Pilot Archive

Thread: Adjusting Squad Difficulties? (was Re: Is anyone still being gated at their tier 4 mission(s)?)

Maastar
Wed Jan 05, 2005 2:15 am
#1

Interesting, although I am still getting through Storm Squadron, and its a pain in the arse to have to look for help at every mission atm, I guess I am looking forward to going back and helping others through it.


On the flipside, my guildmate has been stuck on Tier 3 Mission 1 for a loooonge time and he hates asking for help, he's almost given up on JTL out of frustration now, as he and I have tried to get him past that mission for about 3 weeks now and we always die at the end (although I just finished tier 3 and i reckon I could get him through it now, but I dont want to risk it as one more time and he will never use a ship again!) He's been stuck on that mission for longer then I have owned JTL!!


As long as they make that mission shorter I dont mind if they make it harder its the stupid tedious length that is annoying.


If they clearly label Storm Squadron as being harder, then it sounds quite cool to me, although I guess some people wille xpect and extra reward at the end if you do that and theres bound to be complaints!



===================Maastar Paine===================
Shock Trooper/Master Shipwright/Imperial Pilot Ace
Member of the Imperial Top Gun Academy & HellStorm Squadron
Master of Cabbage, Dwarf Nuna of DOOOOOM

apaik
Wed Jan 05, 2005 2:33 am
#2

wait till your master mission if your rebel.tried with 4 diffrent groups with up to 11 people and no luck.if your imp or privateer with impsa couple of bomber strikes and a few pot shots and bingo corvette dead,easy master.we ran out of time most times.is there rebel ships guarding the rebel corvette as hard as agressors?all i saw was xwings and awings.takes awhile to clear out the fighters let alone still deal with the gunboats and vette.would be nice to have a bwing and mark 2space bombs to attack with since rebels can't call for bombers.oh wait you get that after you destroy the vette leaving 9 out of 11 people that need the kill attacking the vette with xwings.where are all the rebel and privateer masters at?deep space i guess.must be nice!!!!
darmokVtS
Wed Jan 05, 2005 2:43 am
#3

a) The Master Missions aren't the topic here, it's the squad specific missions I (and smoke) refer to.

b) I have solo'ed both the rebel and imperial corvette (the imp one in the time where the RSF <-> imp relation was bugged so I could shoot at it) in Kessel as Freelancer in a simple Dunelizard, it's not as hard as you make it and more a question of the "right approach" (tacticwise) than anything else.

c) back to topic please, the *squadspecific* missions, not the master missions

Message Edited by darmokVtS on 01-05-2005 10:44 AM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
apaik
Wed Jan 05, 2005 2:54 am
#4


i have paid my millions of credits and begged and pleaded for help.i have helped privateers with there 4444 exit mission and it is a joke compared to the 2 rebel ones i have helped with.just saying being rebel without this god mode bomber strike is not right.probably why imps aren't posting complaining how do i take out those rebel gunboats at 4433 doing my exit mission.if you really did solo the star ravenger i /bow to you and please come to kettomer and help me and my no mass for the missle launcher xwing brothers out please.

Message Edited by apaik on 01-05-2005 01:58 AM

darmokVtS
Wed Jan 05, 2005 3:15 am
#5



apaik wrote:
i have helped privateers with there 4444 exit mission and it is a joke compared to the 2 rebel ones i have helped with.




Depends on the freelancer squad .



apaik wrote:

just saying being rebel without this god mode bomber strike is not right.




Starting with comparing freelancer missions vs. rebel missions and then coming up with bomberstrike as the reason that makes the difference doesn't help to prove your point as you compare two pilot profs without bomberstrike :-).




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
darmokVtS
Wed Jan 05, 2005 3:20 am
#6


Maastar wrote:
If they clearly label Storm Squadron as being harder, then it sounds quite cool to me, although I guess some people wille xpect and extra reward at the end if you do that and theres bound to be complaints!





Well, the fun part of this topic is: Right now the squad descriptions wrongly describe the imp inquisition as the hardest of the three imperial squads, that 'extra effort' mentioned there maybe should just be moved to the storm squadron description.

And well, complaints. There always will be some kind of complaints, no matter what is done, so who cares about the whining ?

Message Edited by darmokVtS on 01-05-2005 11:22 AM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Grisbilen
Wed Jan 05, 2005 3:38 am
#7

SS is not *hard*, its two things that make it hard:

1. Very long missions 1h+ with (usually) the hardest part at the end, and if you fail there you have to do it all over again.

Suggestion: Make it so you don't have to redo the entire mission once you die, make 1 or 2 "waypoints" in each mission. One in the middle, and one before the final fight (wich in most SS for example is 1-2 nova couriers or gunships). Only when you land or leave the system should the entire mission be failed. This could ofcourse make it so you can just grind enemies down until they die, but maybe 3 tries per "waypoint" and then you have to redo the entire mission.


