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How many like the balance so far?


WhiteSkull
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i consider there free fast spawning fighters a huge advantge for the empire, 6 ISD get 2 fighters each with 1 bomber squad and they respawn pretty fast, they can throw in a few tartans for anti bomber suport and you have a nasty fleet.

 

While the rebels have to give up cap ship slots to bring in fighters yes there ships are better but if the imps bring a few tartans with there free respawning fighters they have a pretty big advantge IMO.

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i consider there free fast spawning fighters a huge advantge for the empire, 6 ISD get 2 fighters each with 1 bomber squad and they respawn pretty fast, they can throw in a few tartans for anti bomber suport and you have a nasty fleet.

 

While the rebels have to give up cap ship slots to bring in fighters yes there ships are better but if the imps bring a few tartans with there free respawning fighters they have a pretty big advantge IMO.

 

yhea but the tie fighters are so weak....

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dude you get 2 for free on your pop cap per vic isd and i think one other ship? on top of this they build news one durning battle and there not as wekk as you think in numbers yes, in small scale battles they get owned but backed by enough cap ships they can be insane to deal with on there current spawn timers.

 

 

Should also point out bombers should do FF when doing bombing runs on land battles god those things tick me off lol had 8 squads of inf with 3 tanks mixxed in among  stormtroopers and AT-AT and loki just bombed himself and won the battle lol.

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the only balance problem isee is the ion cannon i had a huge fleet and were attacking the rebels and my hole fleet was just stoped  ::) the ion cannon fires like every 30 secs witch seems good but even after i destroyed the planet it took forever for my ships to start working and by that time they were as good as dead hypervelosity cannons are over powered too but the rebels can sneek in and destroy the cannon to clear the way but besides that its pretty good.

"Nothing beats a good blaster at your side"

Han Solo

 

My screen name online is (PFF)Jedi_Mike

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Curious to see how many people who have played around 5+games so far feel the balance is if it eneds some work alot work feels right etc..?

 

Needs some work. Especially at MPTL-2A and Missile-Corvettes (Marauder, Broadside Cruiser)

 

MPTL: Way too powerfull and a garrison-unit too. Should be removed as a garrison-unit or tweaked down a lot. At least the Reb-AI needs to be tweaked, it just spams every planet with MPTLs and heavy factories, make's incredible hard for the Empire to groundbattle the Rebs.

 

I want to see it used in battles but not 2 or 3 bataillons (each 3 MPTL) at ONE map PLUS garrison-MPTLs.

 

 

Missile-Corvettes: They're anti-starbase-ships. For killing fighters you've got the Tartan Cruiser or the Corellian Corvette. That means: A Broadside Cruiser or a Marauder should be REALLY useless against fighters. Atm you need just 2 or 3 Missile-Corvettes to spoil any fighter-attack, just activate your missile-spamming-ability. Especially Rebs suffer from loosing their fighters, because most Reb-Ships doesn't got any missile-support (like Proton-Torps at a Acclamator) and the Corellian Corvette is not that good in wrecking fighters as the Tartan (but it's still quiet good).

 

 

M2 Tanks and AT-STs seems almost even at combat. Both are at equal strength and do a comparable amount of damage. I think, an AT-ST should be better at destroying infantry and the M2 should be much more (shield)armored than now, make it more suitable for T2-B-hunting.

 

Pirate Plex-Soldiers: Most pirate planets have a half dozen of those units on that planet PLUS its a garrison-unit. They've got the Swamp-Speeder too, a real Infantry-Killer. That means you have to use a combined force of infantry AND armored forces - and you will often suffer heavy losses. It could be a good idea to reduce the amount of Plex-Soldiers on a pirate planet.

 

 

The AI cheats. Admiral Ackbar is a Tech-4-Hero. But my Medium AI got him when I've upgraded to Tech-2. That means, even that medium AI cheats like hell, it don't have to steal technology, it got it for free!

And its overusing some units like MPTLs, Corvettes etc (Same for Imp-AI, its overusing Corvettes and Broadside-Cruiser, forcing the player NOT to use any fighters, just spam capital Ships) - there was never a tactical logical fleet build up by the AI. Reb-AI is overusing A-Wings too, sometimes there are fleets with 12, 14 wings of A-Wings, but only 2 Y-Wings and not a single X-Wing.

 

Logical fleet: 1 or 2 Capital Ships, 4 - 6 frigates, same amount of corvettes, 1 or 2 Missile-Corvettes, + a good selection of fighters).

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the only balance problem isee is the ion cannon i had a huge fleet and were attacking the rebels and my hole fleet was just stoped  ::) the ion cannon fires like every 30 secs witch seems good but even after i destroyed the planet it took forever for my ships to start working and by that time they were as good as dead hypervelosity cannons are over powered too but the rebels can sneek in and destroy the cannon to clear the way but besides that its pretty good.

