21/12/2017

More Starfighter Assault Fun

Star Wars: Battlefront II has been in a very interesting situation since its launch. Doubtless the majority of people reading this will have heard of the furore surrounding it and will have taken a 'side'.

Myself, I've just been my usual self and battling on regardless since it takes a lot of tedium to get through my thick skull. Heck, I've been playing SWtOR for six years even with the last two-and-a-bit years being really quite stagnant and samey. If I have fun with the people I'm playing a game with then that overrules any potential misgivings about the game itself. That is, of course, not to say that I don't have periods of not finding stuff fun, but largely that's related to hitting our heads against something hard and getting nowhere for too long for seemingly no reason.

Anyway.

Back to Battlefront.

I'd already commented on Starfighter Assault being my primary tether to this new Star Wars game, and while I've been focusing more on the other modes as-of-late than I anticipated (due mostly to my guildmates who are playing it; they're strangely not as fond of Starfighter as I am) I still very much enjoy going back into it whenever I get the opportunity.

With the first DLC season, themed around The Last Jedi, Starfighter Assault was one of two modes to receive a new map alongside Galactic Assault. More than this, though; it also received an update to the Hero roster, although unlike the new Ground Heroes - Finn and Captain Pathetic Phasma - there's only one Hero and she joins the 'good' side.

For those of you who aren't aware of the current Tallie tally, this means that with the introduction of Tallissan Lintra the Republic/Rebellion/Resistance has six space Heroes while the CIS/Empire/First Order only has four. It also doesn't help matters that Tallie's A-Wing is probably the best Hero ship in the game at the moment; she brings to the table a missile-evade and the only group-heal in space, and on top of this she is an Interceptor so is an absolute beast at taking ships down.

Oh, and Poe's Black One has received an upgrade as well; whereas before it was just a different X-Wing which traded the overcharged weapons ability for an enemy-revealing pulse, it now has a fourth ability (being the only unit in-game which starts with one as default); the Accelerated Booster Pod. Basically, this gives the ship a speed boost, breaks missile locks, and gives it a small amount of damage resistance, all without sacrificing its BB-8 Heal or group support utility.

Both of these Resistance-era Heroes are thus the most versatile ships in the game, since they can not only pump out a lot of damage but sustain and avoid it reliably as well. I'm curious to see what later space Villains will be able to bring to the table, as at this moment in time the Heroes have very much stacked the deck against them with this DLC season.

While I have severe reservations about the changes and additions to the Hero roster - and I'm saying this as someone who actually really likes Tallie and Poe as Heroes - the same cannot be said of my feelings towards the first new Space map; D'Qar. Being the sixth map for this mode, it is thus also the first map where the Resistance has the defence advantage, whereas previously the only map set in the Resistance/First Order conflict had the First Order with a very strong advantage and the Resistance needing to overcome severe odds to achieve victory.

It's actually very interesting to look at the different maps and the apparent balance between each one, since it seems that 3 of the maps are fairly well-balanced and the others... well... aren't. At the same time, though, it is apparent to me that one of the main reasons why there is this imbalance at times is to do with ship shields; none of the standard CIS or Imperial ships have shields while all the other factions do.

When a faction is defending, numbers don't matter. You can throw as many sacrificial lambs to the enemy as you wish since the enemy needs to destroy an objective and killing a defender only helps advance the round by temporarily removing somebody who might otherwise prevent attackers from doing their job. For the attackers, on the other hand, numbers do matter. If people die to stupid reasons or because nobody's taking out that one guy with a 34-player killstreak then they're almost inevitably going to lose very easily.

So for the CIS and the Empire, when they're defending they're on a more even playing-field than when they're attacking. Quick deaths aren't very helpful when you need people to stay alive long enough to have a chance at attacking the objectives, and in the case of Endor it's very easy for people to die for 'stupid' reasons since there is an absolute shedload of debris to fly into, either because you turned too sharply, too late, or your internet spiked and you found yourself seemingly crashing into nothing.

