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Tips for New Fleet Battle Pilots
One of the biggest frustrations newer players might come across is feeling like they are doing everything right, doing lots of damage, shooting down lots of players and bombers and AI, but still losing and not feeling like they are having a meaningful contribution to the game. These tips will hopefully ease some of that transition period pain. I'll break them down into three primary concepts: Using your Life Wisely, The Sacred Timer, and What you Should be Doing vs What you Can Do.
This is primarily an Offense oriented guide, as I feel Defense is a bit more straightforward for people to understand, and I see quickly flipping offenses to be the more common occurrence for new players.
Using Your Life WiselyThe idea behind this is fairly simple in practice, but can be easily lost in the moment to moment of a heated battle. Getting shot down, especially repeatedly and quickly, is the fastest way to lose a fleet battle. Very few things outside of coordinated AI farming on defense will flip the morale bar faster in your enemies favor. This means that anytime you respawn, it's very worth it to think about what you did in that life to further your teams progress and what lead to your demise.
This also means that you should not under any circumstance over-chase almost dead opponents that have run into the Danger Zones, or over commit to killing someone under the guns of their cruisers or flagship if you are on offense. Pushing someone out of an engagement zone and living afterwards, is massively more worthwhile to your team then destroying an enemy player if you too will also be destroyed.
Note the enemy player part. It CAN be worthwhile if you destroy a Cruiser in the process, or heavily damage it just before a morale flip, or destroy a subsystem on the flagship. It is important to value your life, but if you too timid and do negligible objective damage, your team will fall behind to a team that takes more risks. Anytime you are not actively hunting an enemy player or getting shot at, you should be at least attempting to do strafing runs on the enemy objective, no matter what your class is.
The Sacred TimerThis is a concept that allows you to properly gauge what your active threat level is, and give yourself a more easily relatable tool to properly get behind using the prior concept. The idea is this, anytime you are actively away from your "safe" zone, two clocks start ticking. Specifically, the time before an enemy notices you and actively begins pursuit, and the length your power systems will last.
They will start ticking at different times in an engagement, and should dictate your tactics, strategy, and movement at any given time.
The first timer to start ticking the moment you get into the active combat area, is the time it will take before someone decides your their next kill. This timer reaches zero when an enemy is actively firing at you and you begin to take meaningful damage. The main concept is to shift your awareness and priority depending on where the timer is. If you have just entered the engagement zone and your timer is "high", focus on applying damage either to the enemy objectives or the enemy squadron. You will have a window of opportunity where few eyes will be on you, and you will be more likely to apply significant damage. When the ticks past whatever you judge to be a "halfway" point, your perception should shift to your avenue of escape back to your fleet, and begin making preparations to do so. When the inevitable attack occurs, you'll be ready to bug out, and your enemy will have a much harder time pinning you down. Never plan on being in an area until you die, UNLESS you plan on destroying a subsystem, directly destroying a cruiser, or saving a higher priority team mate such as a bomber or support. Always plan to accomplish something and leave the area.
The second timer that starts ticking is your subsystem power levels. This is somewhat different for Rebels and Imperials and I'll try to explain the differences. The two teams spend their time on the way to the engagement in different ways. New Republic teams will be actively managing their power subsystems to try and front load as much of their power into overcharged systems. Once in the engagement and actively using those power systems, either boosting, firing, or taking damage to shields, a timer is running on how long you can be effective in the combat area. A good rule of thumb is to be ready to bug out if and when one of those subsystems is drained of power. Use your natural staying power advantage and when your weapons are dry, retreat for a long enough time to allow your shields and your weapons to reach nominal levels. Imperials follow a somewhat different, but inherently similar strategy. You are not as beholden to your power levels, and will instead be focused on if any one of your subsystems is charged, because either will allow you to do exactly what you want to do at that moment, whether it be apply more damage, or bug out. It is important to never let them both run out, as an Imperial ship without the ability to convert power is usually a slow, toothless sitting duck.
