
Captain Data
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How many like the balance so far?
Captain Data replied to WhiteSkull's topic in EAW General Discussion
I think Corellian Gunboats are the best corvettes in game. They're fast, doing damage directly to hull and one is more powerfull than a wing of Y-Wings. PLUS: They're good shielded + armored. They may not as good as in fighting enemy 3+ Stations, but against warships (up to ISD) they're just fine. A Assault-Frigate and 2 Corellian Gunboats the same job as a Mon Cal Cruiser, but way better and faster - even without any fighter-wings ! -
How many like the balance so far?
Captain Data replied to WhiteSkull's topic in EAW General Discussion
Letz think twice before typing somthing ... done 1. We've got Corellian Corvettes / Tartan Cruisers for hunting down enemy fightercraft. Thats fine, thats okay, it works. 2. We've got a Missile-Corvette / Frigate doing the SAME job much better PLUS fragging down a Starbase real fast. 3. We've got 4 other ships doing other jobs like tanking or damage dealing at close combat. 4. We've got at leat 3 types of fighters, including bombers, attack- and interception-craft. Letz talk about 2. and 4. Every well balanced strategy-game gots its "artillery-unit" to do long-range-damage. Usually those units are slow, weak and pretty much useless against close targets. They're often used to destroy enemy walls, buildings or artillery. A Missile-Corvette is some kind of "space-artillery", that means, it's a long range ship built for destroying enemy stations. Thats okay, because short-distance fights against level 5 stations are often deadly for weaker units. There is NO need for a Missile-Corvette to be some kind of fighter-killer, we've got other, missile-less corvettes for this job. The job of a Missile-Corvette is to destroy the enemy station or firesupport against slow moving units (like crippled SDs). About pt. 4: I think we've to rebalance our A-Wing. Its way too overused from Reb-AI and its way too powerfull. In "reality" it had weaker shilds than a X-Wing PLUS only 2 Laserguns. Their advantage was their speed. They should be only really fast scouts for killing enemy bombers but not as powerfull as X-Wings vs TIE-Fighters. I know it. I'm still playing X-Wing Alliance sometimes and I know what I'm talking about -
Speeders are 50% of my assault-force EVERYTIME. Because most players dont build any AA-Guns. And they're good for scouting enemy bases for bombing runs.
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I call 'em "Missile-Spammers". They need a nerf really: As Rebellion I never used one, as Empire there is NO Rebellion-Planet without those things (often 2, 3 Bataillons + 2, 3 Heavy Facs garrison this Unit) ...
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How many like the balance so far?
Captain Data replied to WhiteSkull's topic in EAW General Discussion
Then Petroglyph should remove that crushing-ability of speederbikes by MPTLs. Tweaking down the AI overusing this unit is a must-have for next patch. Rebs are using small commandos of infantry often, not by brute force. -
I think thats not a good Idea. To remove pop-cap in galactic View, its way too easy to "camp" in your systems. Plus: It would be possible to create a real huge fleet (100+ ships) attacking a single system, crushing any defending fleet there. Maybe adding a little more pop cap to some planets (from 5 to 10 of coreplanets for example) hould do the trick, some times your fleets are really stretched thin. Or adding bonus pop to a player with much lesser systems than his enemy ... but do not remove that pop-cap. It's part of the strategy, that means, you have to decide how big your fleets will grow, how many groundtroops you have, where your fleets are defending. There is no need for a fleet orbiting each planet if you plan your strategy carefully. ================= Something for MY wishlist Should be Point 9 or so: Its possible to "camp" an enemy planet all the time, if he's separated from any other planets of his owner. Its even possible to camp a full cluster of planets, if there is no way for its owner to send reinforcements, because the only way to reach the planets is by going right through 4 enemy systems, each defended by a great fleet (25+). Example: You got planets Yavin IV and Mon Calamari separated from the rest of Rebellion planets. There is no way for the rebellion to reach the planets, because both hyperspace-ways are leading to planets of the Empire, both defended by a good fleet. To CAMP Yavin IV and Mon Calamari just place a SINGLE ship (Tartan, Acclamator) in orbit - now the Rebellion is NOT able to build anything on that planets (at least space-stations). I think thats just unfair. Either having a full sized blockade of a planet with a fleet or nothing. To prevent planet-camping with a single ship, add a little change for both sides to destroy that camping ship by sabotage. That should work with EVERY fleet and EVERY ship, but only in orbit of camped planets. That will speed up gameplay a little bit, because players have to decide to do just a fleet-crush-attack without blockading a planet for a longer time or try to attack the planet shortly after destroying its orbital defense.
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How many like the balance so far?
