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JanGaarni

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Everything posted by JanGaarni

  1. The Model used in the films disagrees with you http://img459.imageshack.us/img459/3272/isdguns10jo.th.gif This is from the ISD MKII, four heavy turbolaser turrets with 8 guns each. These are the most powerfull weapons on the ISDII. 64 guns actually There are 4 large turretbases on either sides which acts like a huge pivot, each having 2 turrets again which svivel independently (to a degree), which are equipped with 4 barrels, equaling to 64 guns. 4 x 2 = 8 large turretbases 8 x 2 = 16 turrets 16 x 4 = 64 guns (barrels)
  2. On the ISD Mark I there are 4 heavy turrets on either side of the super structure (8 in total). They are all dual barreled. The three foremost on both sides are heavy turbolaser cannons, totalling to 12 guns of this type. The 1 in the back on either side are Heavy Ion Cannons, totalling to 4 guns. These are in addition to the 60 or so normal Turbolasers. On the Mark II the rear Heavy Ion Cannons have been replaced with Heavy Turbolaser batteries. The turrets have also been upgraded. Each large turret now consist of 2 four barreled turrets again, totalling to 64 guns. These are in addition to the 100 or so normal Turbolaser cannons. Each gun fires a bolt that is less powerfull than on the previous ISD model (the mkI), but the number of guns compared to the older version, and the fact each group of 4 guns can operate on their own and target a ship in slightly different directions make up for this. On both versions even a glancing hit from one of these guns' turbolaserbolts is a killer blow to any starfighter.
  3. Partical shielding (deflects objects) works only a few centimeters above the hull, aswell as strengthening the molecular bond of the hull.
  4. Yes, I got that But that upgrade is still Star Wars lore aswell. That's my main point.
  5. But Delphi, the more new models you try to squees into the timeline, the harder it gets to justify its existance in the Star Wars world. There are already a myriad of ships on both sides that can be used, and should be used first before any new ships are "invented". Like I said before, Star Wars require you to have a backstory to everything, down to the fly that landed on Qui-Gons food (there's not actually a backstory there, cause there was no fly, I was merely underlining my point So don't go off looking for the info )
  6. There are generally 2 types of shields in Star Wars: Ray shields which is the one you speak off, and partical shields which stop objects, such as projectiles.
  7. Well, Mara wouldn't be considered a Jedi in this timeperiod in the first place, as she is Sith.
  8. Trailers will usually be better than the actual game ... or the movie.
  9. Canon status is not a matter of personal opinion.
  10. Actually, a ship that doesn't have the safety feature on and travels thru the path of where a planet would normally be if they were in Real Space, will collide into something called a Mass Shadow, which is projected into the Hyperspace dimension by a planets gravityfield, resulting in the ship being destroyed. There's even accounts of ship to ship collision in Hyperspace, though they are a very rare incident. So the Mass Shadows is a very real representation in Hyperspace. If you can collide with it in Real Space, chances are you can collide with it in Hyperspace.
  11. Heh, 192/12=16 squadrons. In flightgroups, say each one is 4 fighters large, it would result in 48 flight groups per Venator-Class.
  12. But since the fighters aren't in squadrons of 12, they are in 5's(don't know why, 6 seems better) squadron is not the correct termanology. I guess it would be officially called......groups of five! In those cases it's called a Flight-group. As for the TIE-Scout, I wait in anticipation on what use it will have in the game. If they use it as a fighter, then oh my, biiig target for the rebels to shoot at.
  13. I never said turning the safety feature off was an easy task. For all I know it's an impossibility.
  14. It's not called squads. A squad is an army term for a trooper unit. Squadron is the correct term, and usually consist of 12 fighters.
  15. Gravity wells don't prevent ships from jumping into Hyperspace per say. It's a safety feature that is incorprated into every hyperdrive to prevent ships to collide with mass shadows in Hyperspace which is created by the gravity well of planets (or interdictors). Turn it off and you can jump whenever you want. But noone's foolish enough to risk that.
  16. Adding more threads into the mix that died months ago, doesn't really help.
  17. *raises hand* You're not alone. Though I find it hard to play the game still though.
  18. The point of keeping the threads is so you can review them, not revive them. If the subject is dead and buried already, then leave it at that. Don't start kicking the dead horse. Especially not with "I agree". Another point is, if too many people start reviving old threads then the new threads would drown out. This isn't an immediate risk, but it could eventually happens. Now, sometimes it is worth reviving old threads, I agree on that. It's a balancing thing really. In general it's frawned upon, but sometimes it's necessary.
  19. Most likely the space and ground units are 2 seperate catagories.
  20. JanGaarni

    On LucasForums the record is 0 (zero) posts. I'd ban this guy just on the first comment. Clearly he's not here to contribute in a positive way.
  21. Time spent on the galaxy map could take mere seconds before another attack is launched at you, or it could take minutes to hours. It's a guessing game, "Where will the enemy strike next, and when? And with what?" If it takes hours though before you see any sort of combat, you clearly are a defensive player. I will have ten minute gap beetween copbat, usless I've had a bad day a just need to kill. Impossible. Noone is going to be able to gather enough forces to attack every 10 minutes. Maybe at the very end of the game perhaps (when the opposition only has a few planets under his/her control left), but not in the middle, and certaintly not in the beginning. Spread out your forces too thin too quickly, and you will lose.
  22. Time spent on the galaxy map could take mere seconds before another attack is launched at you, or it could take minutes to hours. It's a guessing game, "Where will the enemy strike next, and when? And with what?" If it takes hours though before you see any sort of combat, you clearly are a defensive player.
  23. The only jammers I know that will be in the game, are natural ones: the nebulas.
  24. Yes, it's not a complete list, I'm still missing some names. The Executor names are from various books and games (I think, I can't remember, it's awhile since I compiled it. ) etc.... I can't take full credit for it though. Most of the star destroyer names comes from The Complete Guide to Star Destroyers (link not operational at the moment for some reason) and cross referenced with Star Wars Technical Commentaries. The former link had a much more comprehensive list though. Most of the other names I played thru the games to find the ship names.
  25. I doubt they got this list. I went thru most of the X-Wing/TIE Fighter series games and plenty of other sources to compile that list, and I still have alot of other sources left to dig thru.

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