Everything posted by MastaSpoofa
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[ROR] - Development Images.
LOL Nice find dude.
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Help With Hardpoints
no, im replacing current hardpoints (Laser and Concussion missles) with turbo lasers. not adding new hardpoints onto the venator without taking others away
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Help With Hardpoints
Ok, i fixed that, but the hardpoints still arnt showing, I tried to comb through the hardpoints for any mistakes, and changed a few to their correct code like (M_R M_L ect ect.) but the hardpoints still are blown up, if anyone can look at my code at the venator, and see what is still wrong, or if i need to change somthing in another file to have hardpoints work, Id be forever greatful... lol
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Help With Hardpoints
I am trying to set it up so that the venator has 4 turbo lasers and 2 ion cannons, i basically copy/pasted the imperial star destroyers turbolaser hardpoints to the venators, and iv tested it in game, but when it comes out of hyperspace the 4 new hardpoints are blown up... how am i to fix this? thx. ;D
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Re: What do you think of the balance: MULTIPLAYER?
but if you fire on the space station... you damage the hardpoints... and damaging the hardpoints..... basically "damages" the space station... so......... your saying....... you can fire and damage the space station with the HV? lol?
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Re: What do you think of the balance: MULTIPLAYER?
its called multiplayer.... this is a multiplayer Topic, not singleplayer. Think multiplayer.... ion cannon can be built in multiplayer. Either increase hypervelocity cannon damage, or decrease the creation speed.
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Space Combat Balance Issues... (as posted from LA forums)
yeah... i was going vett vs tartan yesterday online, i owned the tartan with allmost full hull health left. he used boost too.
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Re: Hit and Run tactics actually work!
yep, thats what i did, picked out the ISD, took it out and hyper'ed outa there
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Re: Hit and Run tactics actually work!
I may have just had too many sniffs of the mushrooms outside, but I think i saw a post or reply about hit and run tactics not working. WRONG! I've tried and proved it is a very effective tactic. Now, onward to the point of this post... i was on Bespin, attempting to further increase my rebel influence to sullest, but my scouts had reported the enemy had 1 ISD, 1 victory-class SD and 1 acclimator-class SD, my fleet consisted of morale filled soldiers and pilots, but i only had 4 neb B. Frigates, 5 blockade runners, 4 y-wings and 5 headhunter squadrons. My current fleet was defending the space over bespin, since its worth 2k credits, it wasnt worth the risk of falling to the empire. I had assembled a task force of 2 Neb-B's 3 corvettes 2 y-wings and 3 headhunters, They were immediatly send to sullest. After their arrival, i sent my corvettes and nebulon B's to a small asteriod field in the middle of the battlefield. After that i send my corvettes towards the enemy base to draw the imperial star destroyer to my ambush. After they began shooting at the ISD, i ordered them to immediatly retreat and switch full power to engines. They retreated, and the ISD followed. I immediately sent my bombers to take out his engines, hanger and shield generator. My fighters fought his fighters while my corvettes and Nebulon B's battered the ISD's hull with turbolaser fire. After the ISD's hull split into two parts, and the bridge exploded, i ordered my forces immediatly to pull back and then once in a safe location, hyper jump back to bespin to report, the Victory, and Acclimator were aware of what happened and sped towards my fleet, luckily my fleet jumped away just as the imperial fleet reached mine. Anyways thats my story. If you wana hear the rest, after they all arrived back on bespin i sent 3 neb-B's all my y-wings, 4 corvettes and 4 headhunters to destroy the enemies base, they were victorious.
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Re: EAW: Warlord - 6.0 - Total Mod Expansion
cain, as rebels, i can only get to tech level 2. After I research all the things (off the top of my head, a-wing, infiltrator academy, shutter shield, light factory heavy factory, y-wing, neb B frig. ect ect ect for tech 1) my robots cant go to any other planet to steal, so i can only get to tech level 2. help maby? thx
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Unit Experience- Why Not??
in world war 1 i think the kill death ratio was 1:5, thats prolly why your pilots dont get xp... but seriously, even if pilots had XP, and they were max level, i doubt they could dodge 40 lasers shots from a tartan or blockade runner...
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Favourite Star Wars Quote
i find your lack of grammer... disturbing... favorite quote is "These arnt the driods your looking for... *jedi mind trick in obi-wan voice*."
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Re: How do you choose which ships to send into battle first?
usually when my ship gets really damaged i send him far away from the combat zone, so... thats my form of retreat
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Re: Warlord or ROR
well, i prefer not to play a third faction, because 1. its not in the actual game. 2. I prefer to crush the rebellion with the empires iron fist.
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Re: EAW: Warlord - 6.0 - Total Mod Expansion
Cain, your very dedicated to your mod arnt you?
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Weak Shields, Fire Priority, Fighters, and Accuracy
Empire>NewRepublicOldRepublicRebellion ;D i also think that this is extremely unbalanced, lol i mean seriously, why cant the imperial gunners shoot anything? ESPECIALLY the corvette. Rebels arnt the best, the empire had the ability to choose the best of the brightest to gun for them. They had the entire galaxy to choose who was a good gunner and who wasnt. I am positive they had enough good gunners to fit on all their Batteries, and enough to be storm troopers.
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Re: I am dissapointed by capital ship damage
When the rebel SCUM allways make 15 star fighters (about 12 bombers 3 x-wings) my 4 tartans YES 4 totally destroy them, and my Victory's and Acclimators are free to own the rebel scum's capital ships. death to the rebellion!
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Re: SSD
Bad grammer goes a short way. The SSD wasnt put into service untill after the battle of yevin right? thats your explaination.
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Re: How do you choose which ships to send into battle first?
enless your talking about Y-wings, tie bombers dont have a hyper drive, so they would have to go to a nearby carrier (ISD victory, acclimator, ect.) then have the carrier hyper out of the combat zone. So, you would be having your fighters, and a capital or frigate hypering out just because you dont want your bombers in the fight. If your talking about the Y-wing or whatever, then sounds good, but otherwise... enless you want to sacrifice offensive power, i wouldnt suggest it . Also the tie fighters/bomber should be able to stay into their hangers, or go BACK into their hangers untill called for via special ability button on all the carrier ships. just my 2cents
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Re: Imperial TIE's - Hunt
i think tartans have more hull and shield strength, and more lasers though
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Storm troopers are weaker than rebel troopers?
how erm, are storm troopers free? Yes they cost 40 credits to produce but still : ;D
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Re: ATAT vs Speeders
theres a difference between blaster cannons and laser cannons, Xwings have laser, Speeders have blaster. Blasters are weaker.
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Re: Warlord or ROR
bryants plus ghost's (they act together) its one of the best
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Re: Imperial TIE's - Hunt
when the rebels mass transports, or have alot, i allways use hunt with my ties, to find and destroy them. Once they had about 20 transports randomly everywhere, so i used the hunt ability, rounded them bebehs up fast ;D
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Re: ISD lack of anti fighter weponary
Still, and ISD should own a corvette. I mean seriously. Think about it, little corvette with small lasers vs ISD with turbo lasers, but it takes about 1 minute of constant barrage from an ISD to destroy a corvette. Thank god for a tractor beam :-\