STAR WARS™ X-Wing vs TIE Fighter: Balance of Power Campaigns™

STAR WARS™ X-Wing vs TIE Fighter: Balance of Power Campaigns™

Weapon Stats
So I've been trying to find out more information about the various weapon systems for a couple days with no success. The game does a poor job of describing them, and I'm surprised they didn't have a weapon gallery similar to the ship one.

Anyway, the thing I'm trying to figure out the most are the effective ranges of the weapons. Lasers seem to be 1.5 (I forget the unit of measurement they use, so let's just say 'klicks'). Pretty easy to figure out.

Torpedoes seem to be a bit more ambiguous. You can lock on starting at about 6 klicks, but they don't seem to do any damage unless fired from about 5 klicks. Are missiles the same?

The beam weapons are even less explained, without even a tutorial for them. I've heard the 'jamming' one prevents ships from locking, so could be useful for preventing bombers from torpedoing cruisers, but does anyone know the effective range? How close do you need to be for it to work?

If anyone has any information on the various weapons, it'd be appreciated. Effective range is what I really want, but anything, such as damage, would also be appreciated.
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Showing 1-12 of 12 comments
Garrec Apr 24, 2017 @ 4:33pm 
Warheads are almost identical to TIE Fighter (the game that introduced them). They don't really have a maximum range, but they do expire after a certain amount of time. Missiles are ~25 seconds, torpedoes ~40, heavier stuff lasts longer but travel slower.

Missile is 30 damage, adv missile 60, torp 100, adv torp 150, rocket 350, bomb 650

Lasers and warheads have an added exit velocity, they travel faster and further when fired at a higher speed. Does slightly more damage too.

Tractor beam stops craft from dodging. Jamming stops fighters from shooting lasers/warheads, turreted ships fire slower. Decoy prevents craft from targeting you (prevents missile locks, also prevents missiles/flares from homing on you if the beam is active).

Tractor and jamming only work if the selected target is in crosshairs, up to about 3 km. Decoy works at any range, as long as it's powered on, no need to select target either. Decoy is almost game breaking when used against AI fighters, they stop attacking you and go after someone else. But if they're too close to you, or there's nothing else to attack, they'll attack you again immediately.
Last edited by Garrec; Apr 24, 2017 @ 4:39pm
Kardoc Ragefury Apr 24, 2017 @ 5:37pm 
Thanks, this is a lot of stuff that I was wanting to know. And it's very interesting that they actually modeled in the physics of projectiles inheriting velocity from their source.

Knowing this, it would be better to launch warheads at maximum speed since they are time limited and not distance limited. This would increase range and speed while also making them more difficult to intercept.

For the beam weapons though, does the target have to be both selected -and- in the crosshairs, or just in the crosshairs?
Garrec Apr 24, 2017 @ 6:11pm 
Warheads at a higher speed makes some difference, but depends on the target. It's most effective against fighters. If a missile at normal speed leaves a few hull% left alive, firing at maximum speed might've been able to kill it. Warheads have better homing if you hold a red lock for a few seconds before firing. The moment the reticle turns red, it's not quite at maximum lock.

Tractor and jamming beam, yes. Must be selected -and- in crosshairs.
Decoy passively works on anything targeting you, as long as it's switched on.
Kardoc Ragefury Apr 24, 2017 @ 6:26pm 
You seem to be fairly knowledgeable about the game mechanics, have you considered making a guide? It could help a lot of people.
Garrec Apr 24, 2017 @ 7:01pm 
I started working on a guide a while ago but never finished it. Maybe some day. Since then I've learned a few things from other players as well. Check the Discord link in other Steam thread there's some knowledgeable people there.
Gchan Jul 6, 2022 @ 6:17am 
Originally posted by Garrec:
Warheads are almost identical to TIE Fighter (the game that introduced them). They don't really have a maximum range, but they do expire after a certain amount of time. Missiles are ~25 seconds, torpedoes ~40, heavier stuff lasts longer but travel slower.

Missile is 30 damage, adv missile 60, torp 100, adv torp 150, rocket 350, bomb 650

Lasers and warheads have an added exit velocity, they travel faster and further when fired at a higher speed. Does slightly more damage too.

Tractor beam stops craft from dodging. Jamming stops fighters from shooting lasers/warheads, turreted ships fire slower. Decoy prevents craft from targeting you (prevents missile locks, also prevents missiles/flares from homing on you if the beam is active).

Tractor and jamming only work if the selected target is in crosshairs, up to about 3 km. Decoy works at any range, as long as it's powered on, no need to select target either. Decoy is almost game breaking when used against AI fighters, they stop attacking you and go after someone else. But if they're too close to you, or there's nothing else to attack, they'll attack you again immediately.

I've been trying to find some info about this, do you have the source of those stats? It would be really helpful.
Garrec Jul 8, 2022 @ 4:16pm 
Originally posted by Gchan:
I've been trying to find some info about this, do you have the source of those stats? It would be really helpful.

Extensive testing and experience in-game.

The prior game in the series (TIE Fighter) displays the warhead damages, exit velocity, and duration in the armament selection screen. The damage is the same in XvT/BoP, but the durations are slightly different. Exit velocity is the same too, but I would have to double check. I can retrieve the exact values for you, if you really want them.
El Rushbo Jul 24, 2022 @ 12:45pm 
Something to note as well, lock on ranges depend on the target, for large ships you can start to get a lock at 6 km, for fighters it's 2.5 km. The type of warhead does not matter for that.
4sng_Respawnz Jul 3, 2024 @ 2:18am 
Originally posted by Garrec:
.....

Tractor and jamming beam, yes. Must be selected -and- in crosshairs.
.....

Nope.
Just Nope....

Countless times, I have used the Jamming Beam on those that I do not have selected, to prevent them from firing on Wingmen, without selecting them, as I kept selected, the target that I was actually after.

I've done the very same thing with the Tractor Beam, many, many times.

Whatever flies into the beams, are affected by the beams, selected target or not.
Garrec Jul 3, 2024 @ 1:49pm 
Originally posted by 4sng_Respawnz:
Countless times, I have used the Jamming Beam on those that I do not have selected, to prevent them from firing on Wingmen, without selecting them, as I kept selected, the target that I was actually after.

I've done the very same thing with the Tractor Beam, many, many times.

Whatever flies into the beams, are affected by the beams, selected target or not.

You're thinking of TIE Fighter. In XvT the beams only work on the selected target.
4sng_Respawnz Jul 14, 2024 @ 10:12pm 
I guess I just happen to time things perfectly when 'jamming' a craft that I do not have selected, to prevent them from shooting my wingman. Clearly, they are lighting-up a cigarette, instead of firing upon my wingman, when I 'beam' them, clearly that must be the case.
Garrec Jul 15, 2024 @ 2:44pm 
I actually tested this just make sure there wasn't a difference in XvT and BOP that was causing any confusion.

I confirmed that the tractor and jamming beams only work on the selected target in XvT/BOP.

Whatever you think you saw wasn't actually happening. Which is why I suggested that you're thinking of TIE Fighter. Because in that game, the beam actually does work on craft that fly into the beam, selected or not.
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