Star Wars: Squadrons/Gameplay

Immediately upon launching the game, you are thrust straight into the prologue with no option to return to the main menu.

This section will therefore discuss basic tactics that are also covered in the tutorial.

Starfighters
Both the New Republic and the Galactic Empire field four playable types of starfighters.


 * Fighters are the most iconic fighters and are the New Republic's Incom T-65 X-wing and the Galactic Empire's Sienar TIE/LN, better known as the TIE Fighter. Both are extremely well balanced machines, capable of taking on all threats.
 * Interceptors are the small, fast, and with the right loadout, can boast high damage. They consist of the New Republic's RZ-1 A-Wing and the Galactic Empire's TIE/IN, or TIE Interceptor. Lacking in the power to eliminate more hardened targets, interceptors usually specialize in fighting other starfighters.
 * Bombers are large, slow, and powerful. The New Republic's BTL-A4 Y-Wing and the Galactic Empire's TIE/sa, or TIE Bomber. While slouches in turning fights, bombers emphasize multi-lock missiles and mines to deal with starfighters.
 * Supports are the most versatile of the bunch, and can support a team in a number of ways. The New Republic's U-Wing and the Galactic Empire's TIE/RP, or TIE Reaper, can provide on the spot healing, enhanced shielding, and stealth to help their team. While unmanoeuvrable and somewhat thinly skinned, they can easily catch more nimble opponents in a tractor beam.

Power Systems
Starfighters have three power systems that must be managed by the pilot. Raising one of the three power systems to its maximum level (at the expense of the other two) grants a bonus.

The engines, represented by a blue bar, emphasize max speed. When engine power is at maximum (or a specialized engine is equipped), the ship gains a boost meter. Boosting can then be turned into drifting, which can result in extraordinarily tight turns that are the staple of high-level play.

The weapons, represented by the red bar, is your ship's weapon system. Raising weapons power to maximum will grant your ship up to twice the number of shots. Additionally, these additional shots are overcharged, causing additional damage.

Lasers can also be used to shoot down enemy missiles.

The shields, represented by the green bar, effectively act as regenerating health. When overcharged, you can gain a second layer of shielding on top of your existing one. Additional shield power also increases the shield regeneration rate (though not fast enough to block dedicated attackers).

Shields can also be fully directed rearward or forward for additional protection.

While all New Republic fighters have shields, only the TIE Reaper has shields on the Empire's side. Instead, the TIE Bomber, Fighter, and Interceptor have the "Convert Power" option. This allows them to sacrifice their laser energy straight to boost energy, or vice versa. While this can either leave you a sitting duck or a flying target, TIEs can have unprecedented mobility and, with rapid switching between the two, can have overcharged lasers or boost power whenever they want.

Targeting Enemies
By default, players can use, psx: L2, or F to target whatever is in front of them. , psx: X, and T is used to cycle targets. However, rather than cycling through all possible combinations of AI fighters, enemies, missiles, capital ship systems, and objectives, a wheel menu is used to determine what you should lock onto.