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Little.B

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Everything posted by Little.B

  1. Artillery is very good versus buildings but AT-ATs are also. Turrets for xample only stand few hits from an AT-AT. Larger buildings always took long to destroy but the AT-ATs did not seem to do very much damage on them. In fact you have to think on that Petro has to balance the units. If the AT-AT would destroy turrets, infantry, vehicles and buildings with ease it would be what RTS gamers call "imba"...
  2. A new one would be fine and this forum deserves it
  3. When you looked over the space station there was a component (next to turret, missile launchers, etc) which was called "Hangar Bay" (which had no use in the alpha). So I assume that you can station fighters in the space station but I cant tell you for sure.
  4. They are very powerfull but they are not "the" ultimate weapon (something like: who gets his AT-AT first wins). Indeed structures can take a lot of damage and AT-AT are used against infantry and tanks not vs buildings (they destroy rebel tanks with a few shots)
  5. I dont know if it will be possible. In the alpha version shown at the GC it wasn't.
  6. Im sure they will be able to carry TIEs but in the alpha it did not work (there was a "board" command but as I said it did not work) But as with all fighters they are build in space stations and then boarded in the SDs and not build in the SDs themself. So I'm sure we will get TIEs in SDs but we will have to board them manualy. (Perhaps they are automaticaly in the SDs in the singleplayer campaign but I cant tell because I dont know )
  7. Yes asteroid field and some kind of weird "storm" which damages ships which are flying through. As it seemed (we did not test this extensively) rebel ships get less damage when flying through that storm. Once I send a SD right through it and when he was out his shields were damaged. Later we sent a Mon Cal through it and he left the storm without damage. (But could also just be a bug )
  8. - Yes it is - When fighter squads go into melee combat the squad icons align in a square so you can always see how much of your squads and how much enemy squads are fighting (also the health status of the squads). We can all see how fast the melee combats are and this helps you in a great way to see if you can defeat the enemy (in numbers). - The cinematic camera works great with larger capital ships but when it comes to starfighter combat it is somewhat strange. I think the camera has problems following the fast fighters and it seemed as if it could not decide on which fighter it wants to have the focus on. But I think this is is an issue on which Petro is working. It seemed so but there is no proof for that. Im quiet sure that you wil be able to set a game speed at the beginning of a skirmish (also no proof for that) but I dont know if there will be something like a "fast forward" command for the campaign.
  9. Yes you are as long as the archive keeps as it has been - Yes it was - mmhh... which time? (fighter boxes) - Ground Battles seemed to run at double speed but I cant tell that for sure - They only rest on the ground when they are dropped by the transports. Once you give them the first movement command they will start flying around until they are shot down
  10. Mh. The "new one" is the Broadside Cruiser. The "Debarisher" as we all know by now (since the Games Convention). Non the less: Nice pics!
  11. So, finally my small video is up. I cut out the background sound and put some Star Wars music under it to give it some flair. It does not show this much of the game but I hope you can get a glance at it. The download can be found here: http://www.pexgames.com/filebase/?act=file_info&id=30364 If you want to mirror the file please contact me at: littleb@pexsus.com and wait for permission. Thanks!
  12. It seemed so. But I cant tell to 100%
  13. As it seems the ground battles (in the alpha) were running at double speed but I dont know exactly.
  14. Mh. I dont tested that but there was a "Defend" moving option perhaps it also works on units but I dont know.
  15. I don't know about the Campaign. The only gamemode working was singleplayer skirmish.
  16. Its like with all fighters: they come in squads.
  17. No. Only when you select units in the same group they move at the same speed and stay in the fomration they were selected.
  18. This grid did appear sometimes but when ypou zoomed (in or out, did not matter) it disappeared. I think it is just a "relic" of the alpha.
  19. Im working on it. Becuase of the long ground-combat video I think I will only but in the space scenes because I only have two small ground scenes which do not show very much. I hope I can finish it today. But the resoltion is not very good because I had to record it with my digital camera whioch only allows a resolution of 320*240 pixels *sad*
  20. think they have laser cannons but no shields. But I don't really remember. In fact I think I only build them once because why should I build Scouts when you can build SDs?
  21. Yes in the alpha they were already in place. But I think this was just to give the player a fast start into the game.
  22. Mh. I just build some units and send them over to the enemy. Just a bit testing, no real serious playing I would say.
  23. The six on the right are the movement commands 8attack, move, ...) The upper highligted is the reinforcements command (to call down units you have build) and the lower the retreat button (all units stop to fire and return to the base. but had no real effect in the alpha) The first (not highlighted) is used to call in bombers (ground) or use the ion cannon (space, did not work). The lower one.. mhhh... I forgot about this one.
  24. Tactics? Mh, hard to tell. Your tactics depend on the way you wont to play (which units you use). Missile Crusers like the broadside or Gunship are very, very powerfull but the Interdictor for example can jam rockets so there is always a counter to your tactic. The special thing is that you can react very fast on enemy tactics (if you have the money to build the units). Its hard to tell on tactics from the alpha build because many things were not in it or simply did not work (boarding fighters in capital ships for example)
  25. We dont know about the singleplyer but in skirmish matches the player can choose his color as in every RTS. My suggestion is that in singleplayer we won't have colors on the units because everybody should be able to tell the difference between rebel and imperial units

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