Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Post reply

Warning: this topic has not been posted in for at least 100 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What is the name of the planet we live on? Type it backwards then add a 5.:
Who is taking revenge? (lowercase):

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Zardnaar
« on: May 05, 2018, 08:03:05 PM »

Updated again with some fine tuned Greater Maldrood, Eriadu Authority and Pentastar Alignment fleets. Generally less ISD II's more Secutors;).
Posted by: Zardnaar
« on: April 28, 2018, 02:43:23 AM »

 Updated and tweaked some of the suggested fleets and the opening post.
Posted by: Zardnaar
« on: April 25, 2018, 04:55:40 PM »

Zsinj turtles on Dathomir all the time. Dathomir is also one of the hardest planets to crack in space and land, at least until I found the sensor array.
Posted by: turtle225
« on: April 25, 2018, 10:02:55 AM »

I've played Hunt for Zsinj as Maldrood (didn't finish) and am now doing it as the NR, and I've never seen that coward leave Dathomir.

Makes it easier to survive I suppose but it does make it harder to kill him. Then again as the NR I don't really want to kill him yet because I don't need the Empire opening new fronts.

As for Roche Asteroids, that place is a deathtrap for the ai, not just SSD's. When I was Maldrood, Zsinj attacked with a fleet twice as strong as my defense including 5 Allegience and 11 Lucrehulk and a bunch of a other stuff and I defended it easily. The AI has no idea how to deal with that map, and they kept jumping in their reinforcements in the lower left corner instead of reinforcing the actual battle line.
Posted by: Zardnaar
« on: April 25, 2018, 09:20:18 AM »

Yeah, true, golans (especially II and III) are no joke now. And yes, the range on the Praetors was significantly nerfed from 2.1. As far as I know, the only reason of them having such long range in 2.1 in the first place was an attempt by Corey and the team to improve pathfinding, as it was supposed to reduce the need for Praetors to spin around, if they could just shoot halfway through the map. But obviously it hurt the balance of the mod too much, making Praetors somewhat OP, so they reduced their range in 2.2. The firepower is still there, though. I didn't notice them being much weaker in that regard than in 2.1.

Yeah sometimes Praetors, SSDs and Allegiances piss me off due to spinning around. Generally why I prefer smaller ships at least if they do spin you can recover faster. It took me a while to find a fleet to make Allegiance work well enough.

 Falling in love with strike cruisers. I have liked them since the days of D6 RPG, but its a lot of firepower on a cheap unit. Maybe they got a range buff as well as they can sit behind allegiances/tectors and fire away easily enough.

 
Posted by: Grand Admiral Rufaan Tigellinus
« on: April 25, 2018, 08:31:34 AM »

Off topic is fine always keen to learn.

 Wonderred about the Praetors they have been underperforming for the Empire and pentastar over 2.1. Ragne reduction explains it. Buffed ranges on Golans etc wreck havoc on VSDs and similar.

 I'm moving away from carrier fleet myself they do not work as well as 2.1. Venator for example seems to be underperforming compared to what I am used to,

Yeah, true, golans (especially II and III) are no joke now. And yes, the range on the Praetors was significantly nerfed from 2.1. As far as I know, the only reason of them having such long range in 2.1 in the first place was an attempt by Corey and the team to improve pathfinding, as it was supposed to reduce the need for Praetors to spin around, if they could just shoot halfway through the map. But obviously it hurt the balance of the mod too much, making Praetors somewhat OP, so they reduced their range in 2.2. The firepower is still there, though. I didn't notice them being much weaker in that regard than in 2.1.
Posted by: Zardnaar
« on: April 25, 2018, 07:36:03 AM »

I'm currently doing Endor Aftermath as the Eriadu Authority, and I agree with what was said above about Torpedo Spheres, they are indeed very useful. With EA, I'm mostly using the same type of fleet: 2 Praetors, 2 Tectors/ISD2s, 1 Torpedo Sphere, 5 Tartan Patrol Cruisers, 1 Immobilizer 418. I'm not a fan of fighter swarms (I'm more used to fighting against them, rather than inciting them myself), so I prefer pure firepower over it, especially with ex-Imperial factions (or the IR). The Executor needs a different approach due to its' pop cap, so my support fleet for it consists of 4 VSD2s, 5 Tartans and an Immobilizer. Or 3 VSD2s, one ISD2 or a Tector, and 3 Tartans. All of this works fine for me, with minimal losses so far. Although I will say that I am yet to encounter an SSD, as they have managed to evade me up to this point (I'm 43 planets in), so I'm yet to find out how this will do against an SSD. I've seen Iron Fist in proximity to my territories several times, but Zsinj keeps attacking neighboring Maldrood instead of me with it. But sooner or later I will catch him if nobody else kills him, and we'll see how it goes.

