Star Wars: Squadrons

Star Wars: Squadrons Dev Tracker




17 Feb

Comment

Quick Clarification: These balance updates are done via the backend rather than a "patch," which means that they only apply online. So you'll see them in a dogfight or PVP fleet battle, but if you try practice mode or solo fleet battles you won't see the change.

Pilots,

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

Starfighters & Components

We’ve taken our first pass on both the B-wing and the TIE defender in this balancing update. In the event we’ve over- or undertuned certain aspects of each starfighter, we’ll make further tweaks in the coming weeks.

The B-wing was struggling to get to objectives, so we’ve increased its mobility to be closer to the other starfighters while flying directly at a target. You’ll see some large percentage changes below because of that. B-wings will be able to boost more frequently but the boost charge will deplete faster when power to engines isn’t maxed out.

  • Increased boost charge rate by 100%
  • Increased boost loss rate by 500%
    • Boost loss rate now 50% higher than other starfighters
  • Increased boost activation cost by 100%
  • Decreased maneuverability penalty ...
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15 Feb


13 Feb

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Originally posted by Daemunx1

That “data” might be a month old. Every day I play I see more competant defender pilots and with all the youtube videos on how to take advantage of them the use of the ship is only going to increase.

Fear not, our telemetry is always available up through the previous day, and we check it regularly. :)

Don’t get me wrong, the defender is gradually gaining more of an edge in survivability (a bit at mid tiers, more so at high tiers) as more pilots figure out how to squeeze max performance out of it, and I’m not saying we’re going to ignore that. It’s just not priority one.

Top priority for us is faction-to-faction balance and any skill-agnostic balance issues. At the moment we’re seeing a New Republic edge in both modes (only a tiny one at high skill tiers, largely thanks to the defender, but a bit bigger at low tiers).

Once we’re confident things are back to ~50/50 across all skill levels then I’d like to look at tweaks to more skill-level-specific problems, like making the B-wing more viable at higher skill levels (currently telemetry shows it being quite good at low tiers, but losing value at mid and mostly gone by high) and/or making t...

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Comment

Originally posted by [deleted]

[deleted]

Yeah. From the onset, we've been clear that this isn't a live service. We've actually supported the game a fair bit longer than expected, too, haha! At some point, the team has to move on to the next projects that are waiting for them and that point has now arrived.


12 Feb

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Originally posted by Heresy321

Thanks for the heads up, any idea when we should expect these balance changes?

First one already went live!

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Originally posted by elpokitolama

It feels weird to see the A-Wing now requiring more skilled power management with a value tweaked to match the Tie Defender's... While that one has the easiest power management in the game, by a massive margin. Can we expect a nerf for it in the comming days/weeks?

Yes! We're taking it week-by-week so we don't over nerf/buff anything. We're going to watch how the A-wing changes we did this week impact things and then base our next tuning change on it.

Pilots,

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

Starfighters & Components

To bring the A-wing’s performance more in line with the other starfighters without impacting its role as an interceptor, we’ve made the following changes to it across the board. The A-wing should now require more skilled power management to use and be more prone to trading or losing in jousts.

  • A-wing shield capacity decreased by 20%
  • A-wing shield overcharge decay rate increased by 100% to match TIE defender’s
External link →

Heroes of the New Republic! Stalwarts of the Galactic Empire! Pilots, one and all.

We’re so glad to see how much you’ve been enjoying Star Wars™: Squadrons. Over the past few months, we’ve brought you a few surprise content drops, fixed bugs, added custom matches, and made balancing tweaks to the game. All the while, we’ve been having a blast watching the wonderful community-run tournaments you’ve been putting on, like ...

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Comment

Originally posted by OK_just_the_tip

Imagine a company selling a broken beta for $30 and actively telling its customers no more additions are coming out

What do you mean?

Comment

Originally posted by -endjamin-

Hm, wonder if this will include nerfing things like boost skipping, boost gasping, boost grasping, goose blasting, dead drifting, undead drifting, oculus rifting, boost shunting, shunt charging, shield skipping, sloop licking, etc etc

Goose blasting will be buffed by 20%


11 Feb

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Originally posted by Pepperpete123

The...game...is...done...

Why is this so hard for people to figure out. I don't mean finished as in there are no players. I mean the game is FINISHED development. They are not coming back except MAYBE for some minor bug fixing.

This is pretty much it, yeah. No further content additions or changes are planned. We do have some balancing we're planning to do, though. More on that soon!


07 Feb

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Originally posted by ExtraplanarBeing

Any update?

No dice, sadly. The video incorporated a clip and music from another movie, so we couldn't get clearance to show it. (as anyone who's posted to YouTube can attest, copyright law is a pain in the butt)

Sorry!


04 Feb

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Oh, I know you! You were from Bungie. Big fan!


02 Feb

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    EA_Joz on Forums - Thread - Direct

Hey there @Fluvius84 Thank you for your suggestion, I'll pass this on to the team.

 

EA_Joz

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26 Jan

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Nice. Looks like how 'Hunted' could have ended, if Titan never came back for Grey.

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    EA_Joz on Forums - Thread - Direct

Hey there @Zacherry9 We do not have insight in regard to when it's going to be available on EA Play.

 

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21 Jan

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Fantastic work!