I'm looking forward to your feedback on it 😅 Also, just to point out how powerful a Battleship grade cannon is vs you, a heavily shielded fighter. At around 21:36, I take a bolt to the face and I had 92% shields and 100% hull. I'm dead. Good thing those guns have poor accuracy overall, just don't fly too close or right at them 🙂 These new tutorials are intended to both give a far more comprehensive tutorial on how to play XWA and TFTC for those who are unfamiliar with the games, as well as teaching the existing XWAU/TFTC veterans the new mechanics and gameplay that I've introduced into TFTC Reimagined. Bear in mind this is only for TFTC Reimagined. TFTC Classic will remain unaffected by these changes. Also bear in mind that things are still in development and things are subject to change still. Comments and feedback welcome and remember you can come test these yourselves if you join our Discord, the Rebalance alpha is open for public testing still.
Gotta miss that Squadrons fleet composition though. Can agree that not all mines should be shielded, and even then, the shielded ones shouldn't be quite common. See you in the next one! Apologies for imitating, LPhoenix, in case you're reading this.
Its nice to see that starships are the main weapon of war here, rather then starfighters being the gods of death that they are frequently portrayed as. The battleship round you took to the face was a nice touch. As if saying. "Guys, pay attention to what your doing. BB rounds don't play favourites." All in all, very nice work.
It's nice to see what a actual turbo blast can do to your ship. In legends these weapons were described like this, inaccurate as hell, but if you got one, you are dead. The mines thing, I don't know how I feel about them, they seem to be a bit strong for a disposable defense. But as always, great work.
The feature of the ISD being able to engage from long range though with inaccurate fire that doesn't really impact the battle both grounds the reasoning for the range standoff but keeps the battle interesting, easily one of the best atmospheric additions.
I do like the Gunboat, the trick is to keep the lasers at full charge, and the shields at zero while shunting energy to the shields periodically. Ideally you want to rely on speed over shields, luckily these shields and hull are the tankiest, so it's fairly easy to use this tactic. Once beam weapons were added to the Empires arsenal, these craft could down right outrun the Average A-Wing pilot, the XG1's maneuverability being the sole remaining disadvantage. It is the by far the hardest ship to really master, but it can be as lethal as any craft in the hands of an ace.
Very nice. Bit of constructive criticism: Found all the laser sounds a bit much. Needs toning down a bit imo. Does every laser fired from every vessel have the same volume?
@@bogie170 volume drops off at distance and each weapon has a volume value. However all weapons will fire a sound pretty much. I do want to find ways to vary the pitch randomly if possible. Sound effects overall need some work anyway.
Ah, the Cygnus Spaceworks Xg-1 Starwing Assault Gunboat. Should have rendered TIE Bombers redundant and obsolete because of their similar roles, but with noticeable improvements. The minefield nodes are new, but I wonder if a select number of mines can be reactivated independently as an occasional last resort. Darn, the mines have become beefy and trigger-happy. 11:07: Yay, LPhoenix maneuver! 12:56: I don't know, the Lancers in XWA felt more easier to fight compared to X-Wing's Nebulon-Bs. Welp, solo'ing the entire Rebel fleet is out of the question. I noticed these: - One of the Rebel corvettes is named Fulcrum. Rebels series reference? - CRS Liberty and FRG Redemption are here. They'll fight on to Endor, so this is a clue that this sim isn't based on real events. - Are CRV Melo and CRL Kale Death Note and Dragon Ball Super references respectively? Mother of Glob, how are there more than 50 B-Wings?! You didn't show off the debriefing's shortcuts. Edit: I just realized one missing thing: what's the Gunboat's gimmick?
I guess you could say the Gunboats 'Gimmick' is only it can link its Ions and Lasers together as the Defender won't be able to do this. Overall the Gunboat got a buff in most aspects to make it less of a slog to fly. Fulcrum, yes a nod to Rebels. Melo and Kale are random names I picked out, no reference in this case. Liberty and Redemption are famous Rebel ship names, so picked those as recognisable names the Empire wants to have pilots enjoy destroying. I ended the recording and forgot to scroll down. Its largely the same as the Bomber shortcut list.
