I recently completed a playthrough of TFTC... I was LEGIT taken by surprise by getting pulled out of hyperspace. Such a great effect and REALLY pulled me into the mission. Honestly, TFTC and the Reimagined campaign is some of the most fun gaming I've had in YEARS.
Using the topside to protect the hangar bay was a Manoeuvre Thrawn used in the Legends novels called a Marg Sabl. It also shows up in an episode of Clone Wars.
I might be thinking of a different Clone Wars battle, but didn't they do the opposite there, since the hangars are topside, showing the bottom to the enemy to shield the rest of the ship(s)?
17:25 - "20 something attempts" Magz, my guy, you are NOT the only one who nearly tested the fate of borderline insanity when playing this mission... *seriously*... because Fuck. That. Mission. Nearly blew a few blood vessels when I died nearly finishing it a few times. Hahahah.
As part of the dev team I struggle with medium on some of these missions, ya'll are nuts playing hard, and be glad playability for me is not one of Angel's benchmarks, otherwise you could probably nap thru the mission.
I've had a good discussion with MagZ about this and we've already come up with some solutions to solve the missile spin problem. Also a new weapons hook gives me much finer control over balance that I can totally reshape many missions and issues that crop up like this given previous limitations I've had.
Whomever is voicing Thrawn in the in-mission audio does a great impression of Lars Mikkelsen's Thrawn. I like that the reimagined version of the campaign merges canon and legends stuff.
12:48 I like how the new mod pokes fun at Canon using some of the similar sort of "Coup attempt from the navy" stories that Legends had occur between Episode 5-6 for the Vader comics that took place between Episode 3-4.
I always assumed that Vader was referring to the Battle of Coruscant at the start of Episode 3, when Palpatine basically let himself get captured provoking a huge battle and eliminating his own apprentice so he could turn Anakin. But idk
"Alpha One! Solve all our problems right now, destroy the entire enemy fleet, intercept all of the torpedoes, polish Vader's armor and since you're not too busy, everything will be firing missiles at you all the time, forever." 8:40 Sheesh, I'd hate to be one of those guys, get sent out in a bog standard TIE/LN when the airspace is so thick with TIE Advanced, Defenders and angry Star Destroyers that you can barely see the stars. Who did they piss off to get that assignment 😆 25:02 Haha, that guy was optimistic! "Let me just take on this Star Destroyer and flight of three TIE Defenders all on my own, I'm sure that will work out in my favor!" 36:38 I have a vague memory of being able to do a bonus mission in X-Wing where you take on a SSD while flying a B-Wing, is my brain making that up or was it actually a thing? 38:39 Wow, the sense of scale is awesome. I was watching that Star Destroyer thinking it was beside the Executor, but nope, fully underneath; and you zip by it in less than ten seconds, while just moving from one section to another across the SSD's lower hull. Quite spectacular and a fitting conclusion to such a grueling mission!
I am very sorry about the difficulties you faced in that mission. I've had a good discussion with Magz about B7M3 and we've already come up with some solutions to solve the missile spin problem. Also a new weapons hook gives me much finer control over balance that I can totally reshape many missions and issues that crop up like this given previous limitations I've had. So yes, I fully acknowledge the issues with this mission, but the entire Reimagined campaign is getting an overhaul with the new balance/weapons features I have access to now.
Not going to lie, Vaders 'I have little concern for the Emperor's personal safety...' line could SO be taken two different ways. The way all the loyal people around him take it of course ... and the Sith Apprentice way...
That tear from hyperspace with the subsequent ambush felt like a proper dire situation tbh. Keep it up Magz and dont worry about the difficulty, we all are here for a good time, not a hard time.
I've been pushing for a Phantom crossover mission, but I feel like until we break open the engine in such a way to make cloak/uncloak a sensible mechanic, both for the player and AI it will be a lower priority. But I've been very loud about it.
@@ual002 could tie it into the same power supply as the tractor beam/jamming beam and SLAM system. you use the same button, and for all intent's and purposes, all "aggro" in the AI is set to 0 as long as the cloaking field is enabled. set a script/hook that when "Phantom 1" uses the cloak the rest of the squadron does the same immediately and there aggro get's set to 0 and all current targets get cleared immediately. it would be a lot of work and im sure im making it sound absurdly easyer then it would be, but that is just what came to mind off the top of my head. maybe the Phantom Tie could replace the Missile Boat in the one mission where the player is sent, alone, to scout the entire rebel fleet massing at Sullust? Just to be sure that the emperor's trap is drawing in all the targets he desires. the only shots you even need to fire that mission is to blow up one shuttle to be sure the full extent of the death star II's status isn't grasped by the rebels before the attack. the rest is just pumping energy into the engines and cloaking device, staying cloaked, staying mobile away from rebel patrol's till you have to dart in and scan rebel ships and dart back out. perhaps integrate the Sullust asteroids into the mission as places you can "hide" till the cloak is ready again. just spitballing. :V
The mission to save the Emperor was always, hands down, even worse than the mines, most difficult mission in the game on the hardest mode, but sounds like they dialed it up even more haha. In the original original on DOS original, I'm pretty sure you had to first take out the Harpago with just the Defenders (looked it up, that was the mission before going to Coruscant, and you just had the Frigate Osprey), then jump to get hammered by the old assault shuttles you had to inspect to find the Palpers. Always wanted a more modern game that was like Tie Fighter, but never would have put money that it would be Tie Fighter. The models are so good. Zarin's ship looks like it could be the missing link between ISDs and the Resurgent class.
