Star Wars: Squadrons

Star Wars: Squadrons Dev Tracker



Yesterday

Comment

Awesome. May the Force be with her. :)


07 Apr

Pilots,

The following are the server-side balancing changes we've made this week:

Starfighters & Components

Three key starfighters are getting rebalancing this week to provide a healthier meta at high and top tiers of play without negatively impacting the wider playerbase.

TIE defender

The TIE defender is a powerful starfighter when it comes to power management and reducing its energy pool too much risks invalidating what makes it unique, so for this balancing pass we’re making rapid power management a bit more costly without nerfing its stats too hard. Additionally, we’re reducing some of the ammo it has available, allowing it to still function in its intended role but while requiring additional support for longer engagements.

  • Increased boost activation cost by 15%
  • Decreased boost charge rate by 10%
  • Concussion mission ammo count reduced from 6 to 4
  • Ion missile ammo co...
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Comment
    EA_Joz on Forums - Thread - Direct

Hey there @hibnit32 Thank you for your feedback! I'll pass this on to the team🦾

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Comment

Originally posted by GoatHumper

I have a question hopefully Charlemagne/Tibermoon can answer: will there be any attempt to fix the 50 SR penalty on non-player-fault disconnects?

More generally: players that don't willingly disconnect from matches can still get hit by the 50 SR penalty, which is obviously unfair (and harsh, when grinding rank)... is there anything that can be done to fix this without outright removing the dodger penalty?

Specifically, I'm thinking of game crashes and server-side kicks as unfair sources of the leaver penalty. I'm still of two minds regarding leaver penalties being applied on network disconnects where neither party is at fault (the shit happens factor), but I'd be OK with that being left as-is.

Hopefully they read this and can offer up a response...

Unfortunately there's no way for the game to recognize the difference between "you hit ALT-F4" and "your ISP just exploded," so for this sort of thing our options are either have the leaver penalty or don't.

Based on the overall negative impact we saw on the community when we did not have the leaver penalty, current inclination is to leave it as is. It's not perfect, but seems to cause much more good than harm on balance.


02 Apr

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Beautiful. Well done, pilot!


01 Apr

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Oh, wow! That's awesome!


30 Mar


19 Mar

Comment

Originally posted by tibermoon

Further clarification: Although we don’t work on game updates outside of work hours, we DO spend our off hours as caped crusaders defending the city from evil. It’s actually the main reason Montreal has such a low crime rate. True story.

IAN! RULE 1! We don't talk about that! It's a secret!

Comment

Originally posted by EA_Charlemagne

Just to clear this up, I meant our spare time at work. So, between tasks and such. Not off-hours.

Further clarification: Although we don’t work on game updates outside of work hours, we DO spend our off hours as caped crusaders defending the city from evil. It’s actually the main reason Montreal has such a low crime rate. True story.

Comment

Originally posted by 7V3N

No, don't thank him! It's his spare time and I want that to be for him, and I want him to be paid for his work. We shouldn't encourage this toxic work-life balance that he's currently a victim of. We should argue that the dev company as a whole should have better management in place to handle these issues and the workflows for fixing them.

Edit: It's the vigilante debate. I'd love to have Batman keeping my city safe; but if we need Batman to keep us safe, our city is f**ked already.

Edit2: I misunderstood. See below comment from the man himself --

Just to clear this up, I meant our spare time at work. So, between tasks and such. Not off-hours.

Just to clear this up, I meant our spare time at work. So, between tasks and such. Not off-hours.

Comment

Originally posted by zuhs1

Yes, I really appreciate that they’re doing this out of pure passion for the game and the community. It’s wonderful but a bit sad that it has to be like this. I hope it isn’t a huge burden for them and that they feel it’s worth it. It must be hard essentially playing god to a gaming community and dealing with everything that that entails.

You’re doing amazing work Devs!

Not hard on us at all. I think some of us are just perfectionists, haha!


17 Mar


15 Mar

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Originally posted by RANDO_SQ

Thank you u/EA_Charlemagne is the update live now or will be by end of the day?

Live now.

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Originally posted by Gomez-16

How if costs are 160% of normal you cant use it to evade. What was the problem? You didnt have infinite boost ever.

Actually, some people did, haha! For the average player, this will have very little effect on general gameplay. Even high-skill players won't notice too much of an impact. It only affects super high-skill techniques that made players nearly impossible to hit at times and have almost infinite energy at their disposal. The "activation cost" is only at the moment the boost starts, not through the duration of it.

Comment

Originally posted by Gomez-16

Wasnt boosting like THE maneuver in this game? Why change it?

You can still boost and drift as you normally would, but you can't rapidly do so for extended periods of time anymore.

Pilots,

The following are the server-side balancing changes we've made this week:

Starfighters & Components

In our previous tuning, we tested out a tweak to the TIE defender to reduce the viability of rapidly boosting for certain techniques. This week, after much feedback from the community and data from games, we’re applying the same to all starfighters except the B-wing. We will monitor the effects of this change to see if further adjustments are needed.

We’ve also tweaked some components that deal with targeting and visibility to give more impact and importance to the timing of their use without decreasing their effectiveness in key moments.

  • A-/X-/U-/Y-wing and TIE fighter/bomber/interceptor/reaper boost activation cost increased by 60%
  • Increased Squadron Mask cooldown from 20 secs to 28 secs
  • Decreased Squadron Mask duration from 10 secs to 7 secs.
  • Targeting Beacons: Increased cooldown from...
Read more External link →

08 Mar

Comment
    EA_Mako on Forums - Thread - Direct
Hey @Pernil_82,

You would need to get a copy of the game for whichever platform you're playing on specifically, so I'm afraid just having it on PlayStation 4 for example would not automatically provide a copy for PC or Xbox.

Mako.png

03 Mar

Comment

Originally posted by Boardwithpedals

Continued support is appreciated, thank you! (Hope you enjoyed the Cal Cup)

I'm guessing we're more likely to see more balancing next week?

Yup, the Cal Cup was awesome. Not sure if my highlight was seeing B-wings in the field or the Finals going to game 5 with a NR victory. :)

We're looking at some further balance tweaks, yes, but no ETA to share right now.

Comment

Some context on this: Last week's changes resulted in a dramatic improvement in dogfight match quality (far fewer blowouts, better faction balance, etc) BUT came at the cost of making the avg matchmaking time for dogfight longer than we're happy with.

Today's changes move the "Quality vs Speed" slider back the other direction a few notches, but not as far back as it was 2+ weeks ago. We will observe and see if additional tweaks are needed.

Notes:

  • Ranked Fleet Battle matchmaking rules are now slightly more lenient at the 2 minute mark (i.e. slightly faster MM on avg)

  • Dogfight matchmaking rules are now significantly more lenient, starting at the 1 minute mark (i.e. avg MM time should now be faster than last week)

  • As always, choosing random faction for dogfight = faster matchmaking




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