I love the way the GUN can cripple an AW in one blow... tho I'm honestly not too crazy about the new mine system. they're too similar to gunnary platforms imo. I think that something like those platforms are better controlled by a satellite than mines. Mines imo should always be single shot and 1hp space objects. Having them as "mini-gun platforms" kinda defeats the purpose of the gun platforms already in the game. That's just my input. Majority always rules.
Gun platforms are far more deadly than mines as far as firepower goes. An individual mine cannot outpace the shield regen of the Gunboat, rather its more a critical mass of them. Mines are deterrants, you're not meant to go inside them (because you die). The control node has given me some interesting gameplay (to my eye) to do, as I have done with B1M6 with the 3rd option to deal with the mines using the control nodes which ends up with you taking control of the minefield and using it against the Rebels (This is a hidden bonus option a player can accidentally discover). I think at the moment the mines are just a tad OP that's all in their tankiness.
@@ange1uk I still think that a control sat would make more sense to a gun platform than mines. Besides, wouldn't this mean that the emergency mine laying in B1M6 by the transports has to wait until a sat is deployed? Maybe the sat is deployed first? Still, the bulkiness of the mines gets me, and sats would be better for gun plats imo. At the least the mines should instantly detonate rather than have a lengthy breakup. still imo
@@trixielulamoon757 I will probably nerf the mines tankiness for sure, its the most common issue raised with them and atm they're just a bit too hard to take out individually.
Offt, that was intense for a training mission! Those mines are also pretty brutal, I'm not really looking forward to the mine clearing mission in the T/I! 🤣 One observation on the speed, it rates the GUN at 95, but I didn't see it going faster than 88 when power was balanced, I take it's not set in stone yet the final number? Other observations, I like how dangerous it is now trying to take on big capital ships with laser attacks, though I'd maybe suggest a bit of a damage tone down of the turbolasers, as even X-Wing shields took several hits of the Death Star's turbos in a New Hope. If only to give the player a bit more time to tell them to get out of dodge and this isn’t worth it. Both movies and games are a bit inconsistent on the effectiveness of turbos on fighters, other games would have laser cannon ships such as the Lancer as a fighter deathtrap, so I understand it’s trying to get a balance of the two, in addition to making it “reasonable” from a gameplay standpoint of both peril, but fair chance for a player to succeed. Was also realistic, but brutal, that your friendly capital ships could likewise cut you to pieces with their turbos. If possible, I’d maybe see on easy difficulty if capital ship friendly fire could get switched off, to give both a bit more casual experience for players wanting more the story, or those learning who want to build on their skills first, before increasing the danger.
@@KiltedCritic there is no friendly fire in this game per se, a ship firing on a specific target will usually clip through you if you are not the target. That one moment where I was killed by what seemed to be the Implacable was the result of explosion splash damage because it got the kill on the cruiser. Mines will probably be nerfed a bit Easy and Hard have yet to have anything done to them as I haven't yet decided what to do with them. Capital ship firepower will be adjusted here and there but can also be done on a per mission basis. I can make them as powerful or weak as I want on any given mission. Will have to check the GUN speed, should be 95, Ty.
@@ange1uk Ah, that's great so many things can now be adjusted on a per mission basis rather than global, wasn't aware. That should help matters significantly then when certain missions just need a bit of fine tuning, rather than having to worry about how changes affect the balance of the whole campaign! Amazing how much you can all make of a 25 year old game and it's engine!
Those Death Star turbolasers weren't anti-capital ship cannons, though; they were probably like the 5 inch dual purpose secondary battery guns on WW2 battleships - unlikely to hit aircraft / snubfighters, but would completely splat one if they hit, but very good to use on smaller surface / space combatants, like a ww2 destroyer or Star Wars corvette. Lancer frigate lasers are the same kind of quad-lasers the Millennium Falcon has - quite effective on fighter craft, pretty much useless against something the size of a Star Destroyer (except in original XWA lol)
Hey there Angel. Again you are doing awesome work making this game look like it just came out, meanwhile it's actually a 31 year old game. Just wondering with the new cut scenes of the training pods are playable yet? Also are the new training missions available as well?
You can play this now by downloading the 0.0.9 Rebalance from Discord, though that version is a bit older than the version displayed here. 0.1.0 is coming soon.
