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Those damned Corellian Corvettes


teukros
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one-shot one-kill is overkill isn't it? well I just change the recharge rat to 15 mins (but they are more expensive than A DS though

Um, how'd you go about doing that? I thought the weapon recharge rate was faster the higher the value, and it isn't measured in minutes. :?

 

Well iets quite simple in ReBed it say weapon recharge rate, if you just see it and lower it by half ther is 5 minutes extra time (or did I miscalculated here?)

I find your lack of faith disturbing - Darth Vader-

Wipe them out, all of them - darth Sidious -

It's nice to be important, but its more important to be nice - scooter-

If you see the flash, but don't hear the bang, you're dead-Drill Sergeant-

 

Check my Forum india.messageboard.nl/4095

 

Most posts are dutch but english is allowed

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I have no CLUE what the fomula is. I always figured it was something like "number of shots per 60 seconds). Anyone with a better idea? Mask?

Five of the Greatest Lines in the Star Wars Trilogy :roll:;)

-"As you wish..."

-"He's no good to me dead..."

-"What if he doesn't survive? He's worth a lot to me."

-"Put Captain Solo in the Cargo Hold"

-"AaaaaAAaaaaaa!!"

 

Fett's Vette

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I have no CLUE what the fomula is. I always figured it was something like "number of shots per 60 seconds). Anyone with a better idea? Mask?

 

Well I was a bit vague in my last post, but I timed the time between shots (yes I was sitting next to my screen with a stopwatch *my parents thought I went nuts an called an asylum*) and the tim there was at this moment was about 10 minutes, you are right when you say they recharge faster when you increase the numbers, but what I was trying to say is that the amount that stands there now (for ex. 2000) is about 10 minutes, if I make it half (1000) it must be about 15 minutes (2000 = 10 minutes, then 0 is 20 minutes, 10 minutes plus 10 minutes so then 1000 must be 15 minutes 10 minutes plus the half of ten minutes <5 min> equals 15 minutes :idea:

I find your lack of faith disturbing - Darth Vader-

Wipe them out, all of them - darth Sidious -

It's nice to be important, but its more important to be nice - scooter-

If you see the flash, but don't hear the bang, you're dead-Drill Sergeant-

 

Check my Forum india.messageboard.nl/4095

 

Most posts are dutch but english is allowed

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Hmm...is there a noticeable difference if the shield value is dropped to zero, then? If not, then it might be better to just tinker with the maneuverability of each squadron, then. There has to be SOME value for shields, though. Y-Wings seem to last a lot longer than TIE Bombers...

 

Yeah but who wants to see B-Wings turning with T.I.E. Interceptors? 8O

 

I think you're right, that shields help some... the T.I.E. Bomber and the Y-Wing do have the same maneuverability rating (4)... no idea about the actual numbers though, just guesses. E.g. with shields of 15 does that mean that the B-Wing can take a hit from a T.I.E. Fighter (LC=5) and a hit from a T.I.E. Interceptor (LC=eight), but that it can't take two hits from T.I.E. Interceptors?

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Well I was a bit vague in my last post, but I timed the time between shots (yes I was sitting next to my screen with a stopwatch *my parents thought I went nuts an called an asylum*) and the tim there was at this moment was about 10 minutes, you are right when you say they recharge faster when you increase the numbers, but what I was trying to say is that the amount that stands there now (for ex. 2000) is about 10 minutes, if I make it half (1000) it must be about 15 minutes (2000 = 10 minutes, then 0 is 20 minutes, 10 minutes plus 10 minutes so then 1000 must be 15 minutes 10 minutes plus the half of ten minutes <5 min> equals 15 minutes :idea:

:?::?:?: All the recharge rates I've seen are between 5 and 80. Like the Corellian Corvette, which normally has a recharge rate of 8 (I think). A rate of 1000 would be like having a rapid-fire laser, wouldn't it? Or am I thinking of the wrong attribute?

Five of the Greatest Lines in the Star Wars Trilogy :roll:;)

-"As you wish..."

-"He's no good to me dead..."

-"What if he doesn't survive? He's worth a lot to me."

-"Put Captain Solo in the Cargo Hold"

-"AaaaaAAaaaaaa!!"

