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Everything posted by Dark_Lord_Magnus
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Greetings! I'm verry happy to have someone "big" in the biz among us mere fans in the continuing struggle for perfection, Star Wars that is, it shows us that our debates are good and promising as well as our critics. Welcome and may the Force be with us all.
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What are your dificulties? I'll be happy to help and i'm sure my felow posters agree as well.
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I come here with a challenge for those who feel the need to put their knowledge, tactics etc about Rebellion to the test against a human player. I want worthy opponents to help me improve my tactics. I'll be wating at cabal66@hotmail.com
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Besides normal channels and organizations like INTEL an ISB the Empire is well famed by its legions of spys and informants and connections with Black Sun and even the rebels and their bothan spies. In Star Wars Rebellion sometimes the player would receive some partial info about some planets by its informants whether smugglers, bounty hunters etc, perhaps EaW may benefict from this as well. Imagine the possibilities being able to call upon the "special" services of this rabble avoiding casualties (imperial faction).
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Operation Strike Fear (strike fast and hard) The best defence is strike! Assuming that popular support is not an issue, at least on the outer rim, then a well mixed strike force should criple the alliance's vital production facilities or capture them ASAP early in the game, this should create havoc among the enemy by keeping them on a defencive stance, while providing time to a massive defence project on vital imperial systems. I was thinking about this subject and i wonder if we'll be able to construct planetary shields preventing any such invasion like Rebellion if so a good part of resources could be chanelled to fleet production. I don't think an ill-equiped rebel alliance able to counter a good strike force at least not earlier in the game. As for the shortcommings of this tactic i guess the biggest would be to locate their production facilities but if it processes like Rebellion once a strike Fleet orbits a planet we are able to scan wich facilities lies beneath even if a rebel Fleet is present. If this is not possible then good old espionage missions should do the trick. Another flaw are the shields present on the surface, whether local or planetary, but if its, once again similar to Rebellion, then a ground assault should do the trick or a sabotage mission to criple shield generators and or any turbolasers and ion cannos enableling an orbital bombardment. But once more this is mere specullation only with the final product on hands will we provide a more accurate strat.
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I may be an Imperial of mind and heart but even though something i always dislike is to lose my troops in an ill-fated attack, only when necessary and i assure you for every imperial unit lost 10 of theirs will be destroyed! Lol This reminds me of the Grand Admiral Himself even thought i don't presume to compare myself with him lololololol
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It would be a great addition to the game and a tremendous asset for both factions if bombers could deliver missiles ou torpedoes as a special ability. TACTICS First we must consider the environment where the battle is to occur like: terrain, wheather etc. Well placed artillery on higher grounds could deliver severe damage to enemy units and infantry units and small vehicles could use forests as natural camouflage and protection. Second we should try, whenever possible, to strike surgical strikes or hit and run strikes to stationary defences like anti-air/ground defences and shield and power generators. As for the strike force composition and formations one must consider the topics above before preparing it but i will especulate one though: Whenever possible place heavy artillery on higher ground if not always behind friendly units and progressing forward as the strike force penetrates the enemy base. If the AI is not so smart then we may use a bait to force the enemy to leave the security of friendly fire and shields to be swiftly erased by artillery. If this is not practible by some reason other than serving the Dark Lord which is known for his impatience lol then i would put 5 AT-ATs, 3 forward 2 behind (tight formation), commanding the assault at the front line since they have a great range of fire and create havoc among the enemy force as well as whipping out some fighters that may join the battle with their twin mounted head light lasers then 10 to 15 AT-STs flanking on each side, AT-AAs should be inside for protection, some AT-PTs or TIE "Crawlers" or whatever anti-infantry vehicles there may exist to deal with those nasty rebels, and of course as many stormtrooper divisions, mixing specialized units whatever they might bem. Air support is vital so it should be used as much as possible.
