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The F8: will the F8 ever once more become a mobility monster like it was built in the Squadron 42 prologue? As of the current moment, it feels like a flying brick, with all the agility of one. Rich, what the hell are you doing to my baby?
Richard Tyrer · Lead Game Designer, Vehicle Experience Team

So it's about providing a tuning that fits the archetype of that ship. And that's what we're working towards: giving the ship the archetype. And as I said, it's always work in progress. And that ship in particular, it's got loads of guns, it's got loads of thrusters. And as you say, not all ships have to fit the perfect progression of balance in that sense. So we're definitely looking at what the ship should be with the new flight model as well. There's going to be some more changes there. Because a big thing with the new flight model is we're going to have far more tools at our disposal to make ships different. Whereas at the moment we've got tools, but we're quite limited in that context of providing ships that are quick but sluggish at the same time. So we're kind of in a box for the current balance a little bit in that regard, but with the new flight model we've got more tools to give us maybe a ship that can be really quick, but it actually takes a little bit longer to get there. The acceleration is a little bit slower, but it can move faster.

Jared Huckaby · Host, Community

Anything you want to add, Mattia?

Mattia Monticelli · Game Designer 3

So we do know that at the current state, the overall heavy fighter angular velocity has decreased a little bit, but we think it's for the better. And once again, we think the feeling and the perception that we see on the player side these days is mostly related to, once again, the relation between those ship classes, right? In our opinion, once again, what we want to reach is a balanced and intended gameplay experience for the ship per se, right? So having a super OP, mega powerful ship can be cool the first time that you have it, right? But after a while, when it becomes the meta and it becomes the forced choice, game design-wise and gameplay-wise, I don't think this is a good direction or a fun direction. So what we want...

Yogi Klatt · Principal Vehicle Programmer

Yeah, it's not healthy.

Jared Huckaby · Host, Community

Now, of course, you're going to say that and Twitch is about to fill up with people saying, "But what about this ship? And what about that ship that's currently OP?" And the answer is, we'll get there.

Richard Tyrer · Lead Game Designer, Vehicle Experience Team

Yeah, and that's the big thing about the balance: it's a continuous thing. It's moving, it's evolving all the time. And we can't tune 200 ships all in one go when we figure something out. So it has to come in steps, which is why we're doing a pass on the mediums as well. We've done the pass on the heavies. And that'll keep evolving, but we have to do it in pieces because we can't move 200 ships at the same time.

Mattia Monticelli · Game Designer 3

And also it's more important for us to move those pieces step by step because we understand the dynamics that we generate inside the game a bit better as well. So we get more knowledge about it, we understand how players prefer to use certain types of ships rather than others. So moving those Lego bricks in tiny blocks is easier than just moving one, seeing how it performs and then trying to scale everything according to that. So that's what we're going to try to do, what we have tried to do, and what we are actually doing as well with the current monthly patches. So we always try to deliver something to address maybe a specific issue or a specific area of ship flight in the game.

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Published on this date.2025-06-12
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