 

Fett's Vette

The Lyrics

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Rapid fire Death Star Laser and Gravity Well Projectors on a Corellian Corvette!? Dude, it's the Netherland's Secret Weapon!

 

Is it codenamed "The Flying Dutchman"? Sorry, couldn't resist...

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Yeah but who wants to see B-Wings turning with T.I.E. Interceptors? 8O

 

I think you're right, that shields help some... the T.I.E. Bomber and the Y-Wing do have the same maneuverability rating (4)... no idea about the actual numbers though, just guesses. E.g. with shields of 15 does that mean that the B-Wing can take a hit from a T.I.E. Fighter (LC=5) and a hit from a T.I.E. Interceptor (LC=eight), but that it can't take two hits from T.I.E. Interceptors?

Aw, DAMN! Now I have even MORE to test out! I dunno, man. Makes sense to me, but since when has that mattered when it comes to game programming and the Rebellion AI? :wink:

Five of the Greatest Lines in the Star Wars Trilogy :roll:;)

-"As you wish..."

-"He's no good to me dead..."

-"What if he doesn't survive? He's worth a lot to me."

-"Put Captain Solo in the Cargo Hold"

-"AaaaaAAaaaaaa!!"

 

Fett's Vette

The Lyrics

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Hmm...is there a noticeable difference if the shield value is dropped to zero, then? If not, then it might be better to just tinker with the maneuverability of each squadron, then. There has to be SOME value for shields, though. Y-Wings seem to last a lot longer than TIE Bombers...

 

They don't seem to last longer, they DO!

 

As i read on the SW wbesite databank the first fighter in the TIE series with shields was the Tie Advanced.

 

The Y-wing just lasts longer because it has shields.

I find your lack of faith disturbing - Darth Vader-

Wipe them out, all of them - darth Sidious -

It's nice to be important, but its more important to be nice - scooter-

If you see the flash, but don't hear the bang, you're dead-Drill Sergeant-

 

Check my Forum india.messageboard.nl/4095

 

Most posts are dutch but english is allowed

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Rapid fire Death Star Laser and Gravity Well Projectors on a Corellian Corvette!? Dude, it's the Netherland's Secret Weapon!

 

Is it codenamed "The Flying Dutchman"? Sorry, couldn't resist...

ROTFLMAO!! Man, I'm glad I wasn't drinking anything when I read that...

Five of the Greatest Lines in the Star Wars Trilogy :roll:;)

-"As you wish..."

-"He's no good to me dead..."

-"What if he doesn't survive? He's worth a lot to me."

-"Put Captain Solo in the Cargo Hold"

-"AaaaaAAaaaaaa!!"

 

Fett's Vette

The Lyrics

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Rapid fire Death Star Laser and Gravity Well Projectors on a Corellian Corvette!? Dude, it's the Netherland's Secret Weapon!

 

Is it codenamed "The Flying Dutchman"? Sorry, couldn't resist...

 

Hey keep it a secret teukros it is called a Secret weapon for a reason

I find your lack of faith disturbing - Darth Vader-

Wipe them out, all of them - darth Sidious -

It's nice to be important, but its more important to be nice - scooter-

If you see the flash, but don't hear the bang, you're dead-Drill Sergeant-

 

Check my Forum india.messageboard.nl/4095

 

Most posts are dutch but english is allowed

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Just read thru all of ur posts on this whole Y-wing fighter discussion.

 

I believe that the reason Y and B-wings are killed has to do with thier movement rating being so low. An A wing squad with much less shields last far longer becuz they more manouverable.

 

I thoughed it had something to do with the way damage done to ur ships is calculated. Shield increase the number of hits a squad can take before being destroyed. And the movement rate reduces the damage ur squadron takes from enemy fire. So if u could set it high enough enemy's couldnt hit fighters.

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  • 10 months later...

AH, THEY'VE ENCASED THE THREAD IN CARBONITE. IT SHOULD BE QUITE WELL PROTECTED - IF IT SURVIVED THE FREEZING PROCESS, THAT IS.

 

Man did I disappear from sight. That's what nursing school will do to you. But now I have two months, all to myself.