That's not to say that just because the Resistance and First Order had the foresight to put shields on all their craft it makes their maps substantially easier. The ambush on the Resurgent-class Star Destroyer takes place in an asteroid field and because the first objectives are contained in the 'jaw' of the ship all three phases force attackers to duck and weave; this is made harder in the second phase by the objectives all being AI-controlled rather than stationary, so a player might be close to destroying a transport only for it to duck behind an asteroid and following it lands them directly in the path of an oncoming defender.

D'Qar, on the other hand, is a lot better in terms of objective placement. While there's still a fair amount of debris, there is a fair amount less of ducking-and-weaving required since not only is the debris a lot bigger and far harder to accidentally fly into (although it's still possible) objectives are stationary for the first two phases and fairly substantial in the third. Since there are only two viable paths into the numerous self-contained objectives (field generators) in the second phase and they're all over the place it's a fair amount harder for a defender to chance upon an attacker to begin with, and even harder for them to destroy their target once they're inside the generators and opening fire.

Thus, while the Resistance still has the advantage as the defending faction it isn't a total nightmare for the First Order. While at the time of publishing this post I had only played as the First Order once subsequent viewings of the map from their perspective has reinforced this view. While the second phase is tedious and the third phase is very reliant on sufficient numbers being left alive to complete the objective, both as remainders of the reinforcements from the previous phase and those which may be depleted throughout the third phase itself, the fourth and final phase is the easiest phase for an attacker in any map.

Basically, the First Order has almost three minutes to defeat fifty Resistance ships. That's all; once those ships are destroyed, the game ends and victory befalls the First Order. This has an additional twist in that in this phase only the Resistance has a reinforcement counter; the First Order only has a time limit and a set number of ships to kill. This is thus the first Starfighter map not to feature a direct penalty - although throwing too many sacrificial lambs to the slaughter will be detrimental if not tempered - to the attackers for losing friendly craft in the final phase, and it makes for a nice bookend for them should they reach this far.

I sincerely hope that we'll see this sort of thing added in future maps, because it also adds a greater amount of pressure on the defenders to eliminate their opponents as quickly as possible since the moment the third phase ends it's them who'll be fighting for their lives instead.

Anyway.

Since it had been a while since I uploaded anything to my YouTube channel, I decided to spend Tuesday recording various matches and ended up with two matches which I deemed as worthy to upload. The first is set on D'Qar and the second is set on Ryloth. This is admittedly the second gameplay video of Ryloth I've uploaded to the channel, but at least it shows off Tallie's A-Wing, so there's that to it I suppose...






I still very much enjoy Starfighter Assault, and I'm still very hopeful that we'll eventually get a nice offline mode of it. As I said earlier I'd happily spend a lot of time just shooting bots out of the sky in my own time without feeling guilty about killing another player.

17/12/2017

300 #8

It's been an interesting week for yours truly. I've finished my first term at my new university, lost a tolerated feline friend, and by the end of today I'll have seen The Last Jedi and, most importantly, have met my family's prospective new kittens who'll be joining us on the 27th of December.

That's not what people reading about a SWtOR fan blog care about, though, although considering that this series is very much a personal indulgence, there's not much reason for anyone to care about this post either...

But yeah. Those of you who have seen the regular "300 #x" posts will have seen this coming eventually, but yesterday I finally managed to get my final character, Phirella the Powertech, up to Command Rank 300. I'd saved up enough packs over the past few weeks to get her from CR34 to CR254 on the first day of the double-CXP event, meaning that she climbed two hundred and twenty ranks from CXP Packs alone.

I love the amount of CXP you can get nowadays.

Being free of the necessary grind, I now don't really know exactly what to do. I've started funnelling most of the CXP Packs I get now towards my Sage, since of the remaining two pairs of classes I've yet to get geared up (having a Gunslinger/Sniper and Guardian/Juggernaut in full 248 including the new Augments) Sage/Sorcerer is easily the one I understand and care for more, whereas I've developed a sort of apathy for any Trooper/Hunter classes and so have no interest or desire to get them geared up any further than where they are currently.

So, yay. All 8 characters at CR300. I can relax again.

