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Re: I am dissapointed by capital ship damage


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I downloaded the Empire mod which allows you to do Galactic Conquest as the Empire. This starts you out with a VSD and two ISDs, which is pretty rockin'.

 

However, I'm very dissapointed by the amount of damage their turbolasers do! I team up all three destroyers against some pitiful little Rebel Corvette, and the shield damage stil inches its way down! WTF, a single ISD should be able to trash a Correlian Corvette, not to mention give a Nebulon B Frigate a run for its money.

 

On another note, I'm dissapointed in general at how weak capital ships are. I'm not referring to how bombers can easily take them out, because that's necessary to balance. But if 2 or 3 X-Wing squadrons are taking glancing potshots at your Star Destroyer and the shields go down 10%, methinks that you'll have to either descrease figher lasers against cap ships, or increase capital ship strength overall. Let's not make this game like X-Wing Alliance, where one B-Wing could take on the whole of the Imperial Navy... :-\

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I fail to see what you mean. I think the damage on the capital ships look great with chunks flying off into space, smoke and gasses venting off...

 

Star Destroyer's shields soak up a lot of damage. But remember, it's also the Admiral's job to protect his capital ships from fighters and bombers by using Tartans to counter-attack. As long as you use this tactic, you're ISD's should be able to take on most of what the Rebel scum have to offer, but taking out those bombers and fighters should be the target priority for your Tartans.

 

But I do agree with you on the whole Star Destroyer>Corvette deal. They should be able to take out those guys no problem, but instead it takes like 2 minutes of concentrated firepower to take 'em down. :o

 

But in the end, it does make for a great space battle. A lot of eye candy indeed. ;D

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What irritates me, and what I think you guys are seeing is the accuracy problem the Empire seems to have.  I had a line of 6 Acclamators sitting there and a single corellian corvette comes strait down the middle of them.  All of their weapons were oriented on the corvette and they all let loose with every thing they had.  The damn corvette made it past the line with some shield left.  And then proceded to wipe out all of the fighters and bombers that were hiding in the corner of the map.  So I have all my spawned fighters and bombers out along with 18 points worth of starships and a single 2 point ship comes in and can pretty much walk all over the place in my fleet?  WTH?

 

I certainly hope, fervently, desperately hope, that this is a balance issue that is going to be corrected?  The Rebel accuracy is miles ahead of the Imperial for some reason.  The Mon Calimari cruiser can wipe out my Acclimators and Tartans like there is no tomorrow.  And it does it at a considerable range.  My ISD takes forever to destroy a corellian corvette if he can do enough damage to knock down the shields at all!

 

Something is very wrong with this.

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Not to mention the headache-inducing ion cannon ability of Y-Wings. While certainly it gives the Rebels a certain 'edge,' and it conforms well to their starfighter superiority, I haven't seen anything of the Imperials' capital ship superiority to counter this. The shit lasts too long, anyway. 3 Y-Wing squadrons periodically blasting my ISD can keep it from retaliating long enough to blast off its shield generators, turbolasers, engines, hull...
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Not to mention the headache-inducing ion cannon ability of Y-Wings.

 

Sorry to butt in here... Could someone explain/link to an explanation of this ability, just for my own curiousity?  I've tried to use this ability before, but I don't think I know the difference between this and just using bombs to knock out hardpoints...

 

The the ion cannons work faster/better?  Do they knock stuff out temporarily?  What gives?

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Unlike the Planetary Ion Cannon which completely disables a ship for a temporary period of time, the Y-Wing's Ion Cannons only midly disable a capital ship. So, one squadron will irritate you because your Star Destroyer will move slower, fire at a worse rate, use less of its laser batteries, etc. But 3+ Y-Wing squadrons can perpetually take potshots at your heavy ships and more or less keep them in an ineffective state.

 

Now, like I said, that alone is not bad. The Rebels get the good starfighters, and starfighter-killers like Tartans are always effective at blasting them away. But I always play with about 8 Tartans in my Imp starfleet, and even when concentrating fire on those Y-Wings, they always manage to sneak through and put holes in my ISDs to make them completely worthless in battle. I hope that's a balance issue that will be corrected.

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Naja, try the same thing with correllian corvettes... you will take out 10x the number of tie fighters before they get past you.  Notice how often the cc doesn't miss and how often the tartan does.  this is the core problem.  I am sorry, I don't give a rats hairless behind, the imperials would be better shots....... period.  Definately not this bad.

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I'm not sure why I'm the first to bring this to the table (perhaps it's because I'm unaware of how very obviously wrong this might be...)

 

In relation to the CC versus tartan problem... 