 

I've been playing a game, off and on, with my usual gaming buddy for the last seven months or so. I'm playing with my settings which I described earlier in the thread (last year). The most important changes, in the early game at least, are probably that Coruscant's industrial base and defenses are all much improved, and the Rebs cannot build any Neb-Bs (they can, however, build the "Alliance Escort Carrier"); but balanced against this, Jerjerrod's Diplomatic Base is lowered to 40 and Piett's is eliminated altogether.

 

So when we began the game I identified the Sessawenna, Corellian and Sluis Sectors as the sectors to concentrate on, with the objective of turning them into a secure and defensible base to operate from while I developed the Rim Sectors. Imperial systems in the remaining Sectors would be defended with Gencore shields and starfighters if possible but with nothing other than a token defense in mind.

 

Things went well in the Corellian Sector and it was not long until the entire Sector was SOLIDLY Imperial.

 

In Sessawenna as of turn 300, two of the systems are still neutral, and one is a member of the Rebellion. I've got Jerjerrod working the neutral systems and nothing much else going on in Sessawenna. The Alliance is not making much of an effort there, either.

 

I've got two Carracks and two Galleons sweeping the Rim clockwise from the Abrion Sector and two Carracks and two Galleons going counterclockwise from the Xappyh Sector. If I had the troops to garrison every undeveloped system on that side of the Rim I'd be in good shape. I do not have those troops because of a catastrophic screwup I made, sometime between turns 250-275, in the Sluis Sector!

 

Sometime in the first hundred turns I thought I was headed toward an easy victory. Before long there was only one remaining system in the entire Sluis Sector in open revolt - I can't even remember which one now, perhaps the Praesitlyn System. I was developing industry on Sluis Van, Sullust and Mon Calamari with large and extensive shipyards on Sluis Van (of course) and Sullust, with troop training facilities on Mon Calamari.

 

From early in the game the Sluis Sector was a key part of my strategy. I had my Carracks and Galleons starting from there and I wanted to gather Imperial Army Regiments there before sending them on to the Rim.

 

Every other Imperial Fleet was ordered to Bpfassh. All new ship construction was ordered for fleets either present in or en route to Bpfassh.

 

I intended to wait until I had at least a couple of VSDs and an ISD (or two) at Bpfassh before moving on Praesitlyn. After all, first impressions are important.

 

That was sometime in 2003. But my buddy and I were both busy. I was in school, he was getting married! Months later (back in April or May sometime) we both loaded it up again for a night's diversion...

 

I was still waiting for SDs to arrive at Bpfassh. In the meantime I would concentrate all of the Sluis Sector's non-essential Imperial troops at Bpfassh, where they would be safest.

 

I went to Mon Calamari and checked out the garrison requirement. Only one regiment, very good. I could see that there were more than six regiments present on the planet, for six were actually visible, and the scroll bar was also visible, showing that there were more than six there. And Mon Calamari had more regiments being raised locally. So I picked up those six regiments and ordered them to Bpfassh...

 

DISASTER! Only six regiments were actually present on Mon Calamari, and I had just removed them all!! There were additional regiments ordered to be raised, but they didn't help! Mon Calamari joined the Rebellion and FOUR OTHER IMPERIAL WORLDS, including Sluis Van and Sullust, went into uprising, killed the troops stationed there, and declared neutrality! And the sentiment in all other systems in the Sector became much more rebellious!

 

I had lost ALL of my industry in the Sluis Sector and whatever was under construction in those three systems was destroyed!

 

This is the sort of thing that can happen when you leave a game and then return to it months later (especially if you're short on sleep when you resume).

 

I acted quickly - I took everything at Bpfassh and scooted over to Mon Calamari to retake the system. This went over like a lead balloon in the Sector, and I think I lost one additional system.

 

Since then, that dark night of Calamarian and Sullustan treachery, we were unable to resume play until last night.

 

Needless to say my development of the Rim was not my top priority any more. In fact, it was positively stifled.

 

I knew that if I somehow retook the Mon Calamari Sector, I would still have a game. If not, the Imperial cause was lost.

 

I had already ordered Lord Vader and Emperor Palpatine to the system. They would join Bin Essada and Pellaeon. But would they get there in time?

 

The alarms continued to come in from my toeholds in the Dolomor and Farfin Sectors; one of those systems was defended with only one Gencore, and it was blown away by THOSE DAMNED CORELLIAN CORVETTES! The three or four remaining systems were defended with two Gencores each.

