This mod is a "light rework" of how space battles are played. With this, gone are the days of facing opponents with the exact same flight characteristics as you. All spacecraft have been redesigned to have a level of unique-ness to them. That means no more copy-paste fighters and a (hopefully) higher skill cap.

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Hello There!

Over the last 9 months, Fighter Combat Rework has changed quite a bit. What started as a simple drop-in replacement for vanilla spacecraft has evolved into something that looks to be a little bigger than originally intended.

In the latest version released today, I've added a new map: Geonosian Airspace.

Its a TDM/Assault map just like the campaign maps, but it adds a ground battle between the two spawns. To change things up a bit, teams can interact with the ground battle as a third avenue to earn points in both TDM and assault.

Here are some screenshots of the new map:

Vulture droid taking off from spawnPlayer view from Republic spawnAcclamator hovering over the Republic's spawn


These images of course are from a test build, so there may be some tiny differences between the images and the released build.

Next, I plan to introduce some more original maps into Fighter Combat Rework like and expanded Coruscant, Yavin ground, and a "Dune Sea-style" space map over the coming months.

After that, I hope to do a full Open-source release of all my mod's files (pre-munge) so other modders can adjust, expand, and improve the mod to how they see fit.

Before I end this article, I'd like to thank everyone who has provided feedback on this mod to help bring it to where it is today.

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Fighter Combat Rework (v1.2)

Fighter Combat Rework (v1.2)

Full Version 2 comments

This latest release of Fighter Combat Rework comes with a new map and the usual balancing tweaks.

Fighter Combat Rework (v1.1)

Fighter Combat Rework (v1.1)

Full Version 2 comments

Version 1.1 of Fighter Combat Rework brings a host of new features.

Fighter-to-Fighter Combat Rework (v1.0)

Fighter-to-Fighter Combat Rework (v1.0)

Full Version

This is the first version of this mod. Included should be a .zip file that you can unpack and place in your "Addons" directory

Post comment Comments  (0 - 10 of 15)
🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

In a future version what would you say to making these changes:

Remove torpedoes and missiles from TIE Fighter and TIE Interceptor, instead making their laser cannons more powerful than the equivalents of X-Wing and A-Wing

Replace secondary weapon of TIE Bomber with proton bombs and make the second seat's weapon be concussion missiles (so TIE Bomber loadout would be seat 1 lasers and bombs, seat 2 concussion missiles)

For Y-Wing make the player 2 turret shoot blue lasers

Also, maybe switching the roles of ARC-170 and V-Wing? ARC-170 bombs and V-wing concussion missiles maybe?

Great mod as it stands now though, it's nice to have lasers instead of those stupid miniguns and shotguns. It feels more authentic to Star Wars. Plus having AI actually able to use gunships properly is cool as hell.

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Azron-stoma
Azron-stoma - - 133 comments

I think that would be too radical of a departure from the vanilla game, and something that a lot of other fighter reworks have already done. Much to their detriment as Battlefront 2 is NOT designed to be lore friendly and mods that try to force it to be often causes gameplay to suffer as a result.

Also remember TIE Fighters have been retrofitted with torpedoes and Interceptors with Missiles in numerous games (dating back to the original TIE Fighter game from 1995) and the old expanded universe.

Also mechanically Torpedoes are needed for the fighters to deal any appreciable damage to capital ships (different weapon types do different amounts of damage to different types of targets, Infantry Blasters do 10% damage to vehicles, Fighter blasters do 10% damage to capital ships and structures, same with missiles. Torpedoes do 325% damage to capital ships and Bombs deal 100% damage to capital ships and 200% to fighters and shuttles).

Fighters are meant to be the all-rounders between interceptors (which do next to nothing to capital ships) and Bombers (which do a great deal) The game is designed so that they need torps to do that.

This mod works better than any other fighter rework BECAUSE it doesn't try to shoehorn in lore accuracy to a game that isn't built for it, and instead emphasizes the strengths that each craft has in the vanilla game while also eliminating some of their weaknesses.

a great deal of other fighter reworks remove the ordnance from TIE Fighters and Interceptors, and that's why I don't like them.

