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Here's my breakdown of each fighter's strengths and weaknesses. I'm sure everyone knows the different things (skills? powers? I can't think what to call them lol) each fighter can use but I'll state them here just to contrast them. I'll omit the D-Pad dodge just because every fighter has them and they’re all almost identical. Remember this as well, I mostly play Walker, and although I have played Fighter Squadron in the past, I haven't since about a couple months after release. In other words, this will be mostly the fighter's strengths and weaknesses as they relate to Walker but obviously most will translate to other modes.
Rebels:
A-Wing -
Concussion Missiles don't track as well as the Imperial missiles (which I think is a good thing) but will still generally hit an enemy fighter unless they dodge or are in a full speed hard turn (where you are also turning to chase). They don't have much splash damage at all on ground enemies, maybe a maximum of 5 feet or so (which I also think is good), but when they do hit infantry it's almost always a kill.
Shields are so STUPIDLY OP it's crazy. I do like that if you hit them with a Imperial fighter’s missile they pop and you can now do damage with blaster fire, but that is the only way (save hitting the ground or an AT-AT) that I have found that will break them. You can put on your shield and ram other fighters and AT-STs(without taking damage), vehicle turret missiles and ion torpedoes have no effect on active shields, Pulse Cannon shots do no damage (idk about Cycler Rifle, but I've certainly never been hit by one in an A-Wing), Turbo Lasers don't even break them!
Handling The A-Wing in my opinion is the best for strafing and is slightly slower than other fighters, but that's actually good for strafing too. In ship to ship combat it has a decent turning circle, and maneuvering is pretty snappy, but a TIE Fighter will out turn it. I think it has about the same turning circle as Interceptors.
X-Wing -
Proton Torpedoes I haven't really noticed a marked difference from Concussion Missiles (maybe slightly better tracking but if so, not by much), so see above.
Shields are totally and completely broken right now. Literally do nothing.
Handling X-Wings have the tightest turning circle of all the fighters, but they are a little slow to start. The maneuvering is pretty sluggish and that combined with the spread out X foils make it bad for strafing as you will tend to misjudge when you need to pull up and crash or catch a foil on something (and also crash lol). In ship to ship it's pretty decent and has a really fast TtK if the shots land, but I still prefer A-Wings because of the God-Mode (I mean shields).
T-47 Airspeeder -
Radar Jamming can be pretty good as it stops incoming missiles from tracking, but it also drops you off the radar which can be very useful for sneaking up on Imperial fighters or AT-ST’s. The only problem with this is the jamming lasts for 10 seconds, and in only 5 seconds after it stops it’s ready to use again! That is WAY too fast.
Speed Boost is almost useless. The only use I’ve found for it is getting to the walker quickly from spawn and some slight use getting away from AT-STs shooting at you. You have to be careful using the boost when you are about to use the Tow Cable though because if you are still boosting when you activate the cable it usually glitches and makes you crash.
Tow Cable Obviously using the Tow Cable to take down the Walker is extremely good. It is pretty glitchy but when you get it to work it’s great. I generally try to activate the jammer immediately before the Tow Cable in order to keep missiles etc. off of me for those 10 seconds. I think that people underestimate how easy it is to get them off the Walker once they latch on though. Every time an Airspeeder takes any damage the mini-game the pilot is doing moves and they need to compensate, but if they are getting hit more often than every 5 seconds or so they just can’t stay on. All you need to do to get them off is shoot them with literally ANYTHING. The most effective way I’ve found is to keep your blaster/turret/whatever trained on one side of the walker in the path the Airspeeder is traveling and start shooting before it gets there and only track it a few degrees before returning to wait for it to come back around.
