
Teradyn_pff
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Everything posted by Teradyn_pff
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Limit the number of the ships you can capture !
Teradyn_pff replied to Cain's topic in EAW General Discussion
The Rebels are very unlikely to have the extra man-power to take over a large Imperial ship, let alone crew it and the ship they attacked from efficiently. The best you could hope for is to capture the ship, which would put all of your weapons and special abilities for both out of commission. You would then need to get both ships out of the area to get them to a place you can repair and properly crew both. -
Limit the number of the ships you can capture !
Teradyn_pff replied to Cain's topic in EAW General Discussion
You may get a CTD if this is not planned to work Maybe Petroglyph could let that door open and avoid us a crash. How about capture it with your specific hero from a similar size ship ? It gets close and simulates a boarding. Well, if you have Ackbar, for example dock with a SD or smaller with his Mon Cal, then maybe. I don't know the precise crew complements of a Mon Cal, but having Han and Chewie in the Mil Falc capture an ISD would be rediculous. It would be way different than them capturing an AT-AT. -
Limit the number of the ships you can capture !
Teradyn_pff replied to Cain's topic in EAW General Discussion
The crew of a ground unit is microscopic compaired to the crew of a starship. If capturing were possible, we should need to assault the ship with troops sufficient to take over, and to run the ship. -
Limit the number of the ships you can capture !
Teradyn_pff replied to Cain's topic in EAW General Discussion
Ship capturing should be done with the large number of crew in mind. Only a highly trained and well equiped troop transport ship could put enough soldiers on a ship to capture it. And it gets a little rediculous when you talk about a target like an ISD. I think the main problem (other than it is too close to release), is the fact that Petroglyph doesn't want to see an ISD being fielded by the Rebel Alliance. -
Having an expansion is nothing more than a possibility depending on sales of EAW. Nothing has been committed to yet.
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It also may be possible that Petroglyph doesn't yet know exactly what level of modding support LEC will allow them to maintain.
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The Ultimate Spanner In the Works!!
Teradyn_pff replied to Foshjedi2004's topic in EAW General Discussion
Em, so let me get this straight. B-Wings should be in EAW instead of A-Wings? I never realized that the B-Wings were actually in service by the BoY. Their availability and trouble fielding should be represented by a much higher than normal cost. Anyway... interesting stuff. -
Shouldn't this be in the Bar?
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NMA Project - Starcraft: Invasion of Char
Teradyn_pff replied to Teradyn_pff's topic in The Maw Installation
Come on guys. We need some people with modelling and skinning talents to give MyZrael a hand. I am a code monkey and have no talent for colors, models and skins, so my work can't start until we get the demo. -
Exactly, and what in the world is the cheese wedge shape for if not to allow all weapons to bear on the forward vector?
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That quote should be taken with a big grain of salt. Although you may be able to upgrade a level 5 space station into a Death Star if one is not around, this doesn't make any cannonical sense. That being said, with what we have seen, it is entirely possible.
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Right, and the timing on how fast, or the ammount that can be spawned at once of the Tie Fighters is a very important factor in light of that. This will be one of the first things that will be targetted as a nerf cry for the Rebels if it is very effective, or a cry for help from the Imperials if it is so restrictive as to be rendered useless.
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No, we don't think he should die in one shot. But there have been too many instances where way too much damage has been taken in from AT-STs, tanks, etc by troops, heros, etc. visually at least. It is par for the course right now, but we are saying that we would like to see something that is better than par. This is one area that basically hurts the suspension of disbelief. In galactic battlegrounds we see the same thing with the jedi units. They take rediculous amounts of fire and it looks like every shot hits solid and they just lose small amounts of health. No saber movement, no blocking, etc, just direct hits. That was a game based off of an already existing engine. EAW was designed from the ground up and could have incorporated something better. This is all we are saying. On another note, this is an issue that is more important than unit balance and the existence or not of units, as those things we can probably mod to correct. Things to do with the inner workings of the game engine are things that we can not do anything with. These are the things that are set in proverbial stone.
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Well, I don't think too many of us think that the current lineup of ships and fighters in EAW is correct for EAW's timeline. This is a moot point at this juncture, because the game is too close to completion for that to be corrected, even if they were so inclined, which they are not. The problem that we will have to deal with, still stands. Unless the Tartan is that effective against fighters, then that may be a one ship balancing point. Maybe. But I would sure hate to see a fleet of 2 ISDs, 1 Interdictor, 2 Victory SD, 1 Acclamator and all of their free fighter complements run away from a battle with 6 A-Wing groups, 8 Y-Wing groups and 6 X-Wing groups because the Rebels would be that sure of winning. If the Imperial fleet I described is correct for the 20 limit and the Rebel fleet is correct for the 20 limit, it should be a fight that tactics should determine the winner. I am worried that the Imperials would have to have at least 2 Tartan in their fleet to stand a chance, even with all of the fighters that those SDs could bring to bear. Ultimately the demo should give us an idea if my fears are grounded, but, assuming that there is a problem. How would we counter it? Another issue with the battle I described above is that if it is possible for the Rebels to have almost no chance of loosing that battle, what does that say about the relative costs per population point? Scenarios can be tested once we get the demo, but for right now, all we can do is theorize based on the information we currently have. It beats arguing over something that is finalized like the V***** being dropped.