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🦇Pachira🦇
🦇Pachira🦇 - - 485 comments

Interesting, I thought torpedoes were worse than bombs.

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Whentheimposterissus
Whentheimposterissus - - 24 comments

is it possible to use this mod with harrisons'S remaster?

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Flatulent_Moth Creator
Flatulent_Moth - - 18 comments

as of right now, no.

I have had several requests to do it so it I may reach out to add compatibility (though it is unlikely at this time)

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Azron-stoma
Azron-stoma - - 133 comments

I wasn't expecting to like this, since most of these kinds of revamps ruin what makes each Starfighter good, but really I found myself enjoying it! everything is much faster now which is great and if anything each of the starfighters (who all have subtle differences from one another even in vanilla) are even more specialized in what they were already good at.

X-Wing good for dogfighting, feels similar to vanilla except it also seems to have more firepower, taking down interceptors in 2 hits!

TIE Fighter good for strike bombing, the replacement of the 2nd torpedo makes it less suited for dogfighting that it was before, also it got a health nerf.

TIE Interceptor is good for long and medium range. also feels close to vanilla except far faster.

A-Wing good at short range, it loses the missiles but gains a near hitscan weapon.

Y-Wing: good bomber with a top turret, though the turret is less accurate now.

TIE Bomber ... good for taking down shields? admittedly this is the only GCW change I take issue with, while the remote rocket was never terribly useful, relegating the bombs to the second seat makes it far less useful in single or multiplayer.

the Clone Wars fighters have the biggest changes, and most of these are for the better.

Eta 2's missiles were always basically useless, it's better off without them, though I'd prefer if they were replaced with something rather than nothing.

Vulture Droid now has Tri fighter missiles, lower health but feels faster and more maneuverable than the 170.

170 almost identical to vanilla except faster like the rest, has more health than the Vulture droid and with the reduction of damage to the CIS Bomber it won't die in 2 hits anymore. It needs that extra health due to being a rather wide target.

TRI Fighter: while I liked the chaingun on vanilla (it was nearly a hitscan weapon though it took a moment to spool up) the new cannon makes the Tri into a speedy glass cannon and I really like that.

CIS bomber: Even better at most of the things it was already good at (though I preferred the vanilla particle canon) only downside is the longer reload time but I understand why that's there.

V-Wing: actually useful, the shotgun was never very effective and had next to no range, replacing that with pretty much anything else is an improvement.

Other changes I'm iffy about

Auto Turrets/Repeaters: Auto turrets in vanilla have a slower rate of fire but they carry a flak burst, so even if it misses it still deals 100 damage if it was a narrow miss. if Friendly fire is off this is an asset, if friendly fire is on this is a liability.

The Repeater Turrets: changed to become manual auto turrets? the near hitscan and cluster effect the Repeater had was VERY useful for the turrets, these new turrets have a far harder time hitting their target.

Vanilla issues exasperated by the mod

the tendency for Bots making instant 90 or even 180 degree turns is even more egregious with this mod.

I'd really like to see this in multiplayer.

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Just_Hans
Just_Hans - - 57 comments

This is amazing, now we need to find someone to fix the rest of the ai problems

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Guest
Guest - - 690,876 comments

Dude. You have no idea the portal you just created.

Now, you can have separate mods, Say...You wanted the stock sides for ground units(OG JET TROOPER ALL THE WAY) And Harrison Fog's fabulous starfighters from his Improved sides mod...Now you can!

Or! You can possibly spice things up with the BFX mod starfighters, while leaving your stock ground units alone!

The possibilities are endless, THANK YOU!

Also, the modified starfighters are amazing.

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/TheWolf
/TheWolf - - 841 comments

Is it possible to make it compatible with Harisonfog's remastered space maps?

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Guest
Guest - - 690,876 comments

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Flatulent_Moth Creator
Flatulent_Moth - - 18 comments

It should be possible, but I would need to figure out how to do that.

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