The mines are probably edging on being on the OP side as far as tankiness goes, they should be a bit easier to kill. But the main mechanic is more encouraging you to destroy the control nodes to deal with them more effectively.
As long as every minefield will have control satelite connected, I'm fine. But shields feel op anyway. It's supposed to be small, cheap area denail platform.
Hello, these missions are not available from the regular 1.3.4 install from ModDB, this is only available from our Discord server as I wish to encourage feedback from playtesting. The links are in the video description to join our Discord then you can download the latest version which I just published which is v0.1.0 :)
@@ange1uk thanks for responding. I have installed 1.3.4 and then the rebalance 0.1...Im just not seeing the screen to select the new training missions...not sure what I did wrong or what to look for...
@@Trompunitalphapropan Hi, please ask these questions in the Discord server, it's much easier to help you there and you can post screenshots. The training missions are part of the main campaign, you can only play them in the simulator once you unlock them.
This one is probably the closest to the original in its overall structure of the 1.3.4 version, just better fleshed out and with a much larger and organised fleet engagement. I see the fleet battle as a nice final reward to the player, have a relatively easy time smashing stuff up and enjoying the spectacle of the ISD and MC80 exchanging fire with each other over massive distances.
One of the big changes here is my new approach to minefields. I'm looking forward to your feedback on it 😅
Also, just to point out how powerful a Battleship grade cannon is vs you, a heavily shielded fighter. At around 21:36, I take a bolt to the face and I had 92% shields and 100% hull. I'm dead. Good thing those guns have poor accuracy overall, just don't fly too close or right at them 🙂
These new tutorials are intended to both give a far more comprehensive tutorial on how to play XWA and TFTC for those who are unfamiliar with the games, as well as teaching the existing XWAU/TFTC veterans the new mechanics and gameplay that I've introduced into TFTC Reimagined. Bear in mind this is only for TFTC Reimagined. TFTC Classic will remain unaffected by these changes. Also bear in mind that things are still in development and things are subject to change still. Comments and feedback welcome and remember you can come test these yourselves if you join our Discord, the Rebalance alpha is open for public testing still.
Gotta miss that Squadrons fleet composition though.
Can agree that not all mines should be shielded, and even then, the shielded ones shouldn't be quite common.
See you in the next one! Apologies for imitating, LPhoenix, in case you're reading this.
Its nice to see that starships are the main weapon of war here, rather then starfighters being the gods of death that they are frequently portrayed as.
The battleship round you took to the face was a nice touch. As if saying. "Guys, pay attention to what your doing. BB rounds don't play favourites."
All in all, very nice work.
It's nice to see what a actual turbo blast can do to your ship. In legends these weapons were described like this, inaccurate as hell, but if you got one, you are dead. The mines thing, I don't know how I feel about them, they seem to be a bit strong for a disposable defense. But as always, great work.
23:22 Friendly fire, killed by ISDII Implacable. Ouch!
23:30 "Eneym" fleet destroyed.
I feel the need to quote Krennic. "It's beautiful!"
love the ion effect in HUD tactical display
looks so clean
My god the battles are intense and those explosion are amazing
Gunboat is still solid, fantastic. Those mines are terrifying, even with the control node exploit. The Stool Pigeon mission is going to make me cry
Wow. this was something else. Fine work Angel!
The feature of the ISD being able to engage from long range though with inaccurate fire that doesn't really impact the battle both grounds the reasoning for the range standoff but keeps the battle interesting, easily one of the best atmospheric additions.
is this the actual gameplay Angel ? I love the debarking with the Stormtrooper on the gantry and the cockpit looks marvellous. Well done
@@ooklathemok yup, all gameplay footage.
I have tried everything to get this to work. It's one of my favorite games ever made.
@@tylerbukus1458 if you are having difficulties, join our discord, community will be glad to help try to resolve your issues.🙂
I do like the Gunboat, the trick is to keep the lasers at full charge, and the shields at zero while shunting energy to the shields periodically. Ideally you want to rely on speed over shields, luckily these shields and hull are the tankiest, so it's fairly easy to use this tactic. Once beam weapons were added to the Empires arsenal, these craft could down right outrun the Average A-Wing pilot, the XG1's maneuverability being the sole remaining disadvantage. It is the by far the hardest ship to really master, but it can be as lethal as any craft in the hands of an ace.
