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Discussion Thread: Galactic Starfighter

STAR WARS: The Old Republic > English > General Discussion
Discussion Thread: Galactic Starfighter
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EricMusco's Avatar

07.06.2017 , 12:23 PM | #1 This is the last staff post in this thread.  
Hey folks,

For the discussion thread this week, we are gonna mix it up a little bit. There is some specific feedback that the team is looking for about Galactic Starfighter, over three different topics. I am going to actually make three separate threads for each section of feedback. Please head into the specific threads to leave your feedback!

Thanks everyone!

Eric Musco | Senior Community Manager
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DakhathKilrathi's Avatar

07.06.2017 , 01:29 PM | #2
I just wanted to say thanks for posting this, first of all. I'll have probably very long posts in each thread. I can't speak for the entire community, of course, but I'm sure that most of us appreciate the fact that you're listening at all.

Reaction in the Discord server has been a little mixed. We're excited to see that you're willing to listen again, but we feel like we've been here before. See the Strikes thread you guys posted like two years ago with no dev action taken so far.

Hopefully this goes somewhere.

HuaRya's Avatar

07.06.2017 , 01:41 PM | #3
On many servers the factions are now too lopsided meaning one side basically farms the other faction until the queue dies because one side cries uncle. After a long wait you then get a final same faction vs. same faction where the grouped players usually woop up on the solo players.

Innovative fixes could be:

Alliance Map Mode - This is where each team is a blend of different faction ships just like the Odessen wa rgames.

Strikes Only - A map that only allows strikes to play each other in a death match. By far the hardest ship type to master and don't get played because they get dominated by all other ship types which is a shame because strike to strike dog fighting is incredibly fun.
“I grok in fullness.”
― Robert A. Heinlein, Stranger in a Strange Land

MaximilianPower's Avatar

07.06.2017 , 02:15 PM | #4
I want to thank the dev team for soliciting feedback, and engaging in this discussion. The GSF community has been starved for this kind of dialogue.

I'll take a little time to think about it, and then I will post in each of the three threads - with specific, concise, actionable suggestions. I'll refrain from "wall of crazy"-type ideas for now.

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Star Forge / Satele Shan / Darth Malgus

Self-Inflicted / Shadowlands Reconnaisance Wing / Retrocide / Imperial Entanglements

Osoygatitalove's Avatar

07.06.2017 , 02:21 PM | #5
First, many thanks for listening to us players, GSF has been out a long time without changes.

When GSF first launch, i thought the game would center on dogfights, so i rolled a scout, and went really smooth with it.

Today i find that if i play a scout i will barely make a scratch on gunships or bombers, game became too difficult to us scouts and pretty much useless except for EMP. Laser damage should be increased to resemble vanilla, since dogfighting is the hardest of the gameplay styles (sniper turret -gunship, tank dps- bomber, and dogfight- scout/striker)

Bombers are fine, they were way OP back in vanilla, but now they can be easily neutralized with EMP and strikers.

Gunships atm are OP, i have a fully geared bomber, and eventually get 1 shot killed by gunships with damage boost, even with dmg reduction, or 2 shot killed on the regular. Gunships damage should be controlled, or their range reduced. Back in Vanilla, gunships were easier to kill, right now, they control games and make them slow and boring since most people play them.

tl;dr: Laser damage should be increased for scouts, due to dogfighting being the hardest skill to master. Gunships should be nerfed due to insane damage (1-2 shot kills) and insane survavility.

ZionHalcyon's Avatar

07.06.2017 , 02:26 PM | #6
I tried it and for me learning curve is too steep for me to feel like I'd ever get good at it, not to mention I don't feel any emotional connection to it as it seems to just be an Avenue for player-vs-player and there is no real story involved.

I realize that this may not be directed towards my play style and I would certainly defer to those who more enjoy this sort of thing, but if you are looking to bring more players in, currently I find more enjoyment in regular player-versus-player then Galactic Starfighter - I think mostly because I am a fan of objective based PVP if I do that sort of thing, and not so much a fan of "attack/defend" some random points out in space.

I think for me what would be neither and make me more inclined to participate is an increase in the scale of the combat.

Like one side having to defend a capital ship that is also attacking in the other side trying to bring the capital ship down. Or one side having to provide safe escort for a row of ships and the other side trying to take those ships out.

More variety would definitely get me more interested, especially with objective-based missions that can be won without having to be the best shot on the field.

Jamtas's Avatar

07.06.2017 , 02:58 PM | #7
There is a learning curve for GSF that can be off putting. And the way it currently sits is much like PVP was in vanilla where level 10 would come up against a lvl 50 fully geared and get stomped. The fact that it remains this way since GSF launched I think really turned away a lot of players who just couldn't stomach having to grind and get rolled over and over until they earned enough rep to start modding out their ships. Esp since the only way to earn more comms for gear was to keep getting stomped.
I'm not sure what the fix is for this stage as it lingered much longer than vanilla PVP did before a fix came through. I'm not sure the player base size for it on a server to server basis even works to do brackets. But perhaps a ranked GSF with all the upgrades vs an unranked version with normalized stats regardless of upgrades cold help make the curve more manageable. Skill will still trump inexperience, but not being one shot every 30 seconds will prob help keep people around.
Maybe even a solo mode training mission for each map could help.
Let's agree to never say "RNG is exciting" ever again.

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Andryah's Avatar

07.06.2017 , 03:15 PM | #8
I'm not a fan of GS, but I very much appreciate Eric continuing to launch focused discussion threads like this for players to make their desires known in a somewhat organized manner.
When you find yourself surrounded by hostile Clowns... always go for the "Juggler" first.

Alec_Fortescue's Avatar

07.06.2017 , 03:33 PM | #9
I didn't play GSF for like 3+ years. Why? As fun as it occasionaly may be there simply isn't enough incentive to play it. Here's my issues:

1. Extremely long progression - it takes WAY too long to level up ships to reach "bis" and get competitive with the right loudout. This is even worse now that we've got CXP gearing which makes gearing alts a huge pain for pvpers. :{

2. You promised "ground" rewards as incentives and you didn't deliver. I'd like to play GSF but I am mostly a "ground" player. If I don't get any rewards, be it tunings, good-looking cosmetic gear (not some reskinned, cheap scrap :{ ) I don't really have a reason to play.

3. Outrageous Cartel Coin costs when it comes to converting commendations. Why is that still a thing? They should be completely removed. There aren't enough GSF players as it is. Pops are extremely slow and you guys hamper progression even further with this.

TL;DR GSF never worked for me because of its extremely slow progression and lack of "ground" rewards and huge CC costs associated with converting commendations. :{

DarthSpuds's Avatar

07.06.2017 , 03:34 PM | #10
Unless Bioware are thinking about a PvE version of GSF they are ignoring the biggest stumbling block to why so few players access it.

All The Best

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