NOT Hadoken13 Posted February 4, 2006 Posted February 4, 2006 (edited) (no this is not a thread meant to bash how the ties are built or something)all right anyone notice that the imps always use the ties hunt for an enemy special ability? it is annoying bkz it makes it impossible to hide things near the rear of the map!also it doesn't seem like a good strategy...as more then once i would've lost a battle if only the imps. had used their ties effectively! can this be fixed?do we think it will be in the final game? has anyone else noticed or am i just being crazy? Edited February 4, 2006 by Cain my EAW online screen name [PFF]HAdoken13
Darthscharnhorst2 Posted February 4, 2006 Posted February 4, 2006 I tend to agree. As a player the ability is also a bit useless as you cannot send ties out to hunt in groups. When playing the modded demo as the Empire I found the ability to be useless unless I was hunting transports. I think all units should have this ability as a quick key setting and the player should be able to send grouped units on this mission. Why ties have it as a specail ability is beyond me. It would make more sense as a "scout for enemy" as thats all they do since a tie squadron by itself cant stand up to anything but a transport.
Relentless Posted February 4, 2006 Posted February 4, 2006 What should their ability be? TIE Fighters dont have any, so might as well throw in something useless, like hunt. It bring upon us more of famine, death and war, you know religion has a lot to answer for. -Steve Harris, Iron Maiden
Darthscharnhorst2 Posted February 4, 2006 Posted February 4, 2006 What should their ability be? TIE Fighters don't have any, so might as well throw in something useless, like hunt. Well maybe something useful would um be more useful! Maybe allow them to Kamikaze a capital ship, *land* back on an ISD to repair losses, Form tight or lose formations to avoid flak. There are 3 useful options that took all of three seconds to come up with. Hunt for enemies should be an ability for all units and especially for grouped units like "defend" and "move/attack" is. It is by no means a *special* ability! Strange decision for a gameplay mechanic in my opinion.
Naja Posted February 4, 2006 Posted February 4, 2006 Jesus, just have it like R:TW units: TIE Fighter Tight Formation: more vulnerable to anti-fighter weapons, more concentrated firepower against targets. TIE Fighter Loose Formation: less chance to be hit, less firepower.
Megajames Posted February 4, 2006 Posted February 4, 2006 being in a tight formation would not incress firepower, i think ??? Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
NOT Hadoken13 Posted February 4, 2006 Author Posted February 4, 2006 no but it would increase effectiveness against sheilds my EAW online screen name [PFF]HAdoken13
Mcas1937 Posted February 4, 2006 Posted February 4, 2006 I like the hunt ability for the TIE's. They are just a basic starfighter, with no extras, so the uslessness fits with the TIE in the canon. -Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends. J.R.R. Tolkien, The Lord Of the Rings-Success is how high you bounce when you hit bottom.General George Patton Jr-Cool game being made a high school student, I recommend checking it out. http://www.spacedoutgame.com/Matt CastleMCAS1937@yahoo.comhttp://kevan.org/brain.cgi?Matt%20Castle
Megajames Posted February 4, 2006 Posted February 4, 2006 I like the hunt ability for the TIE's. They are just a basic starfighter, with no extras, so the uslessness fits with the TIE in the canon.um, have u put this in the wrong topic Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
shadowsfm Posted February 4, 2006 Posted February 4, 2006 i agree with mcas, thier basicly only good for scouting anyway
SirNuke Posted February 5, 2006 Posted February 5, 2006 I would imagine it's very hard to sneak up on an Imperial player who has Tie Fighters sneaking all around the map. And much hard to protect your transports (if you are rebellion) with 10 or so squads of Ties randomally flying around the map. Zing!
NOT Hadoken13 Posted February 5, 2006 Author Posted February 5, 2006 exactly but it makes the ai too easy (that was my point from the start)all their fighters are off in the middle of no where and i am free to kill their big ships with y-wingsit is rather funny my EAW online screen name [PFF]HAdoken13
MastaSpoofa Posted February 5, 2006 Posted February 5, 2006 when the rebels mass transports, or have alot, i allways use hunt with my ties, to find and destroy them. Once they had about 20 transports randomly everywhere, so i used the hunt ability, rounded them bebehs up fast ;D http://starwars.wikicities.com/images/thumb/7/73/300px-Imperial_Fleet.jpgLong live the Venator!