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That is why i think all bellow the heaviest should do little or no damage to it in the game like infantry, something that do happen in all other games of the genre
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I hope they bomb and fire as well once the payload is out, not like in force commander or the battlegrounds, and i hope they are slightly stronger than normal TIE Fighters as well once again unlike force commander. Vader doesn't need escorts only the Dark Side! lolololololol kidding, a legion, like the 501st would be awesome
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Not only those to babies but the executor, sovereign and the mighty eclipse, it would be the first game to have the last. But if not in the first pack perhaps an addon lolololol
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Concernig the AT-AT AT-AT walkers are essentially invulnerable to conventional artillery fire. Their hull surfaces absorb and dissipate blaster bolts without the vehicle feeling so much as a jolt. This supports the notion that shots from energy weapons carry very little momentum (making the bolts light-like). When less armoured materials are shot, a puff of vapourised matter expands violently away from the blast point and this can account for recoil and jolting. Kinetic effects may also result from bolt-shield interactions on a shielded vehicle, as shields may carry momentum and angular momentum. AT-AT walkers are not proven to be shielded, but they could have enough of an unarmoured veneer (eg. paint?) to account for an almost imperceptible amount of jolting under fire. Only three points of vulnerability in the AT-AT hull are known at this time. One was the hatch used by Luke Skywalker to penetrate a concussion grenade into a walker's interior. That weak spot is hidden beneath the lips of the lateral hull armour amidst the walker's drive mechanisms. The second weakness is the pair of open vents just under the armoured upper shelf of the front face of the main hull. One snowspeeder on Hoth strafed and missed these vents on an upright AT-AT, before Luke Skywalker decided his trip-cable tactic. After the first walker fell, a 'speeder made a similar frontal attack without fear of the walker's head guns. A precision blast to a (presumably unarmoured) neck section exploded the AT-AT immediately. These soft spots are probably well-known to rebel pilots, in theory if not necessarily in practice. The AT-AT walkers are astonishingly resilient to enemy fire from the outside, but are easily demolished from within. This is an important clue about the nature of the armour. Its effectiveness may be directional. Or it may be essentially designed for energy attacks, with an enormous heat capacity and thermal conductivity, so absorbed blaster bolts heat a large patch of hull slightly rather than heating a localised area to the point of vapourisation (which is what happens with ordinary materials). It remains uncertain whether these unusual properties are innate to the armour material, or are the result of augmentation by something akin to an energy shield suffusing the hull of an active walker. If the properties are innate to the material, then the armour may incorporate forms of matter beyond those available to modern chemistry and nucleosynthesis on Earth. The resistance to blaster fire is not just a ray shield projected out to some distance from the surface of the vehicle, as a starship would use. If it was a ray shield, we would expect to see absorbed bolts splinter into a shower of relatively harmless daughter bolts, as is the known behaviour of ray shields in space. We should have the option to maximize the heavy lasers not like force commander though but like in ep 5 "Distance to power generators? 17.28! Target! Maximum Fire Power!" bye bye precious generator lol His Lordship overgrown size Yeah he's 2.02 03 meters tall but if you see the movies he is not dwarfing his troops like in that image. PLEASE be mindfull about scale, not only ground units but also and especially space units like the Imperators and the Mon Cals as well as the mighty Death Star
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Looking weird??? They are Sandtroopers! lol
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Indeed, i for example in Emperor battle for dune, when the enemy tried to retake a territory i gather a few strike units and rush to take them out before they entrech, i routed them all the time, on the other hand C&C and others are almost impossible to deal the same tactic. Rebellion for all its complexities and various options enable the use of Blitz tactic, i can deal a swift stroke to the rebels very early in the game turning many sytems to my cause, only with a few ships, troops and officers. I see what you mean i too have an imperial heart! lol, and nothing gives me more pleasure than see my AT-ATs crush that scum
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The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
No so sorry you're correct i saw it now in at the official site, Spring 2006 -
I go for both quality and quantity, i just love to see thousands of imperial Stormtroopers and many Imperators sending doom to the rebel scum but i also like to give the order "you may fire when ready!" lol
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The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
Realy?? Take a look at this http://www.lucasarts.com/games/swempireatwar/indexFlash.html#GameInfo.PressReleases Anyway i don't bother if they realease it on 2006 as long as its done well. -
The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
Spring 2006???? It is supposed to be delivered this fall 2005, unless i'm outdated -
The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
We're all interested for the gameplay but it won't hurt if the game has all in its place -
I agree with dragonValoo like Sidious used ti say "Be mindfull let them make the first move" and then act accorddingly.
