STAR WARS™: Squadrons

STAR WARS™: Squadrons

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Space Defender Water's Guide For Pilots Who Can't Shoot Good and Want To Be Good At Winning Fleet Battles Too
By SD Water and 1 collaborators
Hi, I'm Imperial TIE-Fighter Captain "Space Defender" Water. Here in the Space Defender Water's Guide For Pilots Who Can't Shoot Good and Want To Be Good At Winning Fleet Battles Too we teach pilots of all ages everything they need to know to learn to be a professional Imperial TIE Pilot in Fleet Battles; AND a professional human being. So read now, because in the Space Defender Water's Guide For Pilots Who Can't Shoot Good and Want To Be Good At Winning Fleet Battles Too, we teach you that there's more to life than just really really really hating the rebel scum.
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In The Hangar


A successful mission begins with a capable ship. Ideally you want to coordinate with your team to see what they plan to fly out in, and pick accordingly. However, this may not always be a sure thing, as you'll often be playing solo or have RANDOMS on your team. No worries, because you'll have a ship ready for any situation. Here are some quick suggestions based on their purpose.

TIE-Fighter

This is going to be your all-rounder. Since it's solid at doing the two things you'll want to be doing, have two loadouts set-up: one for taking out capital ships and subsystems of the flagship, and one for taking out fighters and bombers. Dummy-Fire Rockets after a successful barrage from the Ion Cannon or well-timed Ion Missile will shred just about anything short of a reinforced Y-Wing.

TIE-Bomber

People are arguing that this is the best ship in the game due to what it brings to the table. The Rotary Laser Cannon is easy to lead with since it paints a straight line ahead of you. It also deals solid damage and just feels oh so satisfying. This, the SLAM Engine for boost gathering, and the Reinforced Hull are must-haves for bombing runs. You'll be slow, with a top speed of 91, but with the SLAM Engine you'll have the boost to get to your target.

TIE-Interceptor

This is for taking out enemy fighters. It doesn't excel as well as the TIE-Fighter for taking AI ships out from a distance, but it will tear up a named enemy fighter if you can tail them long enough. The Rapid-Fire guns are attractive but require being right on the enemy, and the Onslaught Rockets are absolutely the best Auxiliary Fire weapon in your arsenal. Don't bother with the Repair Droid, as you should have a Reaper out supplying heals.

TIE-Reaper

This is your healer. You should be rocking the SLAM Engine to maintain the boost necessary for jetting over to friendlies and supplying them with the heals they need to stay out dog-fighting. Have another loadout (can even be the same loadout) for following the bomber on their bombing runs. The Ion Torpedo is a must-have for the TIE-Reaper and TIE-Fighter on bombing runs so you can take the shields out of the Corvettes and capital ships.

With this in mind, it's time to move onto the Fleet Battles themselves.
Fleet Battles - Phase One


This is going to be the phase that takes place immediately after leaving the Star Destroyer. You will either be in one of three roles in this phase: dog-fighting, bombing, or supporting. Your goal is to destroy the Rebel Corvette before it can reach your capital ships, as well as defeat enough fighters to secure morale and defend your Raider.

Dog-Fighting

You'll want to bring a TIE-Fighter or TIE-Interceptor for this. Your soul mission is to defend the Raider, which means your ideal targets will be shared among you and your wingman (the other pilot that is dog-fighting). Together, your focus should be on bombers, then the other fighters, but stay near your Raider so that you have proper support. Ideally, the bomber will not be able to handle the assault and will be taken out before they can do sufficient damage to your Raider. Your other target will be their Support Ship (U-Wing) if they bring one. Despite its defense, it shouldn't be able to stand up to the both of you. Your mission is done once the Corvette is destroyed or you're given the fall-back order after losing enough morale.

Bombing

You'll want to bring a TIE-Fighter or TIE-Bomber for this. Ideally a bomber, but the TIE-Fighter has a much better escape potential than the TIE-Bomber does. Your soul mission is to destroy the Corvette. Take a scenic approach, unless you're in open space with no obstacles to travel around, and even then fly on the outside of the formation. You'll have the TIE-Reaper with you for support, and will be able to help with the dog-fighting while the TIE-Reaper fires Ion Torpedoes on the Corvette. Once hit, the shields will be either weak enough to dispel with the Rotary Gun/Burst Lasers, and only after the shield is down should you fire your payload into the Corvette. Beam and missiles, while all your energy is put into your weapons. Should you not have the luxury of a TIE-Reaper's Ion Torpedoes, you can fly close enough to be under the ship's shield entirely, bypassing it completely. It requires a bit of skill but with a Reinforced Hull a TIE-Bomber should be fine. Your mission is done once the Corvette is destroyed, even if you have to respawn and try again.

