Task wrote on Dec 31, 2020, 11:58:
They have 3d radar and targeting computers so the whole cockpits in star wars is a moot point.
Anyways the game is fun, but I wish they wouldn't have adopted the slow speed for everything but interceptors.
In the old games everything felt slow then too but that was a limitation of the perspective/engine (might have made it harder to hit things). Unfortunately you can't live out the fantasy of flying fast in other ships like the Y-Wing aces in RoTJ that you see literally bouncing and destroying tie interceptors. And enemy player ships including your self feel lake laser sponges to compensate for the slow evasion and overall speed.
Imagine if they implemented speed in the way Ace Combat 7 feels for a example, dog fights would be real knuckle clenchers.
Ehhh, you're asking for something that isn't even consistent with the feel of the movies. If you look at the first three (release date) movies, the fighters were flown like WW2 aircraft, especially Pacific Theatre aircraft (close range and low energy fights). Dogfighting was not high-speed off-angle passes (like the Korean War jets), but more like sustained low-g turns with tailing. Most high-speed engagement scenes in the movies portrayed nose-to-nose entries into the merge.
Honestly, where Squadrons falls flat to me, is because you spend most of your time shooting at long range enemies (tiny dots on the monitor) that zip offscreen quickly, as opposed to the much shorter range and lower pitch and yaw-rate engagements on film (granted, part of that was so the audience can see all of the action in frame, as it is a movie and not a simulation, but it does create a certain feel this game doesn't replicate).