2. Turreted enemies (novas, gunboats) have 2 flaws in this game i think: First they hit way too good, and with that firepower you cannot "tank" them for more than a few seconds. Second, they instantly target the mission taker once he get in range, totally ignoring other craft in the area, making it so you cannot use any other strategy than let your wingmates go in and kill them while you stay out of range. I'm all up for a fight, but that is just not fun.
Take Tier 4-4 for example, a rebel team consisting of 10 or so fighters accompanied by 2(!) gunboats are attacking an imp squadron. I tried this solo just to check out the mission so i had some strategy for when i get some wingmates. Now even though there were 10 or so Imp NPC craft in the area i could not go near the gunboats before being destroyed, even though they were already engaged in combat with the Imps. Even if i get my wingmates i will be forced to stay out of range until the gunboats get their turrets destroyed until i can join otherwise i would die in seconds and fail the mission.





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darmokVtS
Wed Jan 05, 2005 3:47 am
#8



Grisbilen wrote:
SS is not *hard*, its two things that make it hard:




I agree, storm squadron is not undoable hard, which is why I personally would prefer NOT to water it down like smoke apparently wants to.

It is however definitly harder than the other imperial squads, but I consider it a good thing to offer campaigns at different difficulty levels so players can pick between different difficulty levels matching their own abilities.



Grisbilen wrote:

1. Very long missions 1h+ with (usually) the hardest part at the end, and if you fail there you have to do it all over again.


Suggestion: Make it so you don't have to redo the entire mission once you die, make 1 or 2 "waypoints" in each mission.




Yes, this has been suggested very often already, and is a MUCH better idea than watering down the overall difficulty level of the missions.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
psikobunny
Wed Jan 05, 2005 6:50 am
#9

All Squadrons should not be created equal, although they should be clearly marked as a cut above. It would mean the a particular badge had more chance of meaning something (though you have no way of knowing if Bobo got his SS badge riding the tailfins of friends, I suppose). It would also be a good incentive for dropping and remastering in a harder squad.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



TomoRainer
Wed Jan 05, 2005 7:46 am
#10

I think it would be a very foolish move to tone down the difficulty on some of the squads. I had a complete blast trying to solo my way through Black Epsilon with the tiny Imperial ships--at least as much fun as I've had since my first few hours in space, possibly more. These squads that are an actual challenge, they're practically post-master content; pull that out of the game and things just got a lot more boring a lot quicker.

Warning new pilots about the rough squads is a good call, but going least common denominator on them's not the right fix. Leaving the tough ones in allows new pilots to go through a trial by fire, if they wish, and experienced pilots to try something new without feeling like it's a grind, which is one thing SWG could certainly use less of.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


darmokVtS
Wed Jan 05, 2005 1:55 pm
#11



_Smoke_ wrote:
I do hold the opinion that a couple of the squadrons are much more difficult than they should be, though, and I'm hoping I can convince the right people to do a balance pass on Storm Squadron and the others that lean towards the impossible end of the scale.
<




Bad idea if you ask me, the time I spend on helping my guildies that picked storm squadron is BY FAR the most interesting part of JTL for me (If I had known beforehand that stormsquadron is the hard mode imp squad I'd have picked that one myself but I got myself tricked by incorrect squad descriptions and picked the inquisition ), "lean towards the impossible end of the scale" is 'slightly' besides the reality, we never felt the need for more than three pilots including the missionholder, and that was often enough a group of three pilots at the same tier as the mission holder.

I suggest: Leave one squad for each of the three pilot professions in "hard mode" (well, leave the 2 hard mode squads for rebels and imps and make one of the three easy mode freelancer squads "hard mode") for those who prefer a challenge over a walk in the park but at the same time make it crystal clear in the squad description that this squad is on hard mode ).




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
ScReemB
Fri Jan 07, 2005 6:52 am
#12

The SS missions are hard but the most people i have had to get help from at any time was 2 at most. Using the right tactics, shipsand droid commands and other skills you have gotten along the way really helps out big time. I solo'd 1 out of the tier 3 missions and got 90% of the way in the others before dying and would have kept on trying to do them myself but spending 90 minutes each failure isn't fun after a while.


Similarly with lvl 4 i helped a fellow guildy out a few days ago on a tier 4 SS mission and it only took 2 of us to complete it as we used everything at our disposal droid wise etc to get us through it. So soloing the missions are possible but you have to use the skills at the right time. He was in the TIE Advanced and i used the Aggresor.


I have found though that using certain ships on the missions give more chance of completing them solo as the TIE Bomber enabled me to solo the last tier 3 SS mission and i'm sure would have maybe helped me solo 1-2 more on tier 3 as the TIE Bomber would have lasted longer under fire. Tier 4 i am finding that the TIE Aggresor really helps out as you can jam higher rated equipment into the ship which helps you survive longer and hit harder. You just have to adjust to the speed and handling difference and compensate by reducing your speed lower than you would with the TIE Interceptor or Advanced.


But if anyone on Chimaera wants help with tier 3 or 4 missions give me a yell in game on SCM as im currently doing the tier 4 missions after a months break of setting up my architect alt and i'm more than happy to help out, as long as im not in mid mission elsewhere.



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* SCM T'R - Master Rifleman, Teras Kasi ** Aski T'R - Master Architect, Artisan, Merchant *
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