Captain Data replied to WhiteSkull's topic in EAW General Discussion
Needs some work. Especially at MPTL-2A and Missile-Corvettes (Marauder, Broadside Cruiser) MPTL: Way too powerfull and a garrison-unit too. Should be removed as a garrison-unit or tweaked down a lot. At least the Reb-AI needs to be tweaked, it just spams every planet with MPTLs and heavy factories, make's incredible hard for the Empire to groundbattle the Rebs. I want to see it used in battles but not 2 or 3 bataillons (each 3 MPTL) at ONE map PLUS garrison-MPTLs. Missile-Corvettes: They're anti-starbase-ships. For killing fighters you've got the Tartan Cruiser or the Corellian Corvette. That means: A Broadside Cruiser or a Marauder should be REALLY useless against fighters. Atm you need just 2 or 3 Missile-Corvettes to spoil any fighter-attack, just activate your missile-spamming-ability. Especially Rebs suffer from loosing their fighters, because most Reb-Ships doesn't got any missile-support (like Proton-Torps at a Acclamator) and the Corellian Corvette is not that good in wrecking fighters as the Tartan (but it's still quiet good). M2 Tanks and AT-STs seems almost even at combat. Both are at equal strength and do a comparable amount of damage. I think, an AT-ST should be better at destroying infantry and the M2 should be much more (shield)armored than now, make it more suitable for T2-B-hunting. Pirate Plex-Soldiers: Most pirate planets have a half dozen of those units on that planet PLUS its a garrison-unit. They've got the Swamp-Speeder too, a real Infantry-Killer. That means you have to use a combined force of infantry AND armored forces - and you will often suffer heavy losses. It could be a good idea to reduce the amount of Plex-Soldiers on a pirate planet. The AI cheats. Admiral Ackbar is a Tech-4-Hero. But my Medium AI got him when I've upgraded to Tech-2. That means, even that medium AI cheats like hell, it don't have to steal technology, it got it for free! And its overusing some units like MPTLs, Corvettes etc (Same for Imp-AI, its overusing Corvettes and Broadside-Cruiser, forcing the player NOT to use any fighters, just spam capital Ships) - there was never a tactical logical fleet build up by the AI. Reb-AI is overusing A-Wings too, sometimes there are fleets with 12, 14 wings of A-Wings, but only 2 Y-Wings and not a single X-Wing. Logical fleet: 1 or 2 Capital Ships, 4 - 6 frigates, same amount of corvettes, 1 or 2 Missile-Corvettes, + a good selection of fighters). -
About that Point Nr. 8: I think its a good Idea to have following solution: 1. You can name EACH ship (including fighter-wings) with a very unique name. If you don't name your ship, a random choosen one will be used instead. You can name your ship while building it, just right-click at that build-icon (blue side) and choose the option "name ship". 2. To (re)name a specific ship in a fleet, just right-click at the stacked ships (for example Victory Stardestroyer x3) and a pulldown-list will popup, allowing you to choose that ship you want to rename: left-click it and a new window will pop up, allowing you to change the name and do other nice things. 3. Each ship gots its own logfile. To access that logfile just right-click a stack of ships and choose a ship, left click it and you will get that new window. Not only there you can rename it, you can have a look at his log too. It looks maybe just in my following "quote": * Legend: VSD = Victory Stardestroyer NebFrg = Nebulon B Frigate CorCrv = Corellian Corvette CorGbt = Corellian Gunboat ** Insert Hero here.
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I did it. Finally I got myself registered on this forum. Do not bash me for my ... lets say "interesting" English" Huge wishlist: 1. Tweak down that MPTL plz. It does too much damage against ANYTHING (including AT-ATs) and as an Empire-Player, you got nothing to destroy them (Speederbikes are crushable by MPTLs and do way too less damage, AT-STs and M2-Tanks are easily destroyed by a single salvo, AT-ATs are no "God-Units" against that artillery. The Rebellion-AI is something doing I call "Missile-Spamming". 5 or 6 MPTLs are able to spoil ANY army right at the first reinforcement-point. Plus: Its a garrison-Unit. That AI is spamming all the planets with at least 2 or 3 heavy facs ... means each fac is spawning one or two MPTLs at the same time. Please tweak that down a littlebit, thanks Or at least: remove that MPTL as garrison-unit. -- 2. Same for Marauder and Broadside Cruiser: Your AI builds LOTS of 'em, spoiling every good fighter-attack. They're invented for destroying stations. NOT for killing enemy fighters. You've got Corvettes for that kind of work. Please reduce Missile-Damage to almost nothing against Fighters. And if you really want Marauders and Broadside Cruisers killing fighters, attach 2 light lasers. -- 3. Please add persistent damage to ships (or include some kind of option to switch on and off "realism-mode") and add some kind of "hull-hardpoint" to each ship with destructible hardpoints. Its hard to believe that my badly damaged Stardestroyer gets killed by destroying the last "surviving" laser. Add some light weaponry that can not be separate destroyed like you did it with corvettes if you don't want to have a fully crippled ship with just the hull-hardpoint left. Persistent damage means: A damaged ship will be damaged until you've get it to your next shipyard or you have to wait for a much longer time. Example - A Stardestroyer has been damaged: Its Engines are gone, so it's no longer able