Welcome to what has become a staple for Gaming-fans.com, where we take a look at the best mods for individual characters in Star Wars Galaxy of Heroes. While I do not claim to have all of the answers in this game, I do my research and have used every toon I write about extensively.
Main Focus: While every character needs speed, and TFP is one of the fastest toons in the game and a great candidate for Speed mods as a result. However, while Speed should be your main focus, this toon almost needs a 4-way focus including Potency, CC and CD. As a result, my recommendation is NOT to use Speed mods and instead use a 4-mod set of Critical Damage mods with either Potency or Critical Chance mods in the other two slots.
Tie Fighter Pilot Mods
It even supports VR, thanks to the X-Wing Alliance Upgrade Project, which is another hefty mod that you'll need to get this one running. All told, TIE Fighter: Total Conversion and X-Wing Alliance Upgrade Project are two of the most impressive and essential mods I've ever seen. They really reach into the past and pull TIE Fighter into the present, staying true to the original but updating it so it feels new and modern. It's been a real joy booting up the mod, climbing into my ship, and doing battle with the Rebel Alliance.
Not only was playing as the Empire unusual enough, but it put you in at the ground floor. You weren't some badass evil Jedi like Darth Vader or some combat veteran like Han Solo, you were just an entry-level pilot in the Imperial Starfleet, cannon fodder, a rank-and-file recruit. And it's been a lot of fun re-experiencing all that in TIE Fighter: Total Conversion, starting with the early tutorial missions.
You begin in a fighter, not even using your engines, just swivelling around to shoot a few cargo containers while following the instructions given to you. After each mission there's a debriefing before you accept your next task. Gradually you take on more complex missions and eventually begin to see a bit of real combat, made all the more harrowing when you realise you're basically flying in the cheapest ship the Empire can produce. No shields, no hyperdrive, just a mass-produced tin can that can only take a tiny bit of damage before it explodes. That's what you fly until you can prove you're worthy of something faster, sturdier and with more power.
The pragmatism (some might call it ruthlessness) of the Empire is pretty apparent, too, as in some missions you're basically thrown into battle like a handful of gravel, just one of lots and lots of expendable fighters the Imperial Navy sends out to overwhelm their enemies by sheer numbers. And there's a really excellent campaign and story to progress through, working your way from a lowly disposable pilot to someone who catches the attention of the Empire's upper echelons. In later story missions, you'll even hunt down and exterminate Imperial traitors, along with various other space criminals. Again, it's a neat way to expand our view of the Empire and the Star Wars universe. In the movies the Imperial pilots are always going up against the Rebel heroes, but TIE Fighter fills in the blanks, showing everything else the Empire has to deal with when they're not chasing down the Millennium Falcon.
Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own."}; var triggerHydrate = function() window.sliceComponents.authorBio.hydrate(data, componentContainer); var triggerScriptLoadThenHydrate = function() var script = document.createElement('script'); script.src = ' -8-2/authorBio.js'; script.async = true; script.id = 'vanilla-slice-authorBio-component-script'; script.onload = () => window.sliceComponents.authorBio = authorBio; triggerHydrate(); ; document.head.append(script); if (window.lazyObserveElement) window.lazyObserveElement(componentContainer, triggerScriptLoadThenHydrate); else triggerHydrate(); } }).catch(err => console.log('Hydration Script has failed for authorBio Slice', err)); }).catch(err => console.log('Externals script failed to load', err));Christopher LivingstonSocial Links NavigationStaff WriterChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.
Tomorrow, the Tie Fighter Pilot will join the ranks of the empire characters available for Star Wars Galaxy of Heroes. You want to collect this guy, because he's part of the symbol. Moreover, with ships coming to the game, well, having pilots seems legit.
This is the list of mods for the mod loader, mods may break when there are updates to the game. If a mod breaks with an update or you're having a problem with a mod, you can ask for help in the official discord.
Next, I define how many mods are needed to obtain the set bonuses (the zeroes mean that there are no set bonuses for that stat). The lower (and upper) vector gives the % enhancement in that stat if you reach that number (and if all of the mods in that set are at maximum level)
Now the number of toons is fixed, I can calculate how many ghost mods I need of each shape, create their stats, and add them to the list. Note that the number of mods trebles for this sample input file:
Since the mod assignment matrix should only take the values 0 and 1, and any one toon can only be assigned one mod of each shape, I struggled finding an R package that could deal with this kind of problem. I eventually found the rgenoud package, but it quickly dawned on me that the problem was simply FAR too big for memory and I needed to rescope. The really time consuming part was the setNames() function above, and I attempted several things to speed things up, including not calculating the stats for the ghost toons, but to no avail. I also found that the genetic algorithm in rgenoud needed to find a certain number of feasible solutions in order to create future generations of potential solutions, but constraining the algorithm was beyond my abilities, e.g. stopping it from assigning two square mods to a toon. There were simply too many infeasible solutions that could be created as the algorithm explored the decision space.
The first code chunk in the loop checks whether there are ghost mods AND ghost toons and then goes through each Ghost mod and permutation about to be generated and ensures it is assigned to a ghost toon (so that the problem space is reduced as much as possible). The second code chunk goes on to randomly assign the other mods.
Finally, the mod assignment array is reused to repeatedly generate assignments composed of random samples of the top performing mods for each slot. The perm_scores vector holds all the overall scores for each permutation.
The TIE/LN starfighter, or TIE/line starfighter, simply known as the TIE Fighter or T/F, was the standard Imperial starfighter seen in massive numbers throughout most of the Galactic Civil War and onward. Colloquially, Rebel and New Republic pilots referred to the craft as "eyeballs."
The TIE/fo space superiority fighter, commonly known as the First Order TIE fighter, was a starfighter used by the First Order. A product of Sienar-Jaemus Fleet Systems, the TIE/fo carried the appearance of its predecessor, the TIE/ln space superiority starfighter, though it featured internal advancements that provided it with greater defensive capabilities.
TIE/mg Mining Guild starfighters, also known as Mining Guild TIE fighters, were modified TIE/ln space superiority starfighters that the Mining Guild was allowed to use due to its association with the Galactic Empire.
FIrst female sex symbol I remember after I first started noticing girls, Peggy Lipton. "The Mod Squad" gave three very unlikely crime fighters. Don't remember how much she did but she looked good doing it. As I got older and looked back before that time there were plenty of lovely ladies but she hit me at the right time.
I don't know if anyone mentioned this yet, but on the pilot episode of Flashforward, there were at least 3 different extras. The first one was a billboard for Oceanic Airlines, the second was a bus ad for Desperate Housewives and the last one, for one unexplained reason was Seth MacFarland (Peter Griffin). Anyone else notice any others?
A notable change will be occurring to how DICE's Star WarsBattlefront II hero vehicle pages are titled. Pages such asBlack One and Actis-class Light_Interceptor will be renamed tofollow a name scheme similar to Iden Versio's TIE/ln Fighter, withthe hero who is piloting the ship placed first and then the shipmodel after it.
Battlefront II will be the first modern video game to featurecontent from the prequel, original, AND sequel Star Warstrilogies. Seeing as much of this information will be in higherdemand in the months ahead (requiring the creation of dozens of newand comprehensive articles), and this wiki predominately beingcomprised of information from Pandemic's Battlefront series (andmods of said series), I think a major overhaul in organizationneeds to occur. Soon. 2ff7e9595c
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