 

I don't know if the AI cheats and sees all, but I try and kept most of my fleet out of the sight of the enemy send in all my fighters, bombers, and some corvettes, and like two frigates to take out enemy corvettes.  If the enemy can't see the ships they can't hit them with the ion cannon.

________________________________________________

 

Couter the MPTLs with fast units move them in close, the bomb plant the recon bikes helps.  Jus t hopefuuly you can  get close.

 

 

The issue that bugs me the most is the power of the corvettes.  The Tartan just easts up my fighters,  one time I lost like six or eight starfighters less the 30 seconds.  I know the Tartan had it's weapons boost, but my fighters could not even get away in time.  I always throw my fighters and bombers in last because of the power.  Maybe I just need to play more to learn tocounter their power and speed.

I must not fear

Fear is the mind-killer

Fear is the little death that brings total obliteration

I will face my fear

I will permit it to pass over me and through me

And when it has gone past, I will turn the inner eye to see its path

Where the fear has gone there will be nothing

Only I will remain

-- The Bene Gesserit Litany Against Fear

from the novel Dune by Frank Herbert

http://www.petroglyphgames.com/images/hierarchy_banner1.jpg

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cobra thats a good tactic sometimes but, most of the time th rebels rush me with corvettes, so they can see all my ships. I really like the ion cannon but its effect shouldn't last as long as it does it last for forever and the ship should still drift forward because it still has its momentum, but yep if they don't rush or if I'm in a nebula they cant see me.

"Nothing beats a good blaster at your side"

Han Solo

 

My screen name online is (PFF)Jedi_Mike

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Ohh yeah, they do rush the start almost everytime.  And they can't be killed fast enough to block their vision.

Also if they got probe sensor, they see a lot.

I must not fear

Fear is the mind-killer

Fear is the little death that brings total obliteration

I will face my fear

I will permit it to pass over me and through me

And when it has gone past, I will turn the inner eye to see its path

Where the fear has gone there will be nothing

Only I will remain

-- The Bene Gesserit Litany Against Fear

from the novel Dune by Frank Herbert

http://www.petroglyphgames.com/images/hierarchy_banner1.jpg

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i think the snow speeders are 25% too big

 

i think aclamatours torpse are too weak

 

corvettes are too tough to kill, and they shouldnt be able to eat up other ships and base shields so fast

 

 

 

i wish self destruct on tie tanks could do more damage to tanks and buildings

Edited by shadowsfm
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i like the balence but the MPTL area bit to powerful and The Accuser is a bit to monsterous( i had no trouble desttroying it though.) and the VSD's are too powerful 4 of them took out a Level 3 Space Station and then 2 Mc80's how is that possible they are meant to  be weaker than them?

http://i115.photobucket.com/albums/n292/Admiral_Antilles/Thrawncopy.jpg

http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg

 

I Support the Resistance!

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Couter the MPTLs with fast units move them in close, the bomb plant the recon bikes helps.  Jus t hopefuuly you can  get close.

 

Then Petroglyph should remove that crushing-ability of speederbikes by MPTLs. Tweaking down the AI overusing this unit is a must-have for next patch. Rebs are using small commandos of infantry often, not by brute force.

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Definitely agree about missle corvettes, their anti capital ship abilities should be nerfed. With the amount the AI churns out, I am being blasted right from the outset. They should be siege weapons, instead they can neutralise bases and capital ships with ease.

 

The AI's spamming of MPTL-2As really defeats the intent of the game. Players are encouraged to build balanced forces to progress, but this directly contrasts with the AI's tactics.

It also should not be a garrison unit.

 

I think that corvettes are overpowered hit points wise. They should be fast, and maneuverable, and be a difficult target at long range, making them difficult to kill while weak in a head to head close battle. It really annoys me when corvettes waltz past my capital ships under heavy fire and still have shield intact.

 

I realise the ion cannon needs to be powerful to balance with the hypervelocity gun, but at the rate it fires a decent human player could realise he could disable all my capital ships very quickly. I'd prefer a weakened hyper velocity gun combined with a shorter time of immobilization by the ion cannon. Or simply longer recharge times.

 

James.

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lol Jameswgm you should have been in the MP game that me and Ghostly_Substance  were in yesterday again 2 AI's man we were geting our asses handed to us by Missile Corvetts and normal Corvetts because thier simple to strong even with SD's and VSD's also the ion cannon disabled 2 of my SD's and then got taken out by the small ships and more ion cannon fire from Rebels on our Station lol, station was disabled and we lost, its imbaressing but was funny lol.
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Missile-Corvettes: They're anti-starbase-ships. For killing fighters you've got the Tartan Cruiser or the Corellian Corvette. That means: A Broadside Cruiser or a Marauder should be REALLY useless against fighters. Atm you need just 2 or 3 Missile-Corvettes to spoil any fighter-attack, just activate your missile-spamming-ability. Especially Rebs suffer from loosing their fighters, because most Reb-Ships doesn't got any missile-support (like Proton-Torps at a Acclamator) and the Corellian Corvette is not that good in wrecking fighters as the Tartan (but it's still quiet good).

