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Teradyn_pff

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Everything posted by Teradyn_pff

  1. Have you noticed that if you retreat or keep your spotters alive to the end of the battle you keep the artillery even if they were all destroyed? Given that the spotters are non-combatants and can be operated separately from the artillery, you can put them in a far-remote area and keep them safe while utilizing their special ability. This doesn't seem very right. From what I have seen, you can have 3 or 4 groups of artillery completely regenerate if you keep all of their spotters alive. The partial squads rule doesn't seem to apply the same as groups of speeders, AT-STs, T4-Bs, etc do. Anyone confirm this phenomenon?
  2. Take a single group of bombers against a Mon Cal without other targets and see how long things last. Then do the same with a group of y-wings and an ISD. Pay attention to the hit percentage. Remember that the tie bomber is leagues ahead of the Y-Wing as far as maneuverability. Ignoring the accuracy, a turbo laser should be as fatal to a fighter as an artillery round would be in a direct hit on a human. In other words, the turbolasers are, and should be, extreme overkill on fighters. The ideal situation would be to lower the turbolaser accuracy to realistic levels vs fighters, then correct the damage dealt to be correct. The accuracy of a turbolaser should scale depending on the speed and maneuverability of the fighter in question. An example of the scaling I am talking about is the following: Turbolaser accuracy percentage vs fighter targeted 5% -> A-Wing 7% -> Tie Fighter 10% -> Tie Bomber 12% -> X-Wing with S-Foils locked. 15% -> X-Wing in normal mode 20% -> Y-Wing The next thing to fix would be the damage. For example, a tie fighter and bomber should be vaporized instantly on impact and a y-wing, a-wing and x-wing should have a very high probability of instant vaporization but have a small chance of surviving only 1 hit due to shielding and better hull strength. The analogy here is the same as the artillery vs human, a human may have no armor and fall to a small caliber bullet and then survive a direct hit if wearing quality armor, but neither of these two would survive a direct artillery shell impact (the weight of the shell alone falling at that rate should be enough to kill them, not to mention any explosion).
  3. Pay attention to the accuracy of the Mon Cal weapons and then look at the ISD (in)accuracy.
  4. The thing is that the ISD I is the one in the game and it is the most suseptible out of all of the ships almost to small craft.
  5. This is an interesting statement. Is this in a mod?
  6. What about this completely crazy and novel concept..... how about we have the weapons on the vehicles like what they primarily had according to established canon? Why would you have an ISD and not have a single anti-starfighter turret? And of course, anyone notice how hard the Mon Cal Cruisers hit Imperial fighters and bombers?
  7. The serious problem with this is the fact that you are forced to use Auto-Resolve on pirate systesm when playing multiplayer campaign games. This is the problem I have with that system.
  8. Anyone know that you can take x-wings and have them attack the Death Star? They actually try to attack the model... which takes them outside of the map and unassailable.
  9. The problem is that this game was made well after very common things like the issue stated above have been handled smoothly. The fact is that this game's multiplayer interface is very primitive for some reason. It isn't even as robust as C&C Generals' interface and a few of the guys in Petroglyph worked on that title...
  10. The Imperial accuracy across the board for every unit is way off. The Rebels have about 80% accuracy to the Imperial's 20-30%. How exactly would this be the case with a military that has been around and been trained professionally, not to mention having direct access to the most advanced targetting and military hardware in the entire galaxy? I would love to hear how the Devs explain this one. And the AT-AT is not on par with the T4B tank, as the power of the shields/hull/weapon as well as the maneuverability is sub standard compaired to the T4B tanks versatility, power, shielding, maneuverability and weapons. Take a force of 3 groups (12) T4B tanks against 3 groups (3) AT-ATs and see who wins, consider the cost of the T4B Tanks and their speed over the battle ground and their ability to take on troops with thier missle option. As a matter of fact, run your T4B tanks behind the AT-ATs really quick and pummel them while they try to turn around (and sometimes get stuck in a dance move right foot steps in, right foot steps out, right foot steps in, etc). Given the maneuverability of the AT-AT, it should kill 2 T4B tanks in the time it takes the T4B tanks to get from the AT-ATs max range up to the AT-AT themselves. This makes sense when you think of the cheap plex soldiers that can destroy an AT-AT 1 group per AT-AT. Hah, balanced? I don't think so.
  11. Theoretically the AT-AT should make the AT-TE obsolete, but in the EAW universe, that would probably not be the case. I would be all for a technology progression that started out with all classes represented with the updated units (AT-AT) being at the end of the chain starting with the (AT-TE or whatever), but not they way it currently is where the older units are not replaced. The way they do the Z-95 in the campaign is how it should be, not how they do it in galactic conquest where you can build that and the X-Wing.
