Re: X-wing underpowered

Back before I started flying on a stick, I used the keyboard only, and mapped space and 0-numpad to primary and secondary fire. Here was my setup:

W-S: Full Throttle-Reverse Throttle
A-D: Left/Right Rudder
left arrow, right arrow: roll left and right.
down arrow, up arrow: pitch up, pitch down.
shift: boost/afterburner
x: countermeasures
f: cycle weapon

It worked fairly well for me. Now, my flying ability multiplied tenfold when I got behind a stick, so, next to a microphone, it's a great gaming investment. Get a mic first, though. Doesn't matter how good you fly if you can't relay information with your team.

GC Veteran (0.14-R6) "General Jafar"
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Re: X-wing underpowered

I've tried repeatedly to plug a joystick into the computer for then to use it playing first Project Reality and then First Strike. Even though the joystick works flawlessly when playing Falcon 4.0 Allied Force, it's a nightmare when playing a Battlefield game. It does more harm than good, so I disconnected it fairly quickly.

One thing I remember doing when playing Galactic Conquest was to remap Eject from E to Left Alt. E I then changed to Secondary Weapon. Allowed me to easily pop off torpedoes without moving my hand too far, and kept me from accidentally ejecting.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: X-wing underpowered

Alright, I bought a joystick and learned to use shift to turn and now I see why you guys like the x-wing. It turns so slow without shift that is a really important thing to know.

Re: X-wing underpowered

After testing of my own.  X-wings are definitely not underpowered.  They take ties down in a few shots, but it takes ties sustained fire to bring down an X-Wing.  Then X-wings also have boosters to get away faster and turn faster, and they have proton torpedoes to do greater damage to capital ships.

Re: X-wing underpowered

not only capital ships...
... don't do a chicken race against a x-wing. big_smile

CYNIC, n. A blackguard whose faulty vision sees things as they are, not as they ought to be. Hence the custom among the Scythians of plucking out a cynic’s eyes to improve his vision
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Re: X-wing underpowered

i end up pretty much on top of the scoreboard but i am flying with mouse+keyboard, though i use a mouse that can switch between different DPI with 2 buttons, depending on the situation i use either higher/lower dpi - long range combat, definitely lower dpi to aim closer

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl

Re: X-wing underpowered

Think I might as well add the historical perspective to this post.

Trust us, we definitely wanted the Xwings to be stronger against TIE fighters than they are.  We've tried quite a few tricks in our books to get them to a) survive against TIE fighters and b) still maintain that X-wing aircraft feel.  Unfortunately the big limiter is actually the engine rather than anything we can do.  The TIE fighters, due to their small size, are very very hard to hit at an angle due to lag issues.  The big wide Xwing, meanwhile, is very easy to hit.  As such even making them equal in terms of speed and maneuverability the xwing usually came out worse because it could be hit where the TIE couldn't most of the time.

And indeed we can only make it so maneuverable before it stops behaving how an X-wing should.  Many games-if not the movies- have demonstrated how an X-wing flies, and pushing beyond that was a de facto impossibility. 

So, with these limitations in place we became somewhat trapped in what we can do.  To mitigate these issues we've pumped up the X-wing in all other areas.  Its blasters pump out twice the firepower of the TIE fighters.  They also don't lose damage over distance unlike the TIEs.  Add onto this that the Xwings have 3-4 times the average TIE's hitpoints and you have a really good long-range platform.  If you can get a TIE to engage at long range you can weather a few hits from him whilst simultaneously swatting him out of the sky.

To "cheat" a little on the maneuverability we have kept a boost on it to allow for some limited super-turning abilities.  We recommend using it whenever possible.  Also, to make the craft more than an attempted TIE equivilent we added the torpedo launcher.  This makes the X-wing surprisingly valuable on taloraan, where fighter torpedo strikes are the bane of the capital ships.  Every time I'm in a lancer I dread the sight of X-wings in the distance, because their torpedo hits mean nothing but pain.

We attempted several shield configurations (player controlled and automatic) but crashing problems, control limitations, and a basic lack of time have prevented any decent implimentations at this time.  Maybe in the future.  In the meanwhile yeah, the X-wing is not the legend that the movies and games before ours have made it out to be.  Instead it's just another tool in the Rebel arsenal.  You can get a lot out of it, and if used right can be deadly to many different things, but it'll take work and skill to do so.  We'd love to make it better, the trick is just figuring out how.  My recommendations are to use its torpedoes when possible against capships, try to sucker TIEs into long range fights, and fly in pairs and keep them high in the sky.

Fear the Woodzilla

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