I remember killing him several times rather easily as Maldrood in the demo, using only CCVSD2s, ISD2s and a couple Allegiances, even with no losses at times, but the map was a massive help, it took place on Roche Asteroids the first time, and Iron Fist couldn't really move around freely on that map. Noticing it, I was trying to specifically catch Zsinj on Roche when I was completing the demo again (I did it 3 times as Maldrood), but it wasn't really difficult because he kept attacking it himself, and it became the place of his downfall every time.

Sorry for steering off-topic with that, lol. Torpedo Spheres are really cool, though! :) I like their range, reminds me of Praetors in 2.1 (and 2.15), allows me to bait ships the way I'm used to, when AI is being overly defensive again.

 Off topic is fine always keen to learn.

 Wonderred about the Praetors they have been underperforming for the Empire and pentastar over 2.1. Ragne reduction explains it. Buffed ranges on Golans etc wreck havoc on VSDs and similar.

 I'm moving away from carrier fleet myself they do not work as well as 2.1. Venator for example seems to be underperforming compared to what I am used to,
Posted by: Grand Admiral Rufaan Tigellinus
« on: April 25, 2018, 07:13:19 AM »

I'm currently doing Endor Aftermath as the Eriadu Authority, and I agree with what was said above about Torpedo Spheres, they are indeed very useful. With EA, I'm mostly using the same type of fleet: 2 Praetors, 2 Tectors/ISD2s, 1 Torpedo Sphere, 5 Tartan Patrol Cruisers, 1 Immobilizer 418. I'm not a fan of fighter swarms (I'm more used to fighting against them, rather than inciting them myself), so I prefer pure firepower over it, especially with ex-Imperial factions (or the IR). The Executor needs a different approach due to its' pop cap, so my support fleet for it consists of 4 VSD2s, 5 Tartans and an Immobilizer. Or 3 VSD2s, one ISD2 or a Tector, and 3 Tartans. All of this works fine for me, with minimal losses so far. Although I will say that I am yet to encounter an SSD, as they have managed to evade me up to this point (I'm 43 planets in), so I'm yet to find out how this will do against an SSD. I've seen Iron Fist in proximity to my territories several times, but Zsinj keeps attacking neighboring Maldrood instead of me with it. But sooner or later I will catch him if nobody else kills him, and we'll see how it goes.

I remember killing him several times rather easily as Maldrood in the demo, using only CCVSD2s, ISD2s and a couple Allegiances, even with no losses at times, but the map was a massive help, it took place on Roche Asteroids the first time, and Iron Fist couldn't really move around freely on that map. Noticing it, I was trying to specifically catch Zsinj on Roche when I was completing the demo again (I did it 3 times as Maldrood), but it wasn't really difficult because he kept attacking it himself, and it became the place of his downfall every time.

Sorry for steering off-topic with that, lol. Torpedo Spheres are really cool, though! :) I like their range, reminds me of Praetors in 2.1 (and 2.15), allows me to bait ships the way I'm used to, when AI is being overly defensive again.
Posted by: Zardnaar
« on: April 25, 2018, 03:18:17 AM »

Added Zsinj+ New Republic
Posted by: Zardnaar
« on: April 21, 2018, 10:59:46 AM »

Added Empire and Empire of the Hand.
Posted by: Zardnaar
« on: April 20, 2018, 12:28:57 PM »

Cheers

Well you got me to go and test the fleets a lot. Now I have just stopped building ISD II, I build the unique units or Tectors. I was using them as flaships and they had toruble getitng to the fron or would drive in circles. Also found an appreciation for big ships.

 My new hotness/fun fleet Eridu Authority.

Delvardus +Praetor 32 Points (or 2 Praetors)
2 Torpedo Spheres
1 Interdicter
9 TIE Hunter Escort Carriers

 Go big 2 Praetors+ 2 Torpedo Spheres hurt alot.

Posted by: Ordo
« on: April 20, 2018, 03:45:54 AM »

Cheers
Posted by: Zardnaar
« on: April 19, 2018, 09:57:26 PM »

I'