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Does Cain get to vote for 6 because he is an admin?
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Um, why does C-3PO tell Han what the odds of surviving a direct frontal assault on a Star Destroyer are? How exactly did we go from that, to having a Star Destroyer more powerful in a broadside?
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In your opinion does this preview have enough new photos, information, etc to warrant purchasing the magazine for just it?
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My question is, are we going to end up seeing nothing but Rebel fighters vs anything the Empire has? The reason this is a valid concern is that the Rebel fighters are so superior to the Tie Fighters/Bombers that they require pop cap points to deploy, yet the Imperial fighters require 0 pop cap points and are produced for free as the battle progresses. The time limit on the SD ability to spawn Ties is still unknown, and we don't know whether or not there is a limit as to how many groups can be created given enough time. This being said, with no Lancer Frigate, the Imperials are going to be stuck using tie fighters to combat the Rebel fighters, with the Acclimator and the IPV I Imp. Patrol Vessel (whatever this is) possibly being able to help somewhat. This matchup is very likely to be disasterous seeing as the Rebels have the (way out of EAW timeline) A-Wing which is way more than a match for the Tie Fighter and totally dominant against the Tie Scout and Bomber, the X-Wing which is just as able to wipe out Tie Bombers and Scouts as the A-Wing yet still can take on Tie Fighters and win most of the time. Combine this with the Y-Wing's shielding and superior fighter protection in the form of the A-Wing at least, the ability of the X-Wing to perform both the capital ship attack role (to some degree) and the fighter superiority role, and you have a very lopsided battle in favor of the Rebels that the Imperial capital ships will have to even out. The problem with this is that without the Lancer Frigate, there is no evening this out. I will say this however, the Lancer Frigate should not be in EAW because it doesn't fit the timeline as it was developed in response to the obvious fighter weakness exposed at the Battle of Yavin. Of course the inclusion of the A-Wing and Mon Cal Cruiser are wrong timeline wise. The Mon Cal being brought in early to provide balance for the rebels in the Cap Ship department, and I have no idea what the heck the A-Wing does except imbalance the fighter department. The Lancer Frigate should be brought in as the balancer since balance is able to trump the timeline for the Rebels, so should it for the Imperials. Anyway, back to my main point, what would prompt the Rebels to build anything other than fighters and bombers for any space engagement? Are the Star Destroyers able to target them effectively? Do the Acclimator and the IPV I Imp. Patrol Vessel have unrealistic (SW-wise) starfighter attack roles to provide balance at the expense of the SW canon? Is it possible that the Star Destroyers can pump out free fighters so fast and without limit as to make the battle even with numbers vs the Rebels' quality? What do you think?
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Well, why exactly wouldn't you have all of the shots that go toward vader be blocked by him, at least enough to account for the low damage he is taking relative to the fire coming in? All I am saying is that for something that is supposed to be breaking new ground in other areas, this simple area seems to be so 10 year ago-ish.
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5) Can you describe the ways that the Empire and the Rebellion aquire information about each other's and neutral planets? For example, how is a probe droid: built, deployed, its information displayed, how much information is displayed, how does the Rebellion prevent it from being successful, etc. And the same for the Rebels. 6) How does a defender bring in reinforcements(If at all) If the defender can't bring reinforcements explain how the defender is supposed to defend against waves apon waves of enemies being broughy down from space. 7) In the last preview is mentioned that 4-5 rebel ships can go trough a fleet imp blockade in space and land troops on the ground. IE-How deep the rebels can penetrate in enemy space frontline planets and how dangerous is this tactic for both sides not to mention - How is well the AI useing it ? 8 ) In the last preview is mentioned that the ISDs can spawn unlimited number of TIEs. IE-How many TIE's can actually spawn a ISD (ie AT-AT stormtroopers) and can we milk them in battle for more troops just waiting the timer to restart since the units are persistant anyway. Would units created by AT-AT and ISD be weaker or stronger? 9) In the last preview it mentioned that only 10 units can be keept on a planet at any time. If you build more they will have to wait in orbit/space since there is no more room on the planet. - How will the transports do when the enemy is attacking the space map of that planet ? Run ? Hide ? Do they be used as the planet defence ?