Just finished the Star Wars: Squadrons single player campaign. It's....eh? The plot is dumb on toast. It felt a lot like the various single player tutorials you see in multiplayer games. Minimal effort put into that component, just to explain the mechanics for the multiplayer. It's ok I guess, as far as a medium fare SW story. The super weapon this time belongs to the Republic, but..it's a really dumb weapon. They hype it up like it's going to be this game changer, but, the way it's used is just, really dumb.
So, it's a giant tractor beam ship. A cap ship, with a tractor beam x10 stronger than any other tractor beam. They slapped it onto a cap ship because......reasons? Seriously it makes no sense. They USE it in the game, to rip up a Star Destroyer, but....why not just make a big damn laser? And, this isn't a silly question, because one of my copilots fucking asks that very question, when we see the device in action for the first time. Specifically saying "Why don't we just build a death star?" Another copilot responds "We aren't the bad guys." Which...makes no sense, because they USE it like a giant death beam, so they might as well make it a cap busting death beam? I find the idea of trying to use it as a non-lethal device silly, because assuming it's not going to rip apart every ship you grab with it (which again, why not just shoot them?), then all it will do is lock a single cap ship in place, but it would still put the tractor beam ship at risk, and the rest of the enemy fleet could still engage as normal. It just doesn't seem like a practical device, at all. My wife came up with a MUCH better idea for a "non-lethal" device, if the issue is blurring the good guy/bad guy line by giving the Republic a big death laser.
Let the super device be a fleet scale shield generator, that is mobile.
It can project a field so large, that it protects multiple ships in a fleet. And since shields in SW are one way, it would still allow the defensive cap ships to fire OUT at any attacking fleet, while preventing any enemy cap ships from effectively firing capital weapons at long range. Forcing them to run a gauntlet of laser batteries to get inside the shield, and at best, letting their fighters go in alone. But that would make it where it's enemy fighters vs defensive fighters + defensive cap ships. A HUGE advantage. But, it's also non-lethal. Makes WAY more sense.
But, they apparently didn't put much thought into it.
Oh, the combat...yeah I guess I should talk about that some. It's ok I guess? The game introduces drifting, which is something I love in space games. But the way you activate it is really dumb, and so situational as to be useless. I mostly just muddled through it, and dropped the difficulty down to Storymode, because there was one mission, on normal difficulty, that the amount of concentrated fire on me and an optional objective, was just stupid. If you picked it up for free from PS+ or something, and just REALLY love SW fighter content, I guess it's a good pick maybe? My wife and I only found it mildly enjoyable, and had more fun making fun of how you move around the pre-flight locations, like someone on a segway. Already un-installed it, don't plan on ever playing it again.