 

This was a DEMO... And we're complaining about/debating/stressing over units, abilities and factions that have been unlocked via moddability.  Perhaps these are all just 'nerfs' that were put in place as part of the demo..

 

 

For example, in the mods, some of the ground landings are screwed up.  For example, one time I (as Rebels) tried to do a planetary invasion on a planet, and the Empire's troopers were stationed in the 'base' area for the map... The problem being that the 'base' itself started off as Rebel...  Obviously an example of the demo's limitations, despite our ability to make more of it than was intended.  We were never supposed to go past the three available areas (Hoth, asteroid field, Tatooine) of the demo, thus none of the other places in the universe are properly set up, or coded, or what have you.

 

The same extends to the ships.  Perhaps these Imperial 'nerfs' are simply something that was never intended, nor ever really a problem in the first place.  Think about it - we were never supposed to play as the Empire in the demo anyway... Why would they take the time to make sure everything is finally tweaked and properly set-up?  I have a feeling that this will not even be an issue in the final release.

 

 

 

Aside: In relation to my earlier question about the Y-Wings...

So, am I to understand that a single 'unit' of Y-Wings (the three fighters) are able to badly damage/limit the functionality of a Star Destroyer?  Seriously?  One trio of fighters, if you use the Ion Cannon ability, will have the full effect of that 'ability'?!?!  I was under the impression that it simply sapped shields faster or something.  However, having Y-Wings (especially if it only requires one 'unit' of Y-Wings to do so) severely disable a Star Destroy with one salvo of tiny Ion Cannon blasts doesn't make any sense at all.  Can someone elaborate a little more... Am I still mis-conceiving things here?

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I agree that the issues may be with the Imperial units being nerfed to give us a chance in the demo as a possibility.  However, given the completeness with which this aiming deficiancy is spread out over the entire Imperial fleet, I kind of doubt it for the same reason you just gave for it being a deliberate nerf for the demo.  They did not have every Imperial ship enabled in the demo on any portion, thus they wouldn't have needed to nerf them all.  Thus, I still feel that the most likely reason is that this is their version of "balance".  I am sorry, but either the weapons on the Imperial ships need to be astronomically bumped up, or the aiming needs to be fixed.  Where did they get the idea that Imperial ships can not aim at all?

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LOL, well, for one - maybe they took that from the movies...  ::)

 

But, in all seriousness, I don't honestly beleive that there will be major balance issues when the game is released.  It makes no sense for them to have the Rebels be super powerful... No one would like the game, and that's just BAD development... And, we all know Petroglyph aren't bad developers.  Do you really think they'll let something like that slide by?

 

I mean, if you had your hands on the full copy of the game.  And you're part of the Petroglyph team, going through some Quality-Control (AKA: having super-fun time), play testing the game.  During a Rebel/Empire fight, with fairly even numbers of troops.

 

Oh, but 'lo and behold... Every single battle, the Rebels cleansweep the Imperials without any hope/chance of survival...

 

Don't you think, as the developers of the game, they might see this as something to balance out?  That they might pick up on the fact that, "Hey, something's fubar here."  I mean, c'mon... These people have plenty of experience.  They're not going to randomly attribute 'bad aim' for no reason.

 

That said, nothing is for sure.  But, as far as I'm concerned, the Demo is an unfinished, incomplete product... I mean, by definition, that's what a Demo is!  So, the preceeding is just my opinion, but I think it makes more sense than, "OMG, in a two race game, one race is 3000% better than the other!"

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I agree but I am sure that we can just mod it. Somebody will probably release a 'Realsim/Balance/Issue mod' on the second day.

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Called ROR ;D, cheak it out in the mods section

and

Unlike the Planetary Ion Cannon which completely disables a ship for a temporary period of time, the Y-Wing's Ion Cannons only midly disable a capital ship. So, one squadron will irritate you because your Star Destroyer will move slower, fire at a worse rate, use less of its laser batteries, etc. But 3+ Y-Wing squadrons can perpetually take potshots at your heavy ships and more or less keep them in an ineffective state.

 

Now, like I said, that alone is not bad. The Rebels get the good starfighters, and starfighter-killers like Tartans are always effective at blasting them away. But I always play with about 8 Tartans in my Imp starfleet, and even when concentrating fire on those Y-Wings, they always manage to sneak through and put holes in my ISDs to make them completely worthless in battle. I hope that's a balance issue that will be corrected.

Have you got a mod that has y-wings in groups of 12, because then they are 4x as powerrfull

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When the rebel SCUM allways make 15 star fighters (about 12 bombers 3 x-wings) my 4 tartans YES 4 totally destroy them, and my Victory's and Acclimators are free to own the rebel scum's capital ships.

 

death to the rebellion!  8)

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