29/11/2017

5.0: One Year Later

A year ago today, the Knights of the Eternal Throne expansion launched, bringing with it nine new Chapters of Story Content, five new mini-Flashpoint experiences known as Uprisings, Veteran Chapter Difficulty for all Chapters of both Fallen Empire and Eternal Throne, and the controversial system known as Galactic Command.

A year down the line, what's changed, been introduced, or remained stagnant?

25/11/2017

300 #7

One of the things 5.6 is bringing with it next week is another Double-Rewards week. In spite - or because - of this, I was determined to get another Character to 300 beforehand, for reasons best described as "eh, screw it".

My Juggernaut, Ferok'ia, had climbed to Command Rank 271 from CR71 during the last 2xCXP Week courtesy of an absolute shedload of Command Packs, so she was rather frustratingly close to attaining the big 300. I ran her through Oricon, CZ-198, Black Hole, and Section X on Thursday - the only Daily Zones she'd unlocked until yesterday - and got her to CR 284.

Yesterday, I decided to indulge in a little experiment which I'd been somewhat-intrigued about since creating an Instant-65. Since Instant-65s are granted decisions based on their faction (Imperials get Dark-Side/'unwise' actions while Pubs get the Light Side/'advised' actions) since they have nothing else to go on, I was curious to see whether the current level of a character's Alignment and the associated Alignment they were fighting for made any difference to the allocated decisions if that same character skipped straight to Eternal Throne.

Since Ferok'ia is just one of my seven Light-Siders and was thus theoretically different from the 'stock' Imperial Instant-65, it made sense to me to use her for this purpose (and again, "eh, screw it"), and of course it meant that all remaining Daily Zones were unlocked for her as well. The bottom-line is that no matter whether you're playing a Light-Sided Sith or a Dark Jedi, your Faction is the only thing that matters for the allocated choices. You may play the most kind-hearted Bounty Hunter imaginable but should you decide to skip Fallen Empire for convenience you're suddenly scum remembered for letting countless people die on Zakuul.

The other thing which factored into my decision to skip straight to Throne was the ability to more-or-less instantly complete the Alliance Alerts, and none of the associated activities were more important in this moment in time than the Eternal Championship.

Y'know, the thing introduced in 4.3 last year with Bowdaar's Alert? Despite the fact that it has been out for well over a year-and-a-half by this point, I still needed two Achievements for it (and thus the entirety of the Fallen Empire Achievements); Eternal Warrior and Eternal Legend. The former - unsurprisingly - is rewarded for completing the Championship with a Warrior, while the latter is rewarded for completing it with all Classes.

So, that's done. Eternal Legend at long last, meaning that finally my Fallen Empire Achievements sit at 100% Completion. And I never 'need' to do the Eternal Championship again, so huzzah.

Anyway. This was followed up by runs of Ziost and Yavin IV and Ferok'ia hit 300.

So, just the one Class left; the Bounty Hunter. Since I don't yet have a lot of experience with playing Powertech, particularly in group content, and she's still going through her Class Story (and to be fair she's done a lot here, being CR33 only from all Missions through Nar Shaddaa and Tatooine), I imagine that the main things I'll be using to get Phirella to 300 will be the CXP Packs. I likely won't have enough to get her above CR100 this week, so it'll take something of a while before I finally have all eight Classes at 300.

03/11/2017

Personalised Companion Lists I'd Create for my Characters

One thing I like doing in my spare time is finding as many ways as possible to try and diversify my characters, an act which is becoming increasingly harder now that the story has us all coming to the same basic point.

Regardless of your choices, everyone always goes to the same place, meets the same people, yadda-yadda, boring. It is the hope of many people that when the Alliance finally dies we can go back to our different factions, something which has been hinted at as a possible option (although as it's 'possible' this may imply that continuing the Alliance is itself a possible choice).

In the absence of anything more 'serious', I content myself by thinking of 'ideal' Companion teams which I'd like to construct from the available Companions if ever the choice emerges to reduce the number of characters in our over-substantive Companion lists. I am not imagining for a second that this would become an option, but it's nice to dream.

