
Cobra848
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Everything posted by Cobra848
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Well if I am going to face a small enemy fleet, like one or two circles, I just pick my 25 or 20 pop. that I need. I know it's no big deal for one or two disk but it's something. I think it would be better if they only choose five or ten of your pop cap and let you choose the rest. Kind of like land battles where they start you off with one unit.
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It's a tactic that they put in the game, They said it in the last interview at LucasArts fourms Page 4, 5 post down. If you destroy the hard points, but not all, in an enemy ship and leave the ship around it consumes the pop cap for the enemy, but it's harmless. Yeah, it has to be one way or the other. Constant damage with retreat, or no constant damage, no retreat. I think there are other choices, just I haven't taken the time to think og them.
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Question Regarding Patch and difficulty level
Cobra848 replied to Osiris1975's topic in EAW General Discussion
Medium will be more challenging then easy. I too had almost no problems with easy mode(But that's why it is there. Also, practice for the harder types or something like god mode). They can a mass a big fleet that you may not be able to beat on offense. I just stayed away from the huge fleets. So how challenging the game is is how you play it. -
To add to Destman post. Build up your fleet before the Kashyyyk mission like he said. If you give the empire lots of time, the empire will make a huge fleet og VSDs, I think I saw like 40 in one group with lots of broadside. I made some bad calls and some bad auto reloves that put me in this situation. I had to stay on Kuat and Kashyyyk. On both planets I had the highest level space station and ion cannon on the ground, woth some fleet. I took control of Bothawui to watch all the enemy fleets, I had for control of land but the empire wouldn't let me kept the space. Try and kept the lines a two or three planet front. I did the rest of the mission from this postion, and taking a few more planets.
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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.
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Thats where I read about that name first. ________________________________________ Blockade runner was and still is a great name for it. Just like how the Nebulon-B Frigate sounds good as Medical Frigate. _________________________________________ I am calling the Assault frigates Fat Boys and the AT-AAs a froggers.
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PFF push for an EAW Addon in 2006. Join us!
Cobra848 replied to Cain's topic in FOC Expansion Discussion
1. New and different vehicles. --As in how you use them. Add units that will change how people play and think. More different units, means more different tactics. 2. More ways to obtain money in Tactical battles. Like fast transport ships that run around the map, you destroy or cap them, you get money. Salvage ships. can collect money from wreckage, destroy a capital ships and send in the salvage teams to get money. -- More money for battles. Also make the maps more creative with how one gets money and controls the map. 3. Story, tech, etc, only needs to go up to RTOJ. --Finish the original story. 4. More multiplayer game modes. Recreation of famous battles. Pick your units at the start and fight it out. No more units can be added. They will be fast battles that won't last long. They would be all about the map setup and unit choices --Or try and make the ones now even better. 5. More Techbuildings for space battles. As in maybe repair station(repair only damage, not replace dead hardpoints that fell off), sensor satellites, decrease build time, and many other different ones. --This will give more to control then just mining sites. Makes room for more strategies each map When: After the Petroglyph/Sega Project. _______________________________________ There will be support, most likely there will be map packs and new galactic conquest setups for multiplayer. I think this thread is a little to soon. We all need to play the game more to find out what we need, not what we want. -
Should was to strong of a word. It would be better if it just stayed between the players mostly. This would help in that you can't blame the Auto-reslove for a lost of a battle or the war. If you beat someone without pirates, you know it was all you and not the help of a bad auto reslove your enemy had. It is just an opinion.
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I don't think we need it right away, and it is something we can wait for. Best to get the errors that people are having done first. It will be ready when it's ready.
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Those are both good names. The Tie Crawler really does mow down all infantry in it's way.
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I wish for a "Hunt for enemies" for X-wings. It great with TIEs that you don't have to micro manage what they attack, you select them and turn on "hunt for enemies." I can handily it but it takes up some time, that I would like to use else where. I know this would give the X-wings two abilities, but it's not that much and it could make space fights more interesting. I know the x-wings are powerful, but the ability only helps th player, not the unit.
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The problem with the other player as the pirates is that they get free Intel on the enemy fleet and where it is at. To get better results from auto resolve, have as many different units as you. Although you may not like to use them, it gives a better auto reslove. When I battle my Y-wings get eating up, but when I had a lot against a small fleet and battle station, I had I lot less losses then I expected. I also had like two units of every type. The pirates should only be at extra spots or shortcuts.bypass to enemy backside or something. But I have seen on some of the Galatic maps that they are on the way of getting to the enemy. Galatic conquest should mostly stay between the two players and not have much to deal with the pirates.
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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.
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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.
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Some of the vehicles need nicknames. I know most already have nicknames like the mon cal fishsticks and the AT-STs are chicken walker, but I am mostly talking about are the rebels ground vehicles. The following ones like T2-B, T4-B, MPTL-2A, and the Imp. SPMA-T. I have already starting to call the T4-B a mammoth tank, because that what it looks like. Since most of Petro did come from Westwood, and there was a mammoth in all the classic C&C games. Also the mammoth used missiles and dual cannon. I call the MPTL-2A a Medusa from the smoke trails the torpedoes make. Yeah I know the two above nicknames are not Star Wars related, but it's just what comes to mine. I still need a good nickname for the T2-B. Lets see what we can come up with.