Relentless Posted February 5, 2006 Posted February 5, 2006 exactly but it makes the ai too easy (that was my point from the start)all their fighters are off in the middle of no where and i am free to kill their big ships with y-wingsit is rather funny The Tartans are for destroying fighters. They will chrush your Y-Wings faster than anything else, so might as well use the weak and mostly free TIE fighters to simply harass your enemy. It bring upon us more of famine, death and war, you know religion has a lot to answer for. -Steve Harris, Iron Maiden
Megajames Posted February 5, 2006 Posted February 5, 2006 The IMPv2 patrol things are good aganist fighters Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
MastaSpoofa Posted February 5, 2006 Posted February 5, 2006 The IMPv2 patrol things are good aganist fighters i think tartans have more hull and shield strength, and more lasers though http://starwars.wikicities.com/images/thumb/7/73/300px-Imperial_Fleet.jpgLong live the Venator!
NOT Hadoken13 Posted February 8, 2006 Author Posted February 8, 2006 this is truebut really don't you think the ai would fare better is they actually used the ties?cuz they don't attack anything they sit in the sorner of the map...and...well..sit!it is really not that important i just wanted to know if anyone else noticed my EAW online screen name [PFF]HAdoken13
Darthscharnhorst2 Posted February 11, 2006 Posted February 11, 2006 this is truebut really don't you think the AI would fare better is they actually used the ties?CZ they don't attack anything they sit in the sooner of the map...and...well..sit!it is really not that important i just wanted to know if anyone else noticed I do and apparently, the review in game informer points this AI behavior out as a weakness. While scouting the map is a good idea, I think the Ties would be better served attacking Y-wings and at least tieing up the X-wings instead of exploring the corners of the map. The AI should have priorities such as recalling all fighter support to fend off bombers when the enemy shows up. Additionaly, since there is no basebuilding the AI should concentrate all its defending units against the players force, especially when its starbase or Ground base is being attacked.
The_talented Posted February 12, 2006 Posted February 12, 2006 I tend to agree. As a player the ability is also a bit useless as you cannot send ties out to hunt in groups. When playing the modded demo as the Empire I found the ability to be useless unless I was hunting transports. I think all units should have this ability as a quick key setting and the player should be able to send grouped units on this mission. Why ties have it as a specail ability is beyond me. It would make more sense as a "scout for enemy" as thats all they do since a tie squadron by itself cant stand up to anything but a transport. ok dude there are hotkey settings you just have to make them yourself.... and if you must ull just have to micromanage you tie wings ON YOUR OWN... its really not that difficult...
Darthscharnhorst2 Posted February 12, 2006 Posted February 12, 2006 ok dude there are hotkey settings you just have to make them yourself.... and if you must ull just have to micromanage you tie wings ON YOUR OWN... its really not that difficult... Hotkey settings for what? Are you saying that all units have the ability to "hunt for enemy's"? Can I put groups of ties into this mode and they will therefore hunt in packs? If not, I miss your point since micromanaging my units was never an issue, the matter of the tie fighter's special ability was all I was calling into question as it appeared to be useless. Plus it is really how the AI is using them, as I would not set this ability to on unless I was rounding up transports, which I mentioned in this thread. Maybe if you could set them to "hunt for bombers" or "hunt for transports" or even "scout but avoid enemy contact" otherwise it makes an already weak unit even weaker.
The_talented Posted February 14, 2006 Posted February 14, 2006 nah nah i think you may have missed my point... it seemed to me that you were complaining at having to micro your ties... my "hotkey" statement was: select two or three squads of ties" (depending on your fleet) hotkey them to be a group, have them use the potentially useless hunt ability and let them go... use your fleet and let them do their thing -or- dont use the hunt at all.... attack what attacks you if a select group of ships wants to go hide off in the corners of the map, let them, they arent your problem... kill what threatens you, and them go back later to finish them off later
shadowsfm Posted February 14, 2006 Posted February 14, 2006 so because you micro manage your ties, you agree with him that the hunt ability is usless. i never use it ether, but when i do, they easly find something attack, like a magnet
The_talented Posted February 14, 2006 Posted February 14, 2006 yeah in my opinion it is useless... beyond the extent of finding something that could be found easily enough by conventional looking when you gain the upperhand when the whole map is revealed...
NOT Hadoken13 Posted February 14, 2006 Author Posted February 14, 2006 ^^i agree totally^^ my EAW online screen name [PFF]HAdoken13
jedi mike Posted February 14, 2006 Posted February 14, 2006 The only thing they could be good for is finding ships in the nebula's maybe?? "Nothing beats a good blaster at your side"Han Solo My screen name online is (PFF)Jedi_Mike
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