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The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
I agree we must get the "look at the size of that thing" kinda feeling. The nebs are correctely scaled they should push the Mon Cals a little bit further as well as the Imperators. As for fighters if they do become small for us to see at long distances perhaps there could be some hilights but i think it won't be necessary. -
The Best EaW Screenshots (*Full Display)
Dark_Lord_Magnus replied to Stormfront's topic in Slag Heap
I'm not so confident about it, i've seen the videos and i think the scale is not as it should be anyway i hope you're right Lurtz (Whom do you serve??? SARUMAN lolololol i love LOTR lololol) -
It has the "central point" The Eye! The question is why it didn't sent the final beam like the Second Death Star Eye's did. We have two points or it's another lapse from Lucas or it's like what i posted along with the photos. This is what i want you all to think about.
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I too use the tactic presented by wonder_man, as you all know if we spend to much time contructing and deffending a base the enemy could do the same thus prolonging the conflict for sometime on the other and we have the Blitzkrieg tactic which i sometimes utilize as well gathering a good mix of troops and support mechs and deal a swift stroke at the enemy, the flaw of this is if we are unnable to criple the enemy and or losing those forces we'll have an undefended base to counter any attack. As for defending every single planet or by a huge fleet or grounds forces or even by those pain in the ass fighters i think it should be a balance, i think a heavily fortified planet won't need a fleet to defend it at least for a while, Turbolaser turrets and Ion Cannons (within a shield of course) can send doom to any ship on orbit that dares to come in close to the planet as well for any transport ships that might land, anyway even if they manage to land, using the Blitz tactic, a suited strike force should deal with any troops that land before they advance to the main base. Air support is imperative, like any imperial garrison that has to it's disposal 40 TIE fighters. Not even the Empire nor the Alliance could protect every single planet, the Empire used the Death Star as a deterrent but ignore this. The economics rule everything! For you to employ that BIG tactic of yours Jedi2004 you'll need to have many planets under your grip anyway even if you do a well mixed Imperial fleet could withstand your precious fighters, Star Destroyers would do what they're best of killing Mon Cals and TIEs in 3:1 standard accompanied by fighter killers like corvetes or nebulon Bs would send doom to those nasty snubs.
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http://www.lucasarts.com/games/swempireatwar/images/screenshots/75.jpg http://www.stardestroyer.net/Empire/Tech/Beam/DeathStar3.jpg http://www.theforce.net/swtc/Pix/laserdisk/sw6/ds2fire1.06.jpg http://www.theforce.net/swtc/Pix/laserdisk/sw6/ds2fire1.07.jpg The "eye" of each functional Death Star was a parabolic bowl. During the first moments of firing, several bright green beams would appear between evenly spaced points on the rim of the "eye" and converge at the parabolic focus. A fraction of a second later a thicker or brighter beam would appear, striking outwards from the focal point towards the target. In the case of the original Death Star the outgoing beam emenated directly from the focal point, not from the centre of the dish. When the Death Star II fired, the beam emerged from the dark point at the centre of the bowl, and passed through the focal point and continued outwards colinearly. This visible difference in firing mechanism may reflect an improvement in weapon's performance over the initial design on the first battle station. Death Star II fired with much greater accuracy; it could strike at targets as small and mobile as capital starships, a much more impressive feat than hitting stationary celestial bodies. It was also able to fire small bursts at least once every few minutes, as well as sparing enough energy to fulfill the Emperor's extreme contingency plan for the destruction of the Endor moon. The original Death Star took about a day to recharge. See the diferences?? Tell me what you think about it.
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http://www.lucasarts.com/games/swempireatwar/images/screenshots/75.jpg http://www.jedicruces.cl/episode4/hope18.htm