  12. The best use of this would be to make starship spawning units (ISD, VSD, Acclimator, Starbases) able to activate the spawn manually. This way the isd can't have its entire complement of ships wacked by a CC rush. Why would an Imperial commander launch the ships if they are certain to be destroyed?
  13. Heh, welcome to the Star Wars canon butchery that has ensued following the release of Return of the Jedi. If anyone wants a clear picture of what a loss of vision is, look at the Star Wars franchise.
  14. By the way, the current answer to the original question of this thread after playing the release version of the game is to have a lot of Correllian Corvettes in your fleet. That is how you beat the ISD blockade. All you need is about 1 Correllian Corvette to each 2 Y-Wing groups you have and you should be fine. As for the Empire... you better have a lot of Tartans and I do mean a lot. Your only hope is to kill off the rebel Y-wings before they completely cripple the (supposedly, although not in EAW) "powerful" ISDs. The CCs take way to much time to kill for an ISD or VSD in this game. It is really ridiculous.
  15. The hangar is your only hope, but expect to take massive losses anyway. If you take out the hangar you will be able to rest from the CC atrocity, but you have to take it out and the current CCs before your bomber force is depleted. The tie bombers will fall to a station eventually anyway, unlike the Rebel's Y-Wings who could take out 2 level 3 space stations in the time it takes a station to destroy the group. If some how you manage to get the hangar destroyed before your bombers are wiped out and if your tartans survive to the end of that particular part, you can clean up the remaining fighers/bombers that were spawned and clean up the area. Otherwise, you are toast. This will require the last configuration with the 4 tartans that you listed.
  16. This is interesting, does X-Fire support direct connect if you specify someone's IP as the server address? Or does it just support hooking you up with the in-game gamespy server?
  17. No, I have not noticed this behavior. This doesn't make sense of course and neither does the fact that having more bomber units in orbit doesn't decrease the bombardment timer either.
  18. One would fervently hope that they would not waste their time on such a worthless endeavour such as a clone wars expansion. As a matter of fact, Delphi-PG has stated that a clone war expansion wouldn't make sense given the starting point of the current game.
  19. Noian, do you think that that seems a bit unbalanced? The sides you listed should have spelled an Imperial victory even in the hands of a complete novice. The outcome of that battle doesn't suprise me in the least given what I have seen as the Empire and the Rebels. True balance in a game should mean that with the correct match up of resources (pop cap to pop cap) there should be a reasonable chance of success on either side, given a balanced force of course. The fact that Petro has given the Rebels a 70-80% hit rate to the Imperial's 30-40% (at best) hit rate, is a large part of the issue. Anyone who assumes that something like the Imperial Star Destroyer can not hit a starfighter doesn't pay attention to the highest level of canon. The first scenes in A New Hope show the Imperial Star Destroyer pinpointing a critical drive system on a small Correllian Corvette (the Tantive IV) to keep it from running so that they could capture it. Some people foolishly assume that the "missed" shots in that the Star Destroyer was firing were because they couldn't hit something that fast or small. In reality it takes a lot better aim to hit something moving that fast with guns as big as the ISD sports and not completely destroy it. And remember that the ISDs are something that Han Solo boasted that he could outrun (which means they are a lot faster than depicted in EAW). So according to the Highest Level of Canon as stated by Lucas Arts and George Lucas himself, the ISD should be almost as fast as the Millennium Falcon (not saying that they are as maneuverable though), should be accurate enough to hit specific systems on something as small as a Correlian Corvette without fear of destroying the entire vessel with a missed shot and be able to hit things as fast and small as an escape pod from that Correllian Corvette barely big enough to hold R2-D2 and C3PO. Yeah, does anyone remember that sequence with the small laser turret (which for some reason the same class of Star Destroyer in the game does not have) immediately tracking the escape pod as it shot out of the Tantive IV? The gunner asked if he should destroy it and the commander says not to as there are no life-forms on board. If that sequence was played out in EAW the commander would have laughed his a-$ off a the gunner and said, "Heh, if you think you can hit that little thing with that Turbolaser", (since that is all that is on an ISD in EAW), " then go right ahead!". Of course we would have never seen this scene as the ISD can't hit a CC to save it's life (or more specifically the lives of its fighter/bomber complement whose exiting from the hangar it can't seem to control), let alone hit something like a specific system on it to reduce its speed. The things that were done in EAW based on "canon" are such gross mistakes and horribly inaccurate interpretations of the movies as to make someone wonder if the Canon checkers at Lucas Arts that are supposed to check this stuff have seen any of the Original Trilogy at all! I mean how long did Petroglyph put the Power Generators for the Shields outside of the Shields themselves as a rule because it was "True to the Star Wars Universe"? >>Sigh<< The problem we are faced with now, is that even if the problems mentioned were acknowledged by Petroglyph, the game has been shipped and any modification would be screamed at by the Rebel or Imperial players (depending on what unit or mechanic was modified), as a "Nerf". Once you release a game (or even a demo in a lot of cases) any modification to balance will tick off a large group. And since most of the imbalance is in favor of the Rebels in this game and the movies and most of the Games based on Star Wars as well as the Movies themselves are from the Rebel's perspective, the likelihood of these issues being fixed are probably nil.