This came out nice.
Very nice. Bit of constructive criticism: Found all the laser sounds a bit much. Needs toning down a bit imo. Does every laser fired from every vessel have the same volume?
@@bogie170 volume drops off at distance and each weapon has a volume value. However all weapons will fire a sound pretty much. I do want to find ways to vary the pitch randomly if possible. Sound effects overall need some work anyway.
Ah, the Cygnus Spaceworks Xg-1 Starwing Assault Gunboat. Should have rendered TIE Bombers redundant and obsolete because of their similar roles, but with noticeable improvements.
The minefield nodes are new, but I wonder if a select number of mines can be reactivated independently as an occasional last resort.
Darn, the mines have become beefy and trigger-happy.
11:07: Yay, LPhoenix maneuver!
12:56: I don't know, the Lancers in XWA felt more easier to fight compared to X-Wing's Nebulon-Bs.
Welp, solo'ing the entire Rebel fleet is out of the question.
I noticed these:
- One of the Rebel corvettes is named Fulcrum. Rebels series reference?
- CRS Liberty and FRG Redemption are here. They'll fight on to Endor, so this is a clue that this sim isn't based on real events.
- Are CRV Melo and CRL Kale Death Note and Dragon Ball Super references respectively?
Mother of Glob, how are there more than 50 B-Wings?!
You didn't show off the debriefing's shortcuts.
Edit: I just realized one missing thing: what's the Gunboat's gimmick?
I guess you could say the Gunboats 'Gimmick' is only it can link its Ions and Lasers together as the Defender won't be able to do this. Overall the Gunboat got a buff in most aspects to make it less of a slog to fly.
Fulcrum, yes a nod to Rebels.
Melo and Kale are random names I picked out, no reference in this case.
Liberty and Redemption are famous Rebel ship names, so picked those as recognisable names the Empire wants to have pilots enjoy destroying.
I ended the recording and forgot to scroll down. Its largely the same as the Bomber shortcut list.
@@ange1uk Huh, curiouser and curiouser.
Noted.
I see.
I love the way the GUN can cripple an AW in one blow... tho I'm honestly not too crazy about the new mine system. they're too similar to gunnary platforms imo. I think that something like those platforms are better controlled by a satellite than mines. Mines imo should always be single shot and 1hp space objects. Having them as "mini-gun platforms" kinda defeats the purpose of the gun platforms already in the game. That's just my input. Majority always rules.
Gun platforms are far more deadly than mines as far as firepower goes. An individual mine cannot outpace the shield regen of the Gunboat, rather its more a critical mass of them. Mines are deterrants, you're not meant to go inside them (because you die). The control node has given me some interesting gameplay (to my eye) to do, as I have done with B1M6 with the 3rd option to deal with the mines using the control nodes which ends up with you taking control of the minefield and using it against the Rebels (This is a hidden bonus option a player can accidentally discover). I think at the moment the mines are just a tad OP that's all in their tankiness.
@@ange1uk I still think that a control sat would make more sense to a gun platform than mines. Besides, wouldn't this mean that the emergency mine laying in B1M6 by the transports has to wait until a sat is deployed? Maybe the sat is deployed first? Still, the bulkiness of the mines gets me, and sats would be better for gun plats imo. At the least the mines should instantly detonate rather than have a lengthy breakup. still imo
@@trixielulamoon757 I will probably nerf the mines tankiness for sure, its the most common issue raised with them and atm they're just a bit too hard to take out individually.
Mu 1? "This is Assault Gunboat Group Rho here to take over for you sorry Mu Squadron pukes."
Offt, that was intense for a training mission! Those mines are also pretty brutal, I'm not really looking forward to the mine clearing mission in the T/I! 🤣
One observation on the speed, it rates the GUN at 95, but I didn't see it going faster than 88 when power was balanced, I take it's not set in stone yet the final number?