Now that talk is turning to more original Companions returning, starting with Raina Temple in 5.6, this thinking is in my mind more prevalent than it ever was, so because nobody asked for it, here are my choices for personalised Companion lists. The lists I have come up with only include those characters who could be given to use as part of the Story; Cartel Companions, Reward Companions, etc. don't count because having gone to the effort of acquiring these Companions it is unlikely that people will choose to get rid of them.

These are in no way indicative of who I think fits best with all characters as a base; my choices for my Hunter are not what I'm saying all Hunters should aim to have by their sides. Accounting for the sheer amount of options which may become illogical due to personality clashes or even disagreement with philosophies and choices is impossible.  Similarly, I am of the opinion that some characters should remain Class-specific, and I'll get to those when I get to those.

For example, all of my Imperial and Republic characters will be aligning with their original faction and not have anybody change sides; thus, all of the characters who would ordinarily despise the Empire would have no problem joining up with, say, my Jedi Knight. This would be very different from somebody whose Knight defected, thus potentially drawing the ire of staunch Republic patriots and freedom fighters.

Anyway, I've prattled on long enough. On with the list.

01/11/2017

300 #6

In my last immediate post I wrote about how I was returning my primary Imperial focus to Pippera, my abandoned-since-5.0-for-some-reason Sniper.

So as you've probably guessed already, she's now my sixth Command Rank 300 character. Considering that she started on approximately the 19th of October at Command Rank 40, gaining 260 Ranks in just under two weeks isn't bad going at all. I had hoped that she'd hit 300 prior to the next double CXP week on November 8th, since this now frees up all of the stashed CXP packs (of which I have several cargo bays' worth full) for my Juggernaut, and this has been accomplished well before that deadline.

Focusing on Pip for CXP also enabled me to make use of a brand-new capability in SWtOR; the capability to transfer Ship Requisition grants across to another character (or get more 'free' Requisition for the same character), provided that the character making the purchase has enough Fleet Commendations to do so. Since primary-GSF character Calph had over 900 Commendations, this meant that Pip gained two each of the Minor (120) and Major (350) Ship Requisition grants, which give a character 1,200 Requisition per ship and 4,000 Requisition per ship respectively.

So now, after almost four years since its early access period, I finally have an Imperial character who is actively partaking in GSF. It's nice to see how the other side flies, particularly as oftentimes when using Calph's ships on the Republic side I've been stomped into the dirt by very good Imperial GSF teams. As this is the way of the world, now that I'm flying the ship-flag for the Empire, I'm coming across a lot more good Republic teams.

Ah, well. It's nice to finally begin work on getting those Ship Mastery achievements up slowly but surely on the Empire side, and of course now that I have a better idea of what components work 'best' with each ship thanks to experimenting with Calph's, I'm not wasting nearly as much Requisition as I was prone to do beforehand.

So. Two classes remain; Warrior and Hunter. Looking forward to finally getting this done.

22/10/2017

A Return to Sniping

When it comes to Alts, I have a distinct system in-mind. If I enjoy them and believe that they're able to hold their own in harder Group Content, they're going to get some gear and love. It's why my two designated Mains on both Factions are Gunslinger/Sniper and Guardian/Juggernaut; as much as I love Balance for Sage, I don't think it's at all viable for content like Operations, and whilst it does have good damage output I currently don't know Vanguard DPS well enough to even want to risk taking it into anything of the sort for the moment.

For Galactic Command this makes things very simple. The designated Mains are the only ones who'll be working towards getting the full endgame gear (not that the Imperial equivalents actually need it; I just want to have characters on both Factions with full endgame gear at the same time for once, is all), and everybody else will just be staying at Command Rank 300 with their gear frozen in a state of permanence until the next expansion. Currently this system has proved somewhat successful, with both Calph and Miora on the Republic side already having done the hard work and being in full 248 while their Imperial equivalents have only a small amount of catching-up to do thanks to certain spare items which they had earned.