Tie phantom, chiss clawcraft, and tie hunter are definitely some nice looking ties. Funny thing is though, the tie phantom (at least the original anyway) has a cockpit that is closer to the falcons than other ties (kind of a cross between the two) and is designed as a two seater.
Coming of the Executor from below and behind the design actually also reminded me of the Wraith Cruisers from Stargate: Atlantis.... I was playing years ago the original X-Wing Alliance with my brother a few times always in those created simulator missions... we always thew in some capital ships and then tried killing them flying the Millennium Falcon, incl. one epic mission to try and destroy the Executor.
Would have been cool if Thrawn had alluded to a few favors brought in to get you transferred to him because every Admiral/Moff/Grand Moff out there wants to get you into their command.
Well to be fair you where under Vaders command and Thrawn was the only one that showed up to assist the Emperor other than Vaders fleet and it was his ship that took the Emperor to safety, so I don't think he would have had to pull many strings to get priority access to pretty much anything he wanted from the Emperor after that.
I'd love a whole fleshed out "what if" based on this plot succeeding. How would the empire evolve if led by a generic military-dictator technocrat rather than a sith lord?
Too many people on those Star Wars Warthunder forums. TIE Defender was still the equal of the E Wing. Two decades ahead of the E wing project was completed.
The only problem with that way of deploying a Star Destroyer is that it presents a lot of surface area to be targeted.... The arrowhead profile provides a smaller cross section to be fired at and, every turret on the top and bottom of a Star Destroyer can fire forward, there's no need to tilt down for any of the top turrets to be used. And it actually presents less firepower because the weapons on the bottom of the Star Destroyer can't fire. The reason Thrawn does that is to shield the tie fighters on launch and also to mask which direction they are going to appear from behind the destroyer. (he uses this tactic in the Thrawn Trilogy, so that's probably why it's placed here)
My dude, if the difficulty prevents you, a seasoned and patient player, from completing the mission, no one can judge you from reducing the difficulty to progress the campaign There are several instances where video games have been overtuned in difficulty by the developers. Maybe the mod maker should review their difficulty scaling, or there might be even a bug and how the higher difficulties handle the mission model
I've had a good discussion with MagZ about this and we've already come up with some solutions to solve the missile spin problem. Also a new weapons hook gives me much finer control over balance that I can totally reshape many missions and issues that crop up like this given previous limitations I've had.
I have GOT to get a new HOTAS system and monitor so I can play through this. I miss playing XWA and there's been several years of updates since I last played it.
I don't know if it was properly scaled but you take on a SSD In X-Wing Vs TIE Fighter: Balance of Power.. It's been 20+ years since I played it though.
Basically yeah, though I think the example I gave in the last video was I-War . . . for those old enough to remember I-War. Regardless a game where you simulate the command of a capital ship rather than a fighter.
@@MagzGTV in case you are interested, there are several mods for bridge commander that are total conversion/addon, including a star wars one I believe where an SSD has a closer resemblance to the canonical number of weapons emplacements. By the way, bridge commander and the x wing games including x wing alliance were made by the same dev team (eventually became totally games).
36:45 un-modded X-Wing Alliance has the Executor in it, IIRC it's at 12.8KM long. The Executor in legends has a bunch of conflicting lengths, 12.8km being one of them, but 19km is what people have settled on these days in both continuities. in XWA I used to fly along the trench and pretend it was the death star lol Not sure what length this mod is using.
It looks like you never learned the missile mechanics and it's giving you lots of problems. Something you have had issue with for a while, capital ships only launch missiles at you if you are targeting em and will keep launching em as long as they are targeted. You get a lot of extra missiles at you cycling through targets while too close to enemy caps. Should depend on "target near me", "newest target", or "enemy targeting me" controls more to avoid targeting caps. Enemy fighter missiles come at you in straight lines, as in when jousting(flying head on) you center em and lazer dump on em if they are missile locking on you. If they launch, they are launching into your laser fire and missile goes boom. You want to make them chicken out first on a head to head with laser hits. Missile attacks are best used on targets not attacking you. Hope this helps since it looks like missile attacks have been frustrating you for a while.
Honestly as far as the aesthetics, I always appreciated the TIEs that the Empire of the Hand fielded. I prefer the sleeker prongs to the large wings of the standard TIE.