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Teradyn_pff

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Everything posted by Teradyn_pff

  1. I agree, I was just confused about this and was coming here to mention the problem.
  2. I dunno, I don't like seeing earth-like missiles in this game... it impacts the suspension of disbelief.
  3. In the meantime, the special ability of Piett should be worked on. you should be able to change the graphic it uses because we can get at the picture resources. Set an insta recharge on it and test away. The superlaser will have to be able to hit the hull directly once the shields are drained for hardpoint enabled ships. As it stands now, Piett's weapon only destroys 1 hardpoint at a time, which is lame IMO since if you accidentally hit an almost destroyed hardpoint you wasted the entire shot.
  4. Sorry, I was playing as the Empire.
  5. You can't keep you fighters back when they are auto-spawning out of the imperial ships!!!
  6. Blowing up capital ships is not that useful considering the cost of the death star. Destroying a planet (or planets) that Mon Cals can be built on is another story. Now if the Rebels can build Mon Cal cruisers over a destroyed planet with a space station, then the death star truely has no point.
  7. Um, EU is rife with more inconsistencies and BS than George Lucas himself couldn't mess up further. This is turning into a library topic anyway.
  8. Mine was a level 1 station over kessell
  9. Capstani, nice work... those heavy space bombs made me wax nostalgic . Do you think that the weapons for the capital ships could be replaced by beam weapons? Think Star Trek phaser banks, or better yet, Freespace2 . I was thinking that the mechanics for Pietts special ability with replaced by different graphics is all we need to build beam weaponry, but I am half-colorblind and have no artistic talent at all, so I can't make the alternate graphics. What do you think?
  10. Hey, Delphi. If the plans are not official, would it be a bad thing for you to share what those 10 things are that you would like to see? I am sure that that would be a very good topic for discussion. Guys, take this into consideration... retreat is not necessarily for the deployed forces that you have... it is largely for the forces you haven't committed to the battle (because of the pop cap). While you can just not call them in for reinforcements and just lose the battle that way, the possibility of having some of your bigger ships survive just long enough to make the jump is that much better. The one thing that I absolutely do not agree with, is the cesation of firing by the retreating vessels. And I also think that the Empire's fighters and bombers should not be stuck with the group leaving as there would be no way to recover the fighters for the jump and their only option would be to fight to the death anyway (having no hyperdrives of their own). Keep in mind people that the only thing you need to do to make the enemy think twice about retreat is to use your bombers to take out their engines at the earliest opportunity. And if you have the enemy out-gunned and they try to jump at the outset, try to get there with your bombers as fast as you can and take out their engines while they are trying to jump. A ship without engines is completely lost when the rest of the fleet makes the jump.... I personally think the battle aught to continue with those ships left there, but unfortunately, that is an engine design change that will not be moddable. The solution to this and what I would have suggested after a small amount of playtesting would be for each ship to be able to be retreated individually. Of course the insta-repair issue would absolutely have to be fixed before this could be done, so according to the responses of their testers and group none of it would have been implemented if it had been suggested anyway.
  11. Here lies the problem. The Corvettes would not be able to destroy the ISD, and they would eventually die to it... but not until they had wiped out the ISD's fighters and bombers. Watch the accuracy, or lack thereof, of the ISD and tell me why the Mon Cal has much better aim? Why would a retrofitted luxury liner have better targetting computers than a fully designed warship? This is a horribly lame attempt at "Balance" and is absolutely ridiculous. Thankfully this is one of those problems that we can fix in a mod, but we shouldn't need to. The SW history is very vast and well documented, Petroglyph people are not newbies in the game world so why do we have these, dare I say, amateurish "Balance" techniques?
  12. Teradyn_pff

    Rotation?

