Caster's Corner - Livestreaming on Twitch

Showing posts with label TIE Fighter. Show all posts
Showing posts with label TIE Fighter. Show all posts

Monday, March 27, 2017

Virtual Wings - Sienar Fleet Systems TIE/ln PIREP

The company had invited me back. This time, I’d be sampling their aggressor birds, ex-Imperial craft that were used primarily to provide dissimilar craft training for client contracts, but also led a second life teaching pilots the ins and outs of these lethal craft.
First up was the standard bearer of the Imperial Fleet, the TIE Fighter. Nicknamed “Eyeball” by Rebel/Resistance pilots, the scream of its twin ion engines was known throughout the galaxy. Produced in massive quantities, it could still be found equipping backwater garrisons, forming the basis of various ugly hybrids, and in the hands of private militias and collectors.

While not produced with hyperdrives, life support, beams, or shield systems, various field modifications adding some or all of these systems were also common. However, without an upgraded reactor, performance suffered with these modifications. Provision for mounting warhead launchers was standard, and since these did not degrade the flight envelope, they were fitted often enough in Imperial service that their presence could never be discounted.

The cheap, spare design was completely intentional. It made it possible to mass produce the fighters with low-skilled conscript labor forces, and minimally trained pilots flying their expendable ships were a core Imperial doctrine during the rule of Emperor Palpitane. No hyperdrive meant those same pilots would be unable to escape during deployments.

Entering the TIE Fighter was an experience unto itself. Unlike Alliance snub fighters which were designed with landing gear, TIEs were designed to sit in racks and be launched via an external controller. While the wing panels were reinforced to allow them to be used as landing skids, this was largely an emergency-only procedure, save in some ground-based garrison locations. As such, ingress required the assistance of a crew chief to help me get into position, and ensure that my life support systems were properly connected.

Once inside, visibility was appalling. The huge front window gave excellent forward visibility, but everything else was only visible through monitors connected to external cameras. Beam and warhead warning systems provided some threat detection, but pilots lost a lot of their situational awareness by not being able to see behind them.

Start-up was quick, with the twin Ion Engines providing their characteristic shriek as soon as they were throttled up. We cruised out of the traffic pattern at half power, then throttled up the engines up into a scream to clear into the practice area. Through all this, the cockpit was surprisingly quiet. The engine scream reverberated throughout the hull, but the lack of cockpit air provided a significant deadening effect despite the lack of sound deadening. I found the seating position significantly less comfortable than Alliance fighters, however, likely another artifact of a ship designed for short range use.

In actual combat testing, the TIE Fighter’s biggest advantage was the close grouping of its dual laser cannons. Much like the Y-Wing, the close grouping maximized hits when dual linked. The Eyeball’s legendary maneuverability failed to live up to expectations though. Only slightly better in turning than the X-Wing, the TIE managed only the same max speed while being unshielded and vulnerable. While it was certainly a superior fighter to the Y-Wing or Z-95 Headhunter, it was clearly outclassed against later Alliance craft, and only its massive production quantities and overwhelming numerical advantages had kept it somewhat relevant.
 After returning to base, being helped out of the cockpit by the crew chief, and finally taking off the bulky environmental suit, I mainly felt sympathy for the beings who’d been required to fly these things for the Empire on a regular basis. Every design element seemed to emphasize that the pilot was merely an expendable cog in a massive machine, as mass-produced and replaceable as a Stormtrooper’s blaster, and equally lacking in individual agency. And unlike me, who had a comfortable bed and personal ship to be able to return to, regular TIE pilots had no such luxury. Life in an Imperial squadron or garrison was even more soul-sucking and regimented than flight-ops could ever be.

Saturday, February 4, 2017

Let's Play - Game Playthroughs Hub

Another World - 20th Anniversary Edition


Bio-Hazard Battle


 ChromaGun


Super Thunder Blade - SEGA Genesis Classics


Star Wars: TIE Fighter


Star Wars: X-Wing Special Edition



Star Wars: X-Wing vs. TIE Fighter - Balance of Power


Volvo - The Game


 

 

Monday, August 22, 2016

Next on Play Something Oldschool - X-Wing vs. TIE Fighter

Last week saw the wrap-up of my TIE Fighter playthrough. This week we start the not-exactly-a sequel, X-Wing vs. TIE Fighter.

I say not really a sequel, because when XWvT was released, it absolutely was not a sequel to TIE Fighter or X-Wing. Instead, in the multiplayer focused era of late-90s gaming, it was a multiplayer focused addition to the franchise, allowing players to live out their Star Wars dogfighting fantasies over Null Modem, Network, and TCP/IP games.

Oh, sure there were some nods to single player, much like the bots in Unreal Tournament, but there was no real campaign, no epic story to follow. That would come with the Balance of Power add on pack which added a true campaign for both the Rebel and Imperial sides.

That expansion will be what I'm tackling next. It's unexplored territory for me, I never got beyond the first couple of missions back in the day, and there's far fewer resources available online. It'll be fun!

Follow along, won't you?

Thursday, August 18, 2016

Star Wars: TIE Fighter Wrap-Up

Over a hundred missions. More than thirty hours spread out over five and a half months. It all comes to an end this week as Campaign #13, Mission #8 goes live on Friday.


TIE Fighter has been near the top of the list all sorts of top games of all time lists almost since it was first released. Despite a few aggravating quirks when compared to modern games (there's nothing like wiping out three quarters of the way through a mission to make you wish for a mid-mission save point) the game play absolutely holds up. It's also STILL, twenty years later, the most straight-up playing as the "bad guys" game in the Star Wars universe.

There are a few issues. The Steam version works poorly, if at all. The game doesn't like Windows 10. It's virtually unplayable with a gamepad, so you'd better own a good joystick.

But if you can get past these issues, (buy the GoG version, sort out the Win10 issues or run on Win7, buy a good joystick, and definitely download and set up the 3D graphics fix) you can absolutely enjoy one of the great classics of gaming history.

As for me, I'm moving on to something I never actually finished before. Next week starts a playthrough of the Balance of Power campaign for Star Wars: X-Wing vs. TIE Fighter!