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pnakotus

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    Hobart (on that funny little island under Australia...)

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  1. Good point with the reloading cycle; it'd be neat if the larger ships fired in batteries to keep fire up, instead of the occasional orgasm of fire. This is very obvious in the case of larger ships, like the Titan. Not sure if HW2 can do that sort of thing tho.
  2. *grin* While Executor has a fair amount of anti-cap guns, it doesn't seem to have the literal tens of thousands of anti starfighter guns it should have, making it a huge target for volleys. It costs 6 MILLION ru, it should be worth it. I haven't used it much, but I'd be interested to see if its so long it has weapon range problems
  3. I'd just love to use the superlaser to destroy the heart of a rebel fleet with one shot. What Star Defender???
  4. I actually bought this up because I had a pretty negative ISD-I vs ISD-II experience. I don't think they're comparable at all; ISD-II has more, heavier weapons, etc etc. I agree there's not alot of call for variety in SW fleet composition, but atm the ISD-I is simply a weaker, crapper version of ISD-II, which could be nothing more than a refit program(although changed to the hangar arrangements etc suggest this isn't the case). I think I'll do myself some research, and see what I can dig up stats-wise, at least about the canon ships. I think its unlikely I'll learn anything either consistent or useful about offical ships, but the heavier vessels should be relatively easy to work out more consistent stats on. Before I start, does hw2 have any limits on variety or number of weapons? Its likely Executor should have thousands of weapons, and would this be a problem?
  5. I've only seen it fire once (damn thing takes forever to build) and it didn't fire again. I ordered a Z attack at extremely long range on a shipyard, and it fired the superlaser at close range. It missed, of course. Never got it to fire it again, either. If this *is* the superlaser, it looks like a very fat turbo bolt.
  6. Excuse my ignorance, but why is the superlaser a big bolt instead of a beam? HW2 can do beams, as for their ion cannons, so what issues prevent this being used for the superlaser?
  7. That makes sense, although if docking worked you could keep 100 or so fighers stashed for an Star Dreadnought related emergency. Well, I'm up for a game - I'm in AU, tho, lag will be a bit worse than to other folks in the US.
  8. Would Warlords be playable online, given the lag experienced on just one machine?
  9. Actualy the interface is quie easy to read @ 16x12 Also I'm not complaining, just trying to point out what players are experiencing with their systems when playing the mod, hopefuly Evil will be able use the information to better judge how much to put in to the mod to what folks systems can handel. If people can't play it they won't IMO *grin* Well that makes more sense! Makes GAP's problems even stranger tho, since he gets less performance than me on a much better system. I imagine these problems won't be as bad once EJ can optimise the projectiles. Sorry for misunderstanding
  10. That explains my games then; I cover the map in probots as a matter of course, and the best I've seen is an MC80c. Lame. And it was all MY FAULT? They were afraid of my probots the whole time!
  11. LOL Wrong board for ST fanboys with poor spelling. Try and invent new capabilities for ST in your own time; I can hear the FAP FAP FAP from here
  12. I don't mean to be rude, but running in 16x12 and complaining about lag is just stupid. Ever think bout lowering the res? :rolls: Actually, does the interface scale? I play in 10x8, and the interface is fiddly; on 16x10 I'd imagine it'd be almost impossible to read.
  13. LOL That wouldn't be very fair.
  14. Does HW2 support accuracy being related to speed/movement of the target? The accuracy of the larger ships vs smaller ships is utterly ridiculous; its no harder to hit a stationary lancer than a stationary cruiser shipyard. The lancer can move, however, which creates the targetting issue. The current system, where from Titans its likely upwards of 80% of all fire will miss, looks crazy.
  15. I like Evillejedi's apparent attitude of leaving balance to last; until ship stats are finalised, balancing is basically a waste of time. Some idea how happy he is with the current state of the starship definitions is all I'm looking for... Actually, the price/performance trade seems to be very good for rebel fighters; x- or b-wings volleying caps is extremely effective, and probably too much so. I'd like to perhaps have projectiles being less effective against shields, so fighters must be used to exploit existing shield failures. Something that'll wait for sectional shields, I guess. Is the wide variety of TL power in the medium ships a RPG thing? It seems ridiculous that one or two of the corvette/light cruiser class have type 7 TLs, and the rest have basically useless 4,5 and 6s. Indeed, I think the Eidolion has TLs larger than the largest ISD-I weapons, which is a bit lame. Does anyone know of any other affronts to common sense in the ship stats? Note that I agree with EJ in that the RPG is an extremely poor, almost useless source.

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