    Actually, attacking the Imperial ships from behind is a very valid tactic in the game. If you can bring your Mon Cal behind the ISD and try to stay back there, you can inflict alot of damage while taking very little or none in return while the ISD tries to turn around.
  13. Heh, I haven't seen that as the AI is stupid. They pop those out and run em right up to the range of the AT-AT.. and what are my commanders supposed to do? Take a smoke break while they setup? Heh. I can't wait to play this game against a human.
  14. The speed of the mods will have a direct correlation with the speed and completeness of Petroglyph's mod support (or rather whether or not LA will let them do what they are good at and stop *i*k*ng around).
  15. Hmm, I ran into a situation where I upgraded a station to level 3 and when it was done, it was level 2 still. I upgraded it again and it took. I thought I was losing my mind, but apparently there is something else going on. I didn't have a chance to test it somewhere else (it was on Coruscant) because the game crashed when zooming in on Kessel.
  16. Well, imagine this... the enemy comes at you with 5 ISDs.... If you happen to have some Correlian Corvettes, you should be fine in this engagement, but if not... expect to lose some fighters (at the least) or even a capital ship or your starbase. Meanwhile... the ISDs sit in a corner covering each other in case you want to attack with everything you have.... when they see you coming, they initiate a retreat. Unless your Y-Wings avoided the Tie Fighters somehow, you will not be able to completely destroy an ISD before they can jump. There are variations to this, but if you wipe out an isd's shield gen, hangar and most of its weapons... that 5900 credit replacement that the enemy doesn't have to buy because he can jump out will come back in the form of another ISD instead of a replacement or repairs for the one you damaged. This just doesn't seem right. It kind of takes away the entire "persistency idea". It is too late to change it now, but it is not something that we can mod to correct like we can with the accuracy issue and the damage problem. This is my major disappointment.
  17. I showed that to my gf... you guys gonna come visit me when they give me my own room and a nice clean white coat?
  18. We don't want to extend this tournament to infinity, there is no reason for having a losers bracket. When you are eliminated, you are free to play against anyone you wish and since there is no secondary prize, consolation prize, etc there is no reason for keeping track of any games other than the official ones.
  19. The only problem is that the things mentioned in the thread starter's post are fundamental design issues that are not going to be changed come release. We have discussed these issues with the Dev team and they have acknowledged them and told us that the way it works now is how it will be. There is a very definite problem with what is being discussed here because there is 0% chance that major game engine elements will be modified post-launch. These are going to be serious problems in any multiplayer games (and singleplayer for that matter). Insta-Repair will be an exploit from the get-go. It will be used constantly in each and every conflict. You will see feints with capital ship heavy fleets that retreat quickly to get the free repair and come back, whitling away at your defenses. There will be a detailed assault plan for each map that ships with the game because there is no possibility for changing where items are built. Multiplayer galactic mode will be a lot more predictable on the ground and that spells boredom which will equate to lower enthusiasm for this portion of the game and lower reviews and sales as well. These are serious game design flaws and if I were writing a review for this game, I would be listing these as problems with its design and not just complaining about the annoying cinematic camera.
  20. 2 Corellian Corvettes > 2 ISD, 4 Tartan, 1 Acclimator, 1 VSD in that those 2 corvettes can come in and wipe out every single fighter and bomber spawned by the above imperial group before they can be stopped.
  21. The tractor beams hold them slightly, but if you notice, they can pull free if they are using their speed up ability. This seems really stupid by the way, because the Tantive IV would have done that in ANH if it could. Why would the ISD be trying to tractor the Millenium Falcon if the fastest ship in the galaxy would have been able to pull out of it with speed.
  22. I was referring to each person that was going off topic. It almost looks like Plonk posted in the wrong thread or something. All furthur posts need to be about the tournament and its planning.
  23. I don't think the discussion is about the SDs in the Star Wars universe, it is about the fact that the SDs modelled in the game don't have the laser turrets that they should have had according to the Star Wars universe.
  24. My main grip with this is the fact that your fighters spawn from your ships automatically. I hate that because as it stands now, a Correllian Corvette can waltz all over a full Imperial battlegroup killing every starfighter in sight and you can't prevent your ships from popping out more fighters to be slaughtered before you deal with the corvette. My main tactic would be to wipe out the enemy's Correllian Corvettes before I spawn my fighters as there is no possible use for fighters until those are dealt with. This is an extremely irritating situation.
  25. Sure, a lot of different things exist out there, but that does not make them right.

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