As someone who’s spent countless hours navigating the galaxy far, far away in Star Wars Outlaws, I can’t help but feel a tad frustrated with the game’s combat mechanics, especially when it comes to weapon configurations. Don’t get me wrong, I love the variety offered by the Trailblazer and blaster configurations, but the resource-draining system is a real pain in the proverbial Millennium Falcon’s dashboard.
Among the key gameplay elements of “Star Wars Outlaw“, it’s widely debated that the combat system is the least refined. Stealth, while having straightforward level designs for players to predict, offers some flexibility with Nix’s dynamic options in the environment if players pause, assess a situation, and plan a strategy to bypass or clear obstacles. Even space dogfights have limitations, as they only allow players standard maneuverability in the Trailblazer while shooting at enemy starships. This is reminiscent of Kay Vess’ blaster settings, but it’s in these different offensive choices that “Star Wars Outlaws” unnecessarily complicates combat with rigid skill trees.
Star Wars Outlaws‘ Trailblazer Configurations Give a Bit of Variety to Dogfights
In the world of Star Wars Outlaws, the Trailblazer’s arsenal includes three main types of weapons: cannons, launchers, and turrets. There are numerous possibilities for customization within each category, ranging from rapid-fire C-K12B Cannons to PT-240 Proton Torpedoes and IT-11 Ion Turrets, as well as many smaller sub-categories.
The issue here with all of this customization is that selecting between various types and progressing through their upgrade branches costs resources that can’t be salvaged again if players decide they wish to try out a different one—say, if they want to swap torpedoes for missiles.
The second season add-on for Star Wars Outlaws’ upcoming storyline, titled A Pirate’s Fortune, is expected to focus on the Trailblazer and overall space gameplay experience. While the specifics of the story arc are yet to be fully revealed, there’s a possibility that new features such as additional configurations or enhanced mobility options could be introduced. However, it would be exciting if the combat-related features like missiles, torpedoes, etc., receive some adjustments or even a complete review for better gameplay.
If Massive doesn’t plan to expand or further develop the Star Wars Outlaws game beyond this DLC release, it’s unlikely we’ll see significant changes in the future. For now, dogfights are quite simple battles and the addition of Hondo Ohnaka should bring some cinematic excitement reminiscent of Star Wars: Galaxy’s Edge’s Millennium Falcon: Smugglers Run.
Star Wars Outlaws’ Blaster Configurations Lose Their Luster Once Players Pick Their Favorite
Additionally, just like in Star Wars Outlaws, there’s a recurring problem with blaster settings, but it’s more noticeable due to the frequent duels and gunfights. Players often switch between plasma, ion, and power modules for environmental interactions and problem-solving tasks, which adds a nice twist to the shooting mechanics beyond the usual weapons like the A300, E-11 Blaster Rifles, Z-6 Rotary Cannon, or TL-50 Heavy Repeater. This method of introducing diversity into combat is clever, even if it’s a standard feature in many games.
In Star Wars Outlaws, there are distinct skill paths for each of the plasma, ion, and power modules. For example, the plasma module has separate branches such as light, rapid, and heavy. Each branch provides three additional upgrades, but they can be quite costly and often need specific resources, some of which may only be obtained through side quests or by visiting distant NPCs.
Similar to the Trailblazer’s setup, this situation can be frustrating because players need to invest their earned resources to advance along a configuration’s branches, only to later realize they may have preferred a different path. Additionally, there are more upgrade opportunities for each module branch within a single blaster configuration, which means that by the time one is accessible and available, players could already be deep within another branch.
Users won’t truly appreciate the sensation of a specific module’s upgrade until they buy it, but unfortunately, they can only return to a prior upgrade within a branch. However, reverting back feels like an unnecessary use of resources when the upgrades cannot be disassembled for common materials, which could otherwise be reused for another module or skill. Moreover, after finding a preferred blaster configuration module, other options become largely irrelevant.
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2024-11-11 21:44