 

I moved most of my fleet to Mon Calamari (which had no Gencores at all) and left only two VSDs and two T.I.E. squadrons at Bpfassh to turn back an approaching Rebel fleet!

 

Many anxious turns later, Lord Vader had had success in the critical system of Sullust, and the approaching fleet had turned out to be a single Corvette. I thought I had a chance at getting every neutral world in the Sector to (re)join the Empire, and one of the two Rebel worlds had just gone into uprising. It seemed like the Empire had weathered the storm.

 

And then shipyards across the Core completed the large projects they had been working on. I still had a surplus of material for new projects. And the Lancer had recently become available. I ordered a new fleet for the Sessawenna sector of 12 Lancers and 2 ISDs, and a second new fleet for the Sullust system consisting only of 12 Lancers. And there was one resource rich world in the Rim that already had one functioning construction yard and many more had just been ordered for that world.

 

And then to cap it all off three of THOSE DAMNED CORELLIAN CORVETTES attacked the Bpfassh system - and every one of them was destroyed.

 

And then, something happened to the connection between our two computers. We both got the message "Your opponent has left the game". It hadn't been saved all night.

 

When (if) we replay those fifty turns in a day or so, I will have to do basically the same things I already did. Not like I have a lot of options. Most of the Star Fleet is divided between Bpfassh and Mon Calamari, which are under siege. My opponent, on the other hand, now knows quite a bit more about the Imperial dispositions than he did a little while ago, and his forces are small, fast, mobile, and can strike pretty much at will (one of my "toehold" systems - either Ketaris or Wistril, I think - was attacked by nine of THOSE DAMNED CORELLIAN CORVETTES - he thought it might be enough to bust through the two shields).

 

It sux. :(

Edited by teukros
Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Good to see one of the "oldies" back. In truth Corellian Corvettes are pretty much all the Alliance has for a good part of the begining of the game and if used correctily the uprising will destroy you :evil:
Sweat saves blood-Erwin Rommel
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THough they have speed and quite a punch at the start, they don't have the ability to carry fighters. You can probably overwhelm them with lots of TIE FIghters or Bombers.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Putting like 20 squads at each planet? I'd be kind of hard to cover the entire galaxy while building and fleet. And you can't put less than like 20, for fear of them being eaten apart by the corvette groups.
Sweat saves blood-Erwin Rommel
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Placing two Escort Carrier and two Carrak Cruiser in a fleet in each sector you hold planets in is your best option. You load the carriers up, one with anti-figher, the other with anti-cap, and then place the fleet in the most central location. When the rebels pop up you at least have a chance to stop them, though they like to pop in, bombard, and leave.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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I've found that the T.I.E.s and T.I.E. Bombers are next to useless.

 

Does anyone know how maneuverability affects combat?

 

Does a fighter with maneuverability of '8' have twice the chance of hitting another fighter as one with a maneuverability of '4'? or is it more complicated than that?

 

Maybe I'll add '4' to the maneuverability of all Imperial fighters to make things more realistic. And restore the armor that was stripped from them by giving them each a shield rating of 10. Actually it should be 20 for the T.I.E. Bomber... :twisted:

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Ive had entire sectors get taken over, due to the alliance using that sith-forsaken Corvette/Nebulon-B Combo. Ealry in the game it seems to be their favorite tactic, and since they can build the corvette right away, they tend to be the bane of any imperial almost from the start.

 

Even later on in the game, alliance corvettes can cause problems out on the rim, running hit-an-hype raids faster than you can send fleets to respond.

I once knew a great man. Nothing got to him, and he always smiled. May he forever rest in peace, knowing fully well that his freinds shall remember him.
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Yeah, but the outer rim systems aren't that important to hold. I just hit them and slowly take them. Take your time, there isn't a restriction on that :wink:

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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I find that placing resources in the outerrim counter-productiv. I focus on holdign the core world and scouting the outerrim for Rebel bases. Once I fin thier base, I destroy it and focus on the capture of rebel agents required to win the game.

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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Ah I perfer the outer rim systems for two main reasons. 1. My opponent can't take them easily (have to find out where they are first) and 2. because I don't have to scrap everything to get a few MAJOR shipyards
Sweat saves blood-Erwin Rommel
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