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Re: A/X-Wing need a new job


Wiz33
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  Other than their speed. It seems that for fighter defense, you're better off building a few more Corvette and Gunships even at higher cost since they'll survive even if they only have a hair of hull left at the end, where as the fighters are lost if you take more than 1/2 damage.
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There are loads of mods in the modding forum you can look at that make fighters much more useful and balanced.  Take a look there if you want to see if EAW can be more enjoyable.

EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish.  Introduces a FLEET! Deathmatch mode.

 

http://pff.swrebellion.com/index.php?topic=2763.0

http://www.lucasforums.com/showthread.php?t=161089

 

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW.  Also introduces Scenario play.

 

http://pff.swrebellion.com/index.php?topic=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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I can imagine that there are. Just nerf the hell out of Corvettes. And missile ships too, considering that they can whomp the hell out of fighters for some strange reason.
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I can imagine that there are. Just nerf the hell out of Corvettes. And missile ships too, considering that they can whomp the hell out of fighters for some strange reason.

 

/agrees

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i do think that with the corvettes fighters are useless but they can be worth while for somethings against the Computer and the X-Wings can make a good Scout (affordable+Fast=scout).

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"Luke don't attack the Death Star just scout it and we'll send in the corvettes to blow it up."

EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish.  Introduces a FLEET! Deathmatch mode.

 

http://pff.swrebellion.com/index.php?topic=2763.0

http://www.lucasforums.com/showthread.php?t=161089

 

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW.  Also introduces Scenario play.

 

http://pff.swrebellion.com/index.php?topic=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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the corellian corvette had no lasers, gunship only had a few normal lasers.

What do you mean by that?

I think that corellian corvettes have regular lasers (antistarfighter) and a couple turbolasers for bigger things.

 

Edit: Hmm, that may be wrong. Just checked teh databank and it only says "turbolaser cannons". Coulda sworn I read about lasers in EU...

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The normal CR90 Corellian Corvette only had turbolasers, a couple of field modification kits were released that added lasers in all probability.  Of course if they gave turbolasers to a corvette in the vanilla game the rebels would have no choice but to build tons of fighters to compensate, though the tartan's would be pretty well f***ed if the player had the brains to send them hunting the tartans.

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look there are a ishload of issues with the game... in my opinion, you should just take out the vette/tartan altogether and let the starfighters play with starfighters and have the tech scale graduate directly to the frigate classes..  in the level one, just replace the vette/tartan with the a-wing/scout OR in the case of the possible expansion a-wing/interceptor
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What about this completely crazy and novel concept..... how about we have the weapons on the vehicles like what they primarily had according to established canon?  Why would you have an ISD and not have a single anti-starfighter turret?

 

And of course, anyone notice how hard the Mon Cal Cruisers hit Imperial fighters and bombers? 

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ROR will fix most of these issues and as far as Mon Cals verses bombers...

 

That may be true in the game, but in reality the MC80 , Victory I, Victory II, and the Imperial II all suffer from a complete lack of point defense weaponry.  The Imperial I however retains point defense weapons, I guess getting rid of them with the Imperial II made the ship cheaper.

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Take a single group of bombers against a Mon Cal without other targets and see how long things last.

 

Then do the same with a group of y-wings and an ISD.

 

Pay attention to the hit percentage.  Remember that the tie bomber is leagues ahead of the Y-Wing as far as maneuverability.

 

Ignoring the accuracy, a turbo laser should be as fatal to a fighter as an artillery round would be in a direct hit on a human.

 

In other words, the turbolasers are, and should be, extreme overkill on fighters.  The ideal situation would be to lower the turbolaser accuracy to realistic levels vs fighters, then correct the damage dealt to be correct.  The accuracy of a turbolaser should scale depending on the speed and maneuverability of the fighter in question.  An example of the scaling I am talking about is the following:

 

Turbolaser accuracy percentage vs fighter targeted

5% -> A-Wing

7% -> Tie Fighter

10% -> Tie Bomber

12% -> X-Wing with S-Foils locked.

15% -> X-Wing in normal mode

20% -> Y-Wing

 

The next thing to fix would be the damage.  For example, a tie fighter and bomber should be vaporized instantly on impact and a y-wing, a-wing and x-wing should have a very high probability of instant vaporization but have a small chance of surviving only 1 hit due to shielding and better hull strength.  The analogy here is the same as the artillery vs human, a human may have no armor and fall to a small caliber bullet and then survive a direct hit if wearing quality armor, but neither of these two would survive a direct artillery shell impact (the weight of the shell alone falling at that rate should be enough to kill them, not to mention any explosion).

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teradyn, on the subject of the turbolaser killing a fighter with a single shot, i agree completely, that is something that was completely misconstrued in the game and should/needs to be fixed ASAP, whether its in the next patch or the expansion, and as for the artillery shots, they already have that, the artillery shots already kill infantry on impact for a generous radius.
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