Supporting

You'll want to bring a TIE-Reaper for this. Your mission is to supply heals for the team and eliminate the Corvettes shields. Make sure your aim won't be blocked by terrain or your own Raider and when you get within 1500m turn up your shields. The Ion-Torpedo will begin slowly locking on at 1500m but it is advised to wait until you are closer (500m-1000m) to fire as the Ion-Torpedo is a very slow moving projectile. A well placed Ion-Torpedo will down a Corvette's shield in one shot. It helps if other squadmates are able to ping the Corvette for you. Afterwards, make sure to resupply your bombers or whoever else needs help. Then, circle around and prepare for Phase Two.

Once your mission is done, proceed to Phase Two.
Fleet Battles - Phase Two
This is going to be the phase that takes place immediately after the Rebel Corvette or the Imperial Raider is destroyed. It consists of attacking and defending capital ships, and has a very similar pattern to Phase One. The Morale Meter at the top of the screen will let you know where you should be at any given time.

Attacking

Attacking follows a very similar formula to Phase One. Here are some guidelines when making attack runs.

  • If you're bombing, try to fly in fast with boost and come to an all-stop in a way that puts you under the shields of the capital ship. If you have support, wait for their Ion Torpedoes to penetrate the shields of the capital ship first, and if they have no shields, deliver your payload as distanced from it as possible.
  • Aim for the capital ships' turrets. This will ultimately ruin the capital ship's defenses and both you and your fighters will be safer. "Where are the turrets? I can't see them." Use your Cycle Targets command after selecting them (if it's an option, if not Objectives) and use your Target Attacker command as well. If neither of these turn up turrets, then just look closer. They're the things shooting at you from the ship.
  • If you're dog-fighting, stay by your Raider so that you have its support. Whether or not you have a Raider to support you, always stay by one of their capital ships. This will put you out of range of the other. Focus fire on other enemy fighters and keep an eye on your bombers as they will be drawing a lot of fire, especially in AI Battles.
  • If you're supporting, try to stay moving. Your Support Droid has a pretty good range, and doesn't require you to be too close to the needy ship you're helping. Use a SLAM Engine so that you always have boost on standby, and if you need to duck out that is one less ship for the enemies to destroy.
  • One ship should be destroying AI non-named X-Wings. This will keep Morale up as high as it can be, and provide more bombing runs for the bombers who will inevitably die on their bombing runs.
  • Remember that any damage to the capital ships is good, but you can fire on opportune targets on your way there.
  • Always keep an eye on the Morale Bar, and if it's ever 3/4 the way to your side, it's best to halt your assault and position yourself to defend your capital ships.



Defending

Defending follows a more similar structure to Phase One, however it doesn't require you to change ships. A bomber taking out enemy bombers and fighters is also very viable. Here are some guidelines for a proper defense:

  • Take out the Corvette first. Each time you are put on the defensive, another enemy Corvette will come out of hyperspace and will begin assaulting your capital ships. This is priority one, and done the exact same way as in Phase One.
  • Enemies can be seen coming, and often will be coming back from their flagship after swapping to a Y-Wing or X-Wing. You can use your targeting wheel to select "Enemy Squadron" and more readily swap between just them using your Cycle Targets command. An approaching enemy is usually flying straight down your sights, and the distance is decreasing rapidly. Most guns land within 1000m, so begin firing as they approach that number. Their bombers are usually not expecting this, as their focus is on your capital ships, and they can be taken out before ever arriving.
  • Try and keep a flight pattern from your flagship to your capital ships, and circling back around quickly in that same motion. This will keep your fire down range and your targets in your sights. Chasing them around your capital ship only invites other fighters to catch you.
  • If you're having a hard time catching the fighters, change targets to the bombers. They will do like you: move slowly and often all-stop right on the ship, asking to be destroyed and wasting morale. If you're having a harder time with all ships, move to destroy AI ships. This is still necessary for bringing the Morale Bar back to their side.

***UPDATE*** - It is extremely common now to be on the defensive, while the enemy team holds off from attacking your Flagship and focuses on your AI to maintain morale. This is a new meta that has been shown as extremely effective since Fleet Battles vs AI gives you little chance to attack while you're defending, due to the AI's ridiculous auto-aim and 100% accuracy during these phases. This trains you to think that you don't have a chance in assaulting the Capital Ships during this phase. However, the enemy capital ships, as destructive as they are while they have the "DANGER" signs over their ships, will still take damage from your bombing runs, it just won't be displayed. So, if you ever find yourself defending your Flagship while the enemy has their Capital Ships up (this is usually the result of facing an organized team of 4 or more), and the enemy team is staying back at their Capital Ships only attacking your AI fighters, you MUST make organized bombing runs on their Capital Ships while the rest stays back and defends the Flagship in the event the enemy catches wise and begins making actual bombing runs. If that is the case, precede to Phase Three for how to prevent their bombers.