Other observations, I like how dangerous it is now trying to take on big capital ships with laser attacks, though I'd maybe suggest a bit of a damage tone down of the turbolasers, as even X-Wing shields took several hits of the Death Star's turbos in a New Hope. If only to give the player a bit more time to tell them to get out of dodge and this isn’t worth it. Both movies and games are a bit inconsistent on the effectiveness of turbos on fighters, other games would have laser cannon ships such as the Lancer as a fighter deathtrap, so I understand it’s trying to get a balance of the two, in addition to making it “reasonable” from a gameplay standpoint of both peril, but fair chance for a player to succeed.
Was also realistic, but brutal, that your friendly capital ships could likewise cut you to pieces with their turbos. If possible, I’d maybe see on easy difficulty if capital ship friendly fire could get switched off, to give both a bit more casual experience for players wanting more the story, or those learning who want to build on their skills first, before increasing the danger.
@@KiltedCritic there is no friendly fire in this game per se, a ship firing on a specific target will usually clip through you if you are not the target. That one moment where I was killed by what seemed to be the Implacable was the result of explosion splash damage because it got the kill on the cruiser.
Mines will probably be nerfed a bit
Easy and Hard have yet to have anything done to them as I haven't yet decided what to do with them.
Capital ship firepower will be adjusted here and there but can also be done on a per mission basis. I can make them as powerful or weak as I want on any given mission.
Will have to check the GUN speed, should be 95, Ty.
@@ange1uk Ah, that's great so many things can now be adjusted on a per mission basis rather than global, wasn't aware. That should help matters significantly then when certain missions just need a bit of fine tuning, rather than having to worry about how changes affect the balance of the whole campaign! Amazing how much you can all make of a 25 year old game and it's engine!
@@KiltedCritic yup per mission balancing makes my life a lot easier thankfully in the fine tuning department!
20:05 is another example of a Battleship grade hit, took hull damage and a big hit to shields, so it is survivable once at least :D
Those Death Star turbolasers weren't anti-capital ship cannons, though; they were probably like the 5 inch dual purpose secondary battery guns on WW2 battleships - unlikely to hit aircraft / snubfighters, but would completely splat one if they hit, but very good to use on smaller surface / space combatants, like a ww2 destroyer or Star Wars corvette. Lancer frigate lasers are the same kind of quad-lasers the Millennium Falcon has - quite effective on fighter craft, pretty much useless against something the size of a Star Destroyer (except in original XWA lol)
Hey there Angel. Again you are doing awesome work making this game look like it just came out, meanwhile it's actually a 31 year old game. Just wondering with the new cut scenes of the training pods are playable yet? Also are the new training missions available as well?
You can play this now by downloading the 0.0.9 Rebalance from Discord, though that version is a bit older than the version displayed here. 0.1.0 is coming soon.
Replace ISD in front of Implacable with HMS and you've got a WWII Aircraft Carrier instead of an ISD XD
Will those mines be always shielded? With such rapid fire I can't even imagine tackling them in T/I.
The mines are probably edging on being on the OP side as far as tankiness goes, they should be a bit easier to kill. But the main mechanic is more encouraging you to destroy the control nodes to deal with them more effectively.
As long as every minefield will have control satelite connected, I'm fine. But shields feel op anyway. It's supposed to be small, cheap area denail platform.
@@antonisauren8998 Yes, all minefields (and I don't intend to use them very often) will have the control node mechanic.
When compared with TIE's cockpits, I think the cockpit of the assault gunboat is not good enough, will it be further modified ?
There are no plans to update the Gunboat cockpit at this time. Its years old true, but most of the graphical side of things comes from XWAU not TFTC.
Did you end up keeping type C mines?
They are in the game still but are unused currently.
Ive installed everything but I don't see how to get these new training missions...any idea?
Hello, these missions are not available from the regular 1.3.4 install from ModDB, this is only available from our Discord server as I wish to encourage feedback from playtesting. The links are in the video description to join our Discord then you can download the latest version which I just published which is v0.1.0 :)
@@ange1uk thanks for responding. I have installed 1.3.4 and then the rebalance 0.1...Im just not seeing the screen to select the new training missions...not sure what I did wrong or what to look for...
@@Trompunitalphapropan Hi, please ask these questions in the Discord server, it's much easier to help you there and you can post screenshots. The training missions are part of the main campaign, you can only play them in the simulator once you unlock them.