An example for me using this would be if I were about to engage the enemy Cruisers in the first offense, with them being at full shields. More often then not I will utilize one run entirely to strip the shields off of one target and bug out, realizing that for one, most of my payload and weapon energy will be spent, and I will have possibly multiple enemies angling to kill me all the while the Cruisers pound me.
What You Should Be Doing vs What You Can Do
Fleet is a very fluid game mode, and while each ship class does have priorities that emphasized, strictly adhering to them is an easy way for an enemy team to exploit your plan of action. If I'm in a TIE Bomber and my current goal is to nuke the enemy Cruisers, I'm not going to actively ignore an opportunity to help my team on the way there. Quickly identifying targets of opportunity and knowing how to most effectively act upon them is one of the easiest ways a solo player can meaningfully effect the game around them. An easy way to encourage this to happen in your games is to NEVER be rigidly locked in on your "favorite" ship, and refuse to change even if your team is losing. Having a somewhat balanced composition of ships will force the enemy team to switch tactics depending on who they are engaging, and that can set up for easy kills for your wing mates. A TIE Interceptor targeting a Y-Wing is a much easier target overall to destroy than that same Interceptor on a X-Wing or A-Wing, because they will need significantly longer to accomplish their goal, and sacrifice the majority of their maneuverability to have their guns remain on target. Likewise as an Interceptor, it's your job to NOT need help more often then not, instead being able to get yourself out of trouble and quickly turn it around for a blind attack on an unsuspecting enemy or a number mismatch.
I hope these tips help some fledgling Fleet pilots out there!
Update 3.0 Release Notes
- Added Fostar Haven as a map to Dogfight and Fleet Battles (Solo/Co-Op vs AI and PvP)
- Added next gen improvements
- The game now supports up to 120FPS and up to 4K on Xbox Series X|S
- Added an option for players on the Xbox Series X|S to prioritize enhanced visuals or enhanced performance
- Improved visual quality and lighting on PS5
- Variable frame rate support added for TVs and monitors that allow it
- The game now supports up to 120FPS and up to 4K on Xbox Series X|S
- Fixed an issue where the game could crash while changing loadouts
- Improved support for matchmaking between players with highly divergent load times
- Players who are not finished loading when the match begins will now have an additional window of time to join the match-in-progress rather than timing out on start
- Tweaked the brightness of light sources on PC so that they're no longer too bright in some instances
- Fixed issue where the sky color of Esseles would appear to change when entering/exiting the station
- Fixed an issue where the menu voice over accessibility feature could not play after entering a lobby
- Fixed issue where Steam players could fail to log in if their screen name included certain unicode characters or emojis
- Various stability improvements and minor bug fixes.
- HOTAS support now allows for devices with up to 128 buttons (up from 40 buttons per device)
- Fixed issue on the Xbox One where HOTAS controls would be disabled if the controller went to sleep
- HOTAS devices that don't have an X and Y axis, such as the Virpil throttle, are now properly recognized by the game
- Fixed issue on PC where a gamepad could become unresponsive if not paired as the primary controller when other input devices were plugged in.
- Added two new starfighter paint jobs: Typhoon Squadron for the New Republic and Interstellar for the Empire, the latter of which is inspired by the classic Kenner Products toys
- Added the Vandal TIE fighter paint job based on Sabine Wren’s iconic “handiwork”
- Added the Powerful Ally X-wing appearance based on Luke Skywalker’s swamp-sunken X-wing from Dagobah
- Added the Zeltron Pilot head (Imperial)
- Added the Pantoran Pilot head (Imperial)
- Added the Venture set (jacket, pants, gloves) for the New Republic
- Added the Paladin set (flight suit, gloves, helmet) for the Empire
- Added the Navigator set (flight suit, gloves, helmet) for the Empire
- Marauder gloves will no longer cause the player's hands to disappear.
- Fixed an issue where starfighters wouldn't appear in the end-of-round transition screen.
- Reduced the Morale gain for AI kills while on defense from 4 to 3
- Morale gains and losses are no longer scaled based on the number of players present on the team
- Fixed an issue where match music would continue into the end-of-round screens after the match was over
- Corvettes and Raiders now spawn on a random side of the battlefield rather than in a fixed pattern
- Fixed an issue where the Nebulon-B could display the incorrect amount of shield strength it had in its objective UI.