Once you move to assault their flagship, or retreat to defend yours, you have entered into Phase Three.
Fleet Battles - Phase Three (aka Final Phase)
This is going to be the phase that takes place immediately after destroying the enemy capital ships or suffering the loss of both your capital ships. The phase consists of coordinated attacks on the enemy flagship, destroying its subsystems and turrets, and removing the fighters in your way of that goal.

Priority One - Targeting Systems

On the top and bottom of the Rebel MC75 Star Cruiser are two subsystems that are insanely hard to miss: the Power and Targeting Systems. The smaller of the two, on top of the cruiser, is the Targeting System. This will disrupt several turrets on-board the cruiser and cause them to emit static to symbolize that they've been tampered with. This also prevents the cruiser from firing missiles in your direction. It's probably the easiest to attack since its base at the top of the cruiser counts when fired upon. You can easily slip in under its shield and begin immediately firing at the subsystem from the bow of the ship, unlike the Power System. As before, bring in a TIE-Bomber or TIE-Fighter (with Onslaught Rockets) and take it out within seconds. A TIE-Bomber can take it out faster and has more of a chance of surviving the flight, and a TIE-Fighter can make it there faster but will possibly take two trips depending on how quick the enemy force is to catch on.

Priority Two - Power Systems

The Power System is the large knob on the underside of the cruiser. Destroying this is much safer than the other three subsystems relative to what can shoot you from the cruiser itself, however the shield around the subsystem is quite small and formfitting, and can only be passed by getting really close to the system itself. This is done by a TIE-Bomber or TIE-Fighter very similarly to the capital ships or Corvette, where you boost in and come to a near immediate all-stop once you get close enough. Unload all three of your weapons onto the subsystem, and once it's taken out, huge sores will appear over the entire surface of the cruiser. These open sores are full of bright, noticeable static, and the only way to heal them up is to fire copious amounts of lasers into them.....

Priority Three - Shield Generators

The Shield Generators of the MC75 Star Cruiser are located along its sides, about halfway down the ship. These look like gills, or grills, and can be easily targeted from a distance if the shields are down without much of a fuss. If the shields are up, it's back to the charging tactic your bombers will love by now. This however will prove difficult, as the ship's equipped with tractor beams near each generator. If you're quick enough, a TIE-Bomber with a SLAM Engine and a Reinforced Hull can reach these generators by going full-boost at 2000m out. Once there, you will likely still be caught by the tractor beam. However, if you made it under the shield, proceed to light the generator up. Once destroyed, if you have time, you'll see a dish on the side next to the generator glowing blue: that's the tractor beam. You can turn on it next.



Once all subsystems are taken down, the ship is already on its last leg. Fire into the weak points of the cruiser and destroy it for the win. Here are some quick tips to make this phase run smoothly:

  • If you have a TIE-Reaper on your team, have it follow you on route to the flagship. Staying right behind you, your bomber will be the first and prioritized target. Once you begin taking significant enough damage, the TIE-Reaper can repair you via drone, and fire Ion Torpedoes very similarly to Phase One.
  • Don't worry about dying. These runs are made specifically to destroy the subsystems, and if you're doing your job well, you will die a lot.
  • If the enemy force is defending too well, try and time your assault with one of the RANDOMS on your team. They want your hard-earned points too, but they only matter if you get a win. Teamwork will keep their fighters off you while you focus on your work.
  • If you're not trying to do the bombing, then follow the bomber in your TIE-Fighter or TIE-Interceptor. You can take on the various enemy ships around the flagship while he does his job on the subsystems.
  • You may not get as much credit as those out destroying the enemy squadron ships, but destroying the AI X-Wings provides a much needed morale boost that will allow the bombers to continue doing their job. Just be careful not to follow the X-Wings on their return flight to their flagship.

And that's it. That's the cut-and-dry, no-nonsense, foolproof plan for destroying the Rebels in your conquest to keeping the Galaxy a safe place to live. Do keep this to ourselves, because this all applies to them as well. Should they get a hold of it, the consequences could be losing a good 30% of your rank because the ranking system is flawed right out of the box even though several games have implemented the same one for years now.