 

I'm not sure that disallowing a unit, which has the primary role of launching missiles, the ability to attack small craft would make much sense. :) If anything, it should be better than most!

 

I think that, like most games, the AI doesn't have the fog of war applied to it. It seems to know where you are (especially on the ground) and just automatically head there. Not that I begrudge it that, but it's one of the main reasons I would like the user to have the fog of war applied to themselves, too, just simply as an option. As it is, the opposing forces seem to zero in on you, but your own have to perpetually hunt around hte map, even though your ships must have done a full scan of the place.

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I'm not sure that disallowing a unit, which has the primary role of launching missiles, the ability to attack small craft would make much sense. :) If anything, it should be better than most!

 

I think that, like most games, the AI doesn't have the fog of war applied to it. It seems to know where you are (especially on the ground) and just automatically head there. Not that I begrudge it that, but it's one of the main reasons I would like the user to have the fog of war applied to themselves, too, just simply as an option. As it is, the opposing forces seem to zero in on you, but your own have to perpetually hunt around hte map, even though your ships must have done a full scan of the place.

 

Letz think twice before typing somthing ... done :P

 

1. We've got Corellian Corvettes / Tartan Cruisers for hunting down enemy fightercraft. Thats fine, thats okay, it works.

 

2. We've got a Missile-Corvette / Frigate doing the SAME job much better PLUS fragging down a Starbase real fast.

 

3. We've got 4 other ships doing other jobs like tanking or damage dealing at close combat.

 

4. We've got at leat 3 types of fighters, including bombers, attack- and interception-craft.

 

Letz talk about 2. and 4.

 

Every well balanced strategy-game gots its "artillery-unit" to do long-range-damage. Usually those units are slow, weak and pretty much useless against close targets. They're often used to destroy enemy walls, buildings or artillery.

 

A Missile-Corvette is some kind of "space-artillery", that means, it's a long range ship built for destroying enemy stations. Thats okay, because short-distance fights against level 5 stations are often deadly for weaker units.

There is NO need for a Missile-Corvette to be some kind of fighter-killer, we've got other, missile-less corvettes for this job. The job of a Missile-Corvette is to destroy the enemy station or firesupport against slow moving units (like crippled SDs).

 

 

About pt. 4: I think we've to rebalance our A-Wing. Its way too overused from Reb-AI and its way too powerfull. In "reality" it had weaker shilds than a X-Wing PLUS only 2 Laserguns. Their advantage was their speed. They should be only really fast scouts for killing enemy bombers but not as powerfull as X-Wings vs TIE-Fighters. I know it. I'm still playing X-Wing Alliance sometimes and I know what I'm talking about ;)

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I have to agree with Captain Data, although I haven't played enough of the game yet to give my input on any other issues just yet.  I'm actually taking it extremely slow right now, not rushing to do anything.  So I haven't finished a full game/campaign yet.  However, I did notice even in the early going that tartans/corvettes seem to be pretty much overpowered as far as defensively.  Marauders and broadsides shouldn't be fighter killers in my book either.  In fact, they should be vulnerable to fighters especially bombers since they don't have (or shouldn't have) any anti-starfighter weapons or great engines like corvettes/tartans.
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wouldn't the correllian gunship be considered half way there between missile corvette and anti-fighter?

Maybe.  I don't thing it's concussion missile are good at taking out fighters, and they have no where near the range of the missile boats. The lasers are OK at taking out the fighters.  I consider the gunship in it's own class.

 

I like that ship a lot, it can support any other ship on the battlefield.  It helps get rid of fighters and bombers.  The four missiles can do damage on all ships with shields. Great at taking out Tartans, Broadside Cruisers, Interdictors, and any hardpoints on the warship.  I use them with Y-wings when I can to take out hardpoints on ships or on space station.  I use the speed boost attack the broadside cruisers and Interdictors that are causing problems.  Use it with frigates or capital ships.  The enemy will most likely go after the frigates or capital ships first, then the gunships can take out shields or what ever else needs to be taken out.  They don't die as fast as y-wings do to tartans. 

 

Oops got a little off subject.

I must not fear

Fear is the mind-killer

Fear is the little death that brings total obliteration

I will face my fear

I will permit it to pass over me and through me

And when it has gone past, I will turn the inner eye to see its path

Where the fear has gone there will be nothing

Only I will remain

-- The Bene Gesserit Litany Against Fear

from the novel Dune by Frank Herbert

http://www.petroglyphgames.com/images/hierarchy_banner1.jpg

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