- Made messaging clearer for Xbox players when trying to join a party that's full
- Fixed issue where the social menu would lose functionality after exiting a PVP match as a spectator
- Fixed an issue where muting multiple players at a time could incorrectly mute additional players as well
- Fixed issue where laser sounds would fail to play when spectating a match in first-person
- Fixed an issue where UI and menu elements could overlap.
Starfighters & Components
- Added four new components:
- Boost Extension Kit has been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
- Prototype Piercing Torpedoes have been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
- Ion Rockets have been added to the X-wing, A-wing, TIE Fighter, and TIE Interceptor
- Anti-Material Rocket Turrets have been added to the U-wing and TIE reaper
- Added 60% maneuverability (turn rate) reduction while firing the Rotary cannon and Auto-aim Rotary cannon
- Does not apply during the charging stage before firing
- Using the Assault Shield component now reduces maneuverability to better balance its role as a capital ship assault or starfighter jousting tool rather than as an all-purpose component
- Fixed an issue where the Proton Bomb counter could display incorrectly after use
- Starfighters using the Overloaded Shield component now start will fully overcharged shields
- Fixed issue where ships from the wrong faction could appear in the hangar
- Increased audio volume for the player's Tractor Beam
- Guided Burst Cannon damage reduced to 28% of the unguided variant (down from 35%)
- Fixed issue where the Vanguard paint job for the A-wing could have an unintended New Republic decal appearing on it when inside the cockpit
- Removed incorrectly assigned auto-aim symbol from the icon for the Composite Beam
- Different torpedo types now have distinct names when targeted (Proton vs Ion vs Piercing)
Reduced A-wing shield regeneration rate by approximately 1/3(See below)
- Fixed an issue where the Unstable Engine could deal no damage to nearby targets.
- Fixed an issue where the player could have a black screen after redeploying from the hangar
- Fixed issue where Zerelda's voice over could start during the load screen before Mission 1, resulting in an animation desync
- Fixed issue where the corvette could clip through the station in Mission 6
- Fixed issue where the player couldn't complete the "Destroy Comm Array" objective if they died during the regroup-with-Gunny beat in Mission 6.
- Your current Skill Rating is now shown as its value instead of as a percentage of tier progress after playing a ranked Fleet Battle
- UI message for being in the low priority matchmaking queue is now clearer on how to get out of the low priority status: by playing more matches
- UI messaging around forfeiting while in the lobby is now clearer
- Fixed an issue where squadmates icons would not turn green when readied up
- Fixed an issue where the menu overlay could not appear in the redeploy screen
- Provided additional UI support for long names so that they display correctly
- Fixed an issue where the player could be unable to open menu during a match if the match begin while they were in a customization menu
- Fixed issue where the missile lock UI could stay on the screen briefly after switching targets
- Fixed issue where text said "Examine your squadron" instead of "Examine enemy squadron" in Squad Loadout while hovering over "Add friend"
- Fixed issue where ship marker UI could appear during outro cinematics while playing Fleet Battles vs AI
- Fixed typo in the description of the Mythosaur decal
- Fixed an issue where the daily challenge timer could start counting upward after reaching 0:00
- Fixed issue where holding the button rather than tapping it would not open the scoreboard during the post-match sequence
- Fixed an issue where starfighters could get greyed out if the player rapidly shuffled between them.
- Skyboxes now have increased resolution for high-rez VR headsets
- Added an option for PC players to adjust their VR resolution scaling
- Players using high resolution headsets (such as the Valve Index) should be able to enjoy higher frame rates without requiring the most powerful GPUs
- Forward rendering is now used, potentially improving their VR performance
- The game now uses less intensive forward shading when using the "Low" lighting quality setting in the graphics options, allowing VR to be used on mid-tier and even some lower-tier PCs
- Fixed an issue where black bars would appear when transitioning out of a PvP match if the player died at the same time.