Just remember, that an Imperial Pilot's life is a precious, precious commodity. Just because we have cooler helmets, and awesome spaceships, it doesn't mean that we too can't not die in a freak gasoline fight accident.

10 Comments
syarhawk 17 Jan, 2021 @ 7:29pm 
I can't plat dogfight, i am stuck in the mission. I can't move at all in the game.
SD Water  [author] 6 Dec, 2020 @ 6:44pm 
Yeah it does push a specific "way to play" and the guide is all about spelling that out since the developers didn't really. They do spell things out, but just like when I updated it, the mechanic of hiding the enemy ships' hull integrity while you're on the defense is asinine and only serves to create a meta my guide hopes to work around. There's always a counter strategy.

Reinforced Hull, Rotary Gun, Laser Beam, and a Goliath Missile. Deploy with max engines, and build boost. Use boost at 2000km from target, then cut engines in time to stop within range of your weapons. If the shield is up, try and stop under it. It's very doable, but takes practice. Then just unload your weapons onto the turrets shooting back at you. You might die, but you're dealing a huge amount of damage. Don't avoid incoming fire, it will be inevitable since you're in a bomber.
bertpigeon 1 Dec, 2020 @ 7:35pm 
OK reading through teh guide more now its seems like theres an awful lot of "bullshit" that the game pushes to make it so you can really only play in organised teams with coms and not solo drop in. Like getting support to go or planning moves and attacks at specific times.

I think the original Star wars games , Xwing etc were honestly so much less full of crap. So disappointed right now. The game honestly feels like you are forced to follow a strict protocol or die instantly. Thats just not fun. Just wanted to blast a few things and have fun!

Thanks for the guide but i don't think its gonna help me.
bertpigeon 1 Dec, 2020 @ 7:28pm 
Really struggling in Fleet battles with teh Tie bomber. I have your setup listed above and I am destroyed by the EASY AI BEFORE I reach the ship.

So I line, boost into range, and attempt to strafe in a curve to avoid fire and then boost out.
Pretty much anything but the covevette insta kills me.

So what am i doing wrong?

I don't find the Tie bomber tanky and even at full speed its slow and even when you try to dodge fire it all pretty much hits. If i don't tractor beamed which i do nearly every single time...
SD Water  [author] 11 Oct, 2020 @ 8:22pm 
UPDATED the guide for Phase Two to include a method of stopping the AI-only meta that has been showing up when facing teams of 4 or 5 in Ranked Fleet Battles. Please review it at your leisure.
SD Water  [author] 7 Oct, 2020 @ 3:53pm 
The game is pretty balanced in that Imperial ships have bigger hulls than the Rebel ships, so shields aren't necessarily "needed" as much as they're just a really big help. Ion Torpedoes, however, erase capital ship shields completely, which allows you to more safely take them down. Otherwise, you're forced to use hit and run tactics, boosting in under the shield and firing on it point-blank.

Nothing is stopping you from running two support ships either, since your team should be having your back. One supplies healing and shields, one supplies something else and fires torpedoes. Or both fire torpedoes.

It takes a while to go back and refit, but that's also an option. Just have it set up ahead of time since you can't edit a loadout mid-match, and let your squad know you'll be absent for a bit.
CiZerin 7 Oct, 2020 @ 1:58am 
Question about Reaper. Team shielding vs Ion Torpedoes. Because Empire ships don't have "natural" shields it is very beneficial to keep them on all your ships with your support. But Ion Torpedoes are very good too. So, what is better? Or take preset with Torpedoes, and after capital ships shields down go back to base and refit for team shielding?
SD Water  [author] 7 Oct, 2020 @ 12:37am 
And if there is support, well two Ion Torpedoes knock the shield out in seconds. That allows everyone to attack at max range :) which is my favorite because you can usually turn around and go heal up instead of dying.
SD Water  [author] 7 Oct, 2020 @ 12:36am 
I considered that, but the shields are still not very limiting for either flagship. If there's no support, the bombers can still make it to the bow of the MC75 Star Cruiser or Star Destroyer and begin firing on the Targeting Support all the same since there's a clear shot from the bow to the antenna/box. The underside of the Star Destroyer works the same way for the Power Supply, but the MC75 is a little tougher, requiring the same all-stop past the shield as the Shield Generators due to the tractor beams and being separated from the flagship. You can circumnavigate the ship if you survived the initial run, too, and fire down the antenna which will bypass the shield.
SpaceNavy 6 Oct, 2020 @ 10:59am 
I find that taking out shields before power is more beneficial because it allows more frequent and distant attacks on the flagship (good to avoid most of the fire and tractors). Targeting absolutely should come first though in every situation.