  20. I would venture that your fleet is toast given the way that the side balance is in this game. The maruader will open fire on your forward heavy ship so as to have its missle impacts wipe out any fighters around it and any on thier way. The Imperials will probably have some time to try to attack the station with thier broadsides but those ships will be disabled as soon as possible by a smart rebel player. The Corellian Corvettes from the station will waltz around the middle of the Imperial fleet as they always do, being horribly missed by the (apparent) substandard targetting technology of the Empire compaired to the retrofitted fleet of the Rebels (go f-ing figure). The Rebel neb-b and assault frigates will hold back until the victorys' shields are brought down by the uncontested y-wings since the 1 tartan is not enough to handle 1 spawn from the station, let alone subsequent ones. Vader will have a small amount of time to attack before the losses he incures from the ccs outpace his slow wingman ability. He will spend most of his time hiding in a corner regenerating unless the imperial player sacrifices him to try to take out the rebel hangar if the broadsides manage to get the station's shields down. All in all this engagement should go to the Imperials due to their pop-cap (if things were truely balanced). The fact that this 20pt (including a hero) Imperial force is going up against a 16pt (with station defences completely spawned) Rebel force. If the Imperials are able to stay effectively out of range of the space station at first, this should be an even or semi-even fight, but realistically the Imperials will most likely lose the entire battle and the Rebels will probably lose their Neb-B, Maruader and Assault Frigate at max, but a decent Rebel commander will probably lose less. In other words, unless you out pop-cap your opponent as the Empire by a 2 to 1 margin, you are going to need a lot of luck or be playing against a novice Rebel player to win. I play the Empire a lot but I also have been playing the Rebels quite a bit lately to see if these imbalance issues are imagined or are real. They are real alright. The game is set up in a way that evenly competent players will have the game decided by the side they chose and not their skill. This is the biggest issue with the game right now.
  21. hmmm, what mod are you playing? It takes quite a bit longer than that to take out 1 cc. And the idea that 4 or 5 ISDs (16-20 pop cap worth) can all be concentrating their firepower on a single CC (2 pop cap worth) and not take it down incredibly quickly, is mind-numbingly infuriating. This absolutely horrible imbalance, not to mention the fact that Luke can take on Piett, Han can win against Boba fett (actually a cc can win against him) and two cc can take out Vader, is why if I want to win against a reasonably competent player I have to choose Rebels, especially in the Campagin mode which I prefer to play over skirmish. If this wasn't bad enough, I got a rude awakening to the balance issue on the ground between T4-B tanks and (basically anything that the Empire has). The T4-B lists the AT-AT as its weakness and its strength. And since that probably refers to the different weapon modes that is nothing as they can switch back and forth easily. The fire rate on the AT-AT is too slow compaired to the damage it does (against anything really). The movement speed and rotation speed are enough to be its balancing force, but the weapon output is pitiful when added to this. As it is, the Rebels are way overpowered in so many areas that it isn't even funny. The reason I say that they are overpowered is because I have played both and see the same imbalance when I am playing as either. I get the benefits as Rebels and the crap as Empire. Basically if you play as the Rebels and you lose to an Imperial player, you suck. Simple as that. I have not played a reasonably competent player with me as the Empire and them as the Rebels and won. On the flip side, I have not lost as the Rebels against a reasonably competent or even good Imperial player.
  22. Um, there are very few things that are as horrifying as that picture. Although I will say that the current Rebel vs Empire balance would look like that if it was a picture. Are we going to have to wait for the expansion pack for the current balance issues to be corrected, are they going to be fixed in a patch, or are they not going to be fixed at all? In other words, what does this expansion entail? Is it going to be more content on the top of the current game only or will it incorporate fixes as well, at the exclusion of fixes in the mean-time?
  23. The problem with this game that I see is balance. The Rebels are way out of balance. The mark of the movies is apparent. Even with mistaken impressions from the movies. I give it a 2.
  24. That is my question as well. I didn't ever think of X-Fire as a matchup software myself, and maybe the thing I heard was about support for EAW stats on X-fire... who knows, but I do know that Kali does that kind of thing.
  25. As for general common sense... the Death Star should not be sellable. I mean who would actually buy it?

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