Since the announcement that items from all Crates earned up to 5.6 will have items within that can be disintegrated into Unassembled Components, I've taken this one step further. I will be keeping the four 'background' Alts exactly where they are with their current gear - no longer upgrading as they progress as had been done previously - and everything they get will simply become Components. In the case of the Vanguard and Sorc, this means that there's 353 Crates of Components between them (199 for the Vanguard, 154 for the Sorc). This also carries over in some form to the Mains; any gear they get that they can't upgrade to something which they themselves can use will be similarly disintegrated.

This has a twofold benefit; first, it allows the Imperial Mains to quickly get 248 rating versions of their peripherals (assuming they get at least one Legendary version of each from their Crates when they eventually become eligible to receive them) and second, should Tier V be released next year with Master Mode Gods then I will hopefully have enough Components stored up by then to negate the grind completely for at least one of the Mains, with Calph as the highest priority, and just buy as much 254 (gear rating only assumed based on the gap of 6 seen between the other ranks [230 > 236 > 242 > 248], so there is a chance that I'm completely incorrect) gear as possible.

I like being prepared even if that which I am preparing for never comes.

But anyway, that was just background noise.

Over the past few months, my Sniper Pippera had been very much left behind. My Juggernaut received the bulk of the Imperial attention gear-wise since she was actually doing something regularly (in this case her Class Story) whilst Pip was doing absolutely nothing but sitting on her backside in the Tatooine Stronghold and occasionally being required to Craft something. To summarise, while she could benefit from Calph's Master Mode-quality armour, everything else was left at either 224 or 220.

The news that my Guild would finally be returning to doing a couple of one-off Ops on the Imperial side finally caused me to pull my finger out and fix Pip some decent gear for a change. She now has her own 246 Crafted Earpiece, Implants, and Relics.

As for her weapons, that solution presented itself very nicely. You may (but most likely will not) recall that in a previous post talking about Tier IV in its very early days I mentioned that I had upgraded two 242 Mainhands into 248 ones for Calph only to then receive a third from a Crate that very same day. This is something which continued to repeat itself not once but twice; she now has five GEMINI MK-5 Mainhand Blaster shells in her Cargo Bay.

Since 5.0 did away with the whole "Barrels/Hilts/Generator Armourings being bound to specific slots", that meant it was possible to gift two of these three spare weapons in their entirety to Pip, meaning that before she's even left Tier I she has a total gear rating of 247 and now only needs her Earpiece, Implants, and Relics at 248.

It wasn't just her gear needing work, either; I decided to give into my recent "make everyone look distinct" overdrive once again and give her a slight makeover. I had noticed that even though I had finally been making headway with giving everyone their own different hairstyle (basically, four characters used the Jaxo-style prior to the release of the "goth mop", Shae-cut, Lana-bob, and Senya-bun enabling me to diversify things while still adhering to my policy of simplicity over elaborateness) there was still a fair amount of repetition; five of my characters were female body-type-ones while one of these and a further three individuals used the Bright Blue eye colour.

Whilst Bright Blue is a beautiful eye colour, I decided that it was time to change things up. The only one of my characters to possess the colour now is Guardian Miorahna, while Calph has changed to having the greenish-blue option since it's closest to my own and Ziodus has been completely retired so doesn't count.
Since Pip was the only one of those who was both BT1 and utilised Bright Blue eyes, she upgraded to once again be body-type-two and now has dark green eyes. Despite initially trying to keep both her original Jaxo-cut and hair colour, I've been trialling new looks for her, resulting in her eventually becoming a Chiss. It'll take some time to get used to, but I think it works alright.

Since restarting my focus on Pip, she has become the sixth-highest in terms of Command Rank once again, having just surpassed Ferok'ia's Rank of 71 yesterday afternoon. Those two seem to be having a tug-of-war between themselves, since at the time of my previous post, Pip was ahead of Ferok'ia only to be surpassed since I decided rather impulsively to focus on the better-geared one rather than take things slowly and rationally, which has led to things being where they are currently.

Over-impulsiveness is an especially-aggravating trait of mine these days. I really need to get that fixed.

~~~

I'm pleased to have finally got over my apparent-aversion to devoting attention to Pippera. I don't quite know why exactly I was so determined to just abandon her (especially as her Republic equivalent is my full-time Main), but hopefully it shouldn't happen again.