Handling This has the least amount of handling of any fighter. It can only climb and descend at about a 30 degree slope and it has a HUGE turning circle. The D-Pad dodges give it a little more maneuverability (a short but steep climb, and a 180 degree quick turn) but I tend not to use these for whatever reason. I like to save them for the off chance I have an incoming missile in the 5 second gap where I can't jam radar. There is also this strange ability they have where they can ram Imperial fighters and survive (although they do take damage). I haven’t tested this but from my observations, if they have more than about 60 health they can survive ramming an Interceptor. I also see them ramming AT-STs but they usually don’t survive that although neither does the AT-ST.. I feel like these are the most balanced fighter. They don’t have much health which is appropriate as they have no aerial competition unless an Imperial fighter is still alive from the previous phase, but those can’t respawn so if you gang up on them/are persistent they will go down. Airspeeders are also pretty good for strafing. Their blasters have a larger splash damage than the other fighters vs ground targets, and it’s much more forgiving when it comes to hitting the ground (meaning you won’t always instantly explode when touching at slow speeds)
Imperials:
TIE Fighters -
Ion Cannon The Ion Cannon has better tracking than Rebel fighter’s missiles, but will still miss if they dodge, unless the Rebel dodges too early/too late (it’s a fairly small window to still hit if they dodge). They lock much faster than Rebel missiles, and It’s rarer for a high speed turn to make these miss but it will happen occasionally. They also have about the same splash damage on ground targets as other missiles (read: almost none).
Speed Boost Almost worse than useless on a TIE Fighter. I actually like it when I’m in a dogfight with a TIE and they boost as it widens their turning circle causing me to be able to hit them with blaster fire where previously I couldn’t. Essentially a death sentence to use in a dogfight, but slight use getting to the action quickly from spawn, or even going vertical immediately after spawn to catch other fighters by surprise by attacking them vertically rather than on the same plane.
Handling Smaller turning circle than an A-Wing, but slightly larger (very slightly) than an X-Wing. Pretty snappy maneuvering but fires a little too slow for strafing. Also fairly certain it has the least amount of health of all the fighters.
TIE Interceptors -
Ion Cannon See above. Possibly slightly faster lock on.
Speed Boost See above.
Handling Interceptors are my fighter of choice for the Empire. They are excellent for strafing (I would even say better than A-Wings) however it’s rare to get the opportunity to strafe with them because most of the time you are up against A-Wings so you need to really focus on air combat, have someone camp spawn (which doesn’t work very well against A-Wings anyways), or spawn at the last second before the 3rd stage and hope you can take out whatever the Rebels have in the air. They have more health than a TIE Fighter (at least it feels like it.. some quick internet research says it’s the same but I don’t believe it), but a larger turning circle. Definitely larger than an X-Wing but about the same as an A-Wing. It has extremely responsive controls (so much so that I’ve been building enough confidence to trample Soldiers on flat ground (Hoth or Jakku) without them jet packing). The blasters have a decent fire rate as well. Not quite as fast as X-Wings but still really good for strafing.
Final Thoughts -
This post has become much longer than I intended it to be but I wanted to get my thoughts on this out there. The last few pieces of advice I have is as follows: If you are in a spin lock with an enemy fighter (the whole circle circle circle thing people do) I’ve found that if you’re relatively sure they can’t see you (as in, you can just barely see them but can’t shoot) just go straight up. They usually will continue spinning and you can come down on them and kill them. One thing you NEVER want to do is change directions of the spin. All that does is give them about 1.5-2 seconds where you are now directly in front of them which is usually enough time to kill you. Lastly, don't use your D-Pad to turn yourself around either in dogfights or to set yourself up for another strafing run. It's no faster than just turning (save the Airspeeder) and now you can't dodge missiles.
Try this stuff out. Tell me why I’m wrong. Although a lot of this stuff is stated as fact it's all just things I’ve noticed in my 250 hours of game time.
I also have a YouTube Channel named Battle Bros with a buddy of mine where we are posting Battlefront Content 2x per week. We will be posting funny videos of our in-game shenanigans as well as tutorials covering topics such as the above as well as different tactics for each map, how to get to … advantageous sniper positions and more. Subscribe to stay informed! :D
Below I’ve also linked our newest video on Jundland where my friend shows the A-Wing being OP (as well as supporting me as I hold down the uplinks) by going 37-1 in only 2 stages (also, I understand that 37-1 isn’t CRAZY amazing, but we weren’t going for max kills, we were going for max entertainment/fast win).
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