Jump to content

Lord Pickle

Members
  • Posts

    12
  • Joined

  • Last visited

Everything posted by Lord Pickle

  1. Or If you try the scenario again take some artillery with you. The rebels get those spotter so you can scope the generator without moving your forces then call in a bombing run. Same goes for the advanced factory. Its amazing that the comp doesn't put up that many anti-air turrets then again I haven't used airspeeders yet. Plus the arty is good for taking out AT-AT's if you have three or four of them.
  2. So. I was reading the tread on what to do against some Mon Cals with loads of fighters when a post caught my eye. According to Joebwan, who appears to be a dev judging my the petroglyph avatar, the mon cals have a wider firing arc than the ISD's. So to beat an Mon Cal its about keeping the ISD guns pointed straight at the traget. I had no idea about this and I have read the manual and looked at that game guide they got for EaW on gamesfaqs. Now I'm a cheap bastard so I don't particularly feel like paying another $15 to get the strat guide from Prima so I have opened up this thread so that the devs at petro or any other person in the know can divulge more of these secrets. So what other subtle points are there to space and ground combat that can be used to make us better commanders? And is there an effective way to counter those annoying rebel artillery units the computer is so fond of?
  3. Plus. Remember there is no friendly fire. So just ake some T-4B tanks and send them in the center of a group of enemies then call in the arty. The 4b's are tough enough to hold up to the fire then two arty strikes will kill pretty much anything around the tanks.
  4. It's funny when people believe that because a game isn't grand strategy there is little or no strategy. It's true that EaW doesn't have anywhere near the depth of Hearts of Iron 2 there is strategy. Most of it revolves around the units you send into battle and what counters what. I haven't played MP but I bet there will be numerous strategies there. That said it would be nice to see a RTW in space, I can't play the total war games since I have no idea how to use acient weapons and don't care to find out.
  5. It takes a while to build the top level ships. Plus what do you think your opponent is going to do during that time? He will atack you again and again unless you have some strategy beyond build somemore ships. Why do people say such foolish things its a strategy game and one with persistence of course taking care of your fleets matters.
  6. Petroglyph said they wanted to focus on action and leave out most of the base building and resource gathering. That said I agree with you some diplomacy would be good and a system is a system not just one planet.
  7. Thanks for the tips guys. I'll see what happens.
  8. I played the Empire camgiagn on medium and it was fairly tame to say the least. So I figured I'll play the Rebels on Hard since it should be more of a challenge but challenge is a huge understatment. First the Rebels don't get near as many credits so you already have to build small fleets. Second, as far as I can tell the Rebellion has no way to know what fleet is above an imperial world. The Imps had that spy droid but I thought the Rebels always knew what the imps were up to but apprently not. Worst of all I don't know how to beat the imps in space. Petroglyph seems to hate fighters because the imps always have numerous tartans which kill my fighters and bombers in the first minute of fighting. As the Rebels I can't just say oh well cause those ships cost money to build. So here is what I think I need to do fleetwise. Have a couple of Nebulon-B's in close to destroy tartans and hold out against VSD's. Then have some corelleian gunships and marauders to take out the VSD's and tartans from long range and a few y-wings, if they can survive, as well. If anyone has beaten or at least one continually goten their ass kicked in the Rebellion campiagn on hard please give me some tips and let me know what you think of my fleet composition.
  9. Here are two small things I would like added: 1. The ability to attack mutilple units at once in via the homeworld 2 style. If I have lets say four x-wing squads imbound I should be able to drag a box around them and issue an attack order against all four. I belive holding Crtl and dragging the box was who it was done in HW2. This sould also apply to other orders like guard. I hate only being able to guard one AT-ST when I have 12 I want to guard them all so same Crtl-drag command, please. 2. The ability to queue orders via Total Annihilation Say I want my TIE bombers to systemically destroy all the tubro lasers on a Mol Cal I don't want to keep reissuing orders especially in the middle of a hectic battle so why not allow be to click on each laser have each order stack in a queue and then just let the TIE do its thing. Alternatively we could have standing orders like "disarm ship - turbo lasers" then click on the Mon Cal and the TIE bombers then destroy all the turbo lasers.
  10. Delphih here's my question. Did you say put up a poll on this forum, if it was around then, when you were thinking of adding/dropping persistent damage? Looking at the posts it seem a number of people, me included, think that persistent damage is a fairly major thing. You could get gamers reaction to the idea and then if enough people wanted it you could investiagte further. Ask people how they would like it to work ect.... It seems like you guys are pretty good about answering questions so I'm curious about how you involve all gamers during the dev process. Second question Will the persistent damage be in the expansion, its early to talk expansion I guess. If not how loud will people have to yell to get it put it ;D.
  11. Will there be a persistent damage model in the expansion? I know its early to be asking but if someone like Delphi-PG or another of the devs could say wether or not its being planned please let me know. It seems like a rather large omission and I talked to the guys at legacy of war and apprently they can't mod the code to include persistent damage. So it looks like an expansion is the only way. A thousand thank yous and one odd shaped donkey at Chirstmas for Delphi when he answers this.
  12. If not the mods then hopefully an expansion will address these issues. How the hell can you have hit and run tactics if there is no persistent damage?

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...