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{"id":3118533,"date":"2020-08-14T15:29:00","date_gmt":"2020-08-14T13:29:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/star_wars_squadrons-ea_erlaeutert_die_anpassungs-optionen\/3118533"},"modified":"2024-05-12T11:01:09","modified_gmt":"2024-05-12T09:01:09","slug":"star_wars_squadrons-ea_erlaeutert_die_anpassungs-optionen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/star_wars_squadrons-ea_erlaeutert_die_anpassungs-optionen\/3118533","title":{"rendered":"Star Wars: Squadrons – EA erl\u00e4utert die Anpassungs-Optionen"},"content":{"rendered":"

Mit jeweils rund sieben “Component Slots” pro Fighter bietet Star Wars: Squadrons<\/a> offenbar eine Menge Raum f\u00fcr individuelle Anpassungen. EA Motive hat auf der offiziellen Website<\/a> (via pcgamer.com<\/a>) erl\u00e4utert, wie diese im Weltraum-Shooter ablaufen sollen.<\/p>\n

Die in der Regel sieben Slots (Fighter ohne Schild haben nur sechs) teilen sich demnach in drei “passive” und vier “aktive” Exemplare, die sich mit freischaltbaren Dingen ausstatten lassen. Die passiven Exemplare umfassen den Antrieb, die H\u00fclle sowie Schilde. Ein System, das z.B. resistenter gegen\u00fcber Blaster-Feuer ist, wird zum Ausgleich empfindlicher gegen\u00fcber Raketen; bei besserer Beweglichkeit leidet die H\u00f6chstgeschwindigkeit usw.<\/p>\n

Aktive Systeme betreffen Prim\u00e4rwaffen, zwei Reserve-Komponenten sowie Gegenma\u00dfnahmen. Ionenkanonen etwa zerst\u00f6ren Schilde schneller als Standard-Laserwaffen und k\u00f6nnen gegnerische Schiffe auch f\u00fcr eine \u00dcbernahme vorbereiten – sie richten aber weniger Schaden am Schiffsk\u00f6rper an. Des Weiteren l\u00e4sst sich f\u00fcr eine h\u00f6here Feuerrate weniger Schadenswirkung in Kauf nehmen. Es gibt einen Sensor-Jammer, einen Traktorstrahl oder auch eine Astromech-Einheit, die w\u00e4hrend der K\u00e4mpfe Reparaturarbeiten vornimmt.<\/p>\n","protected":false},"excerpt":{"rendered":"

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