to hyperjump. Its in orbit around: - A planet of yours with a Level 4 or 5 shipyard. It takes only a half day to repair that ship. - A planet of yours with a Level 3 or less shipyard. It takes a full day to repair that ship. - A planet of yours without a shipyard. It takes a day and a half to repair it. - A neutral planet. Time is doubled up (3 days) - An enemy planet. Time is doubled up again (6 days). Smaller ships are being repaired faster. Now you have to separate your damaged ships from the good ones (like in Rebellion) to hyperjump to another planet. Or you have to maintain position, defending your crippled ships against attacking forces. Its a good idea to reduce gamespeed a little bit, because you have to choose your battles carefully if you dont wanna have a Phyrrus-victory. But - that idea is nothing without my next suggestion (4.). -- 4. Add Assault-Transports or some other kind of capturing-unit. You know, that Rebellion in Star Wars was building up its fleet by stealing or capturing enemy ships. Only a few are NOT stolen (Mon Cals for example), Rebs didn't had that huge economy like the Empire. Capturing Ships with special transports while in Space-Combat would add a new tactical deepness to EaW, you can steal a VSD or ISD with a couple of transports if you want. Okay, for an ISD you need a small fleet of Assault-Transports ... If you (as a Reb) can cripple enemy ships (because damage is now persistent), you can capture them later after the battle has been won / or even lost, if you have to retreat. Rebs are raiding really often, they never had a fleet equal to the size or strength of the Empire-fleet. -- 5. There are really good ships in our Star Wars-Universe. For example that Lancer-Frigate. Its an anti-fighter-frigate, a really small and weak ship, but doing horrible damage to fighters. It may not be able to destroy any other frigate, but it's strong enough to take out any corvette. Why are they not ingame ? That Tartan-Cruiser is good, but there should be the Lancer-Frigate instead of the Tartan. Same for the Assault-Frigate: Why not using that special Assault-Frigate based on an old Dreadnaught ? Balancing a RTS-Game may be difficult, but it doesn't mean to give any factions almost the same types of units. Why not having the Rebs using more specialized Corvettes than Frigates ? The Imperials wouldn't even use any corvette if they had that Lancer-Frigate, because small ships are weak ships. Imperials trust on their BIG ships, they even built even bigger ships than the Executor SSD. (btw: that grammar looks funny ) -- 6. I liked that hero-system in SW:Rebellion. You could add heroes to different ships and give them different jobs (General for Troops, Commander for Fighterwings and Admiral for Fleets). Badly enough, EaW ships only with a few heroes, strictly attached to their jobs. You can't use Darth Vader as an Admiral, and there is no real way to use Veers as a General for example. Maybe its possible to add some of these features to EaW. I want to have more recruitable heroes like Thrawn, Grommel and so on. I would like to see an option to assign them to different ships increasing the power of that specific ship in some way (for example: Admiral Ackbar is NOT attached to his Home One [you have to build it separate as a special ship] and have to commandeer another Mon Cal Cruiser - increasing its shieldrechargerate and firedamage plus adding his special abilities.) If your hero has lost his ship, there is a minor chance that he got killed. If you've lost that battle, your hero will be captured and you have to rescue him. If you've won the battle, you will get your hero back, but you have to assign him to another ship. Its all in SW:Rebellion and I want to have it back in EaW, our "Rebellion-Remake" -- 7. You should be able to add a custom hero (maybe yourself as a Star Wars Admiral ) to the game. It would be a deeper experience to have your custom hero leading a battle, commanding a huge battleship or trying to get not crushed by an AT-AT There should be the same rules as for other heroes (point 6). -- 8. Naming Ships, Experience and Battle-Logs. Yeah its possible to name them if you're editing the shipname-files. There is only one problem: Names are randomly picked and there is no way to have your flagship named "Enterprise" or "Vanguard", except you're building dozens of ships until you've got the correctly named one. Ships are persistent, Names are it too. Why not use that fact for adding some kind of experience-system (yeah its already discused here) and more interesting: a Battle-Log for each ship ? I want to know which ship in my fleet has killed what enemy ships. Is my Flagship of the Seventh Fleet a real big bad shipwrecker? Or does it only minor damage in that last battle ? How many fighers have been killed by my Corvette named "Sparrow" ? How many enemy Ships had been destroyed by my Elite-Squadron "Gold" (Y-Wings) ? It would add some real cool experience to EaW, I don't wanna miss it. And yes, its necessary for that "stupid" thingy called "atmospheric game experience" -- Okay, thats it (at the moment). Some of my wishes are a little too specific and will NEVER be added to that game (not per patch, add-on or mod), but I think they're nice-to-have.
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Stuck at Killing the Imperial Spy on Alterzzi
Captain Data replied to Cold-Fusion's topic in EAW General Discussion
Hmm, seems I stuck at that mission too. Maybe I've to reload it :/ ... or try something others. (killed wrong posting here btw)