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To select a specific type of vehicle hit your ctrl+A and then press once with left mouse click on the icons below. Now make them a group. If you press on the same icon again, you will select that one unit.
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Re: Making EAW ALOT Better
Cobra848 replied to LordRikerQ's topic in EAW Issue Reports and Tech Support
Corvettes are powerful against fighters. I kept my fighters away at the start becasue of the corvette rush the empire AI does some times. Fighters are dead if they get close to any enemy corvettes. I can see the need for more vehicle, maybe more strang vehicles that don't fit the rock/paper/scissior. But they would still have weaknesses. I see why thay left experience out, I new fleet would be at a huge disadvantage to a veteran or elite experience. -
Re: Making EAW ALOT Better
Cobra848 replied to LordRikerQ's topic in EAW Issue Reports and Tech Support
I have no problem about the pop. cap. I like it better when the one who knows how to use his units better then the guy with more. Like someone said above. You also have plenty to micromanage in a battle, too. Land battles are easy for me, the planets infantry don't do much damage, but they will slow you doen if you don't move out fast. Also the mon cals are powerful ships, put some corvette around them and they are safefrom fightres. Play the game more; the more you play, the more you understand the game. -
You have to get the walker to move, I get them to follow infantry and they will fall. If they are standing still, they will not fall from tow cables.
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Stuck at Killing the Imperial Spy on Alterzzi
Cobra848 replied to Cold-Fusion's topic in EAW General Discussion
I had about eight planets before I attacked. Most of those fleets that are moving around are transport for ground units, so don't let that scary you. But some are fleets. Don't worry about time. I have more at this topic http://pff.swrebellion.com/index.php?topic=2566.0 -
Re: Problems with one of the campaings
Cobra848 replied to Darth Tyrant's topic in EAW General Discussion
Do you have any save points before the mission? and try to go back to it from a new start. II didn't have this problem. I bet you tryed these, but -- make sure none of your ships are close to the communication satellite. --Don't even go near the communication satellite, take the lower route to the pirate station,under the nebula. -
Well for me, since this is a different kind of RTS that I have let play with all these new ways to play. I started on easy mode. How you play the game is different from other RTS, It takes a while to get use to but it will come easy when you are ready. --Get as many planets as you can put space station above the ones that can be safe.. --You don't have to attack right way you can take all the time you want. Since you are good at raiding, you might want to move up slowly and ion cannon on each planet. I don't know how the AI is on normal, and how fast a counter attack can happen. --Sometimes you have to let some units die so you can bring in those fresh reinforcements to help finish them off faster. --I always put my Y-wings on the back of my fleet because the corvettes eat them up fast. Moving x-wings back until ties get to you, or use corvettes. --I think your mission is the one where you have to go get the pirate who has information. Before I went out for that mission. I had control of everything in the upper right. I kept my fleet next to my space station. I didn't go for Mon Calamari until after the pirate mission, I think. I had controll of Kashyyyk ground and the ground on the planet to it's right. --When you do go for the pirate informant, only bring space units with you.
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I love the space battle. I have done it in som many different ways. Attack from different sides and what forces I use. 1. Only used X-wings and Y-wings. 2. Four or five frigates with some x-wings and y-wings. 3. Combo of everything. 4. Two frigates, four or five corvettes, and the rest starfighters. 5. So many more. I kept finding different ways of fighting this battle. Land is the same way, so many walls to approach an attack.
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Remeber in this demo they give you lots of money so it is easy for you to rebuild a fleet very fast. I am going to ait to play the final game to jugde if build time is to fast. Plus being able to change it, helps too. With the demo I can't really tell, but I like it so far. _________________________________________________________ My biggest wishes is in the keyboard controls. I wish I had more option. Don't get me wrong, there are a lot, like the ones for each special ability. I haven't tryed the ones in the game let to see how they really work. But I would like to choose commands like all starfighters, bomber, gunships, oe battleships. So I don't have to put them into groups before battle. End of battle assessment, doesn't show every enemy unit that was destroyed. I had the speed set at max, and a funny thing happen. I selected my x-wings and I wanted to order them to attack a tie group. But I missed two or three times because their icon was moving around to fast. Not a big deal, since the x-wings would have taken it out by them selves (I just wanted to make sure they knew they were there). Battle Camera seems to be a 50/50 deal for me so far. Half the time it is great, giving me the best angles, the other half is, showing me something that is almost nothing happening in the battle. But I kept hitting space till I find the angle I want. So it works out in the end. I hope there will be a higher zoom in ground battles (I just need a little bit higher). With units like the walkers and Rebel Artillery with it's long range. Great job!!!!! Can't eait to play the full game.
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Well they are not going to make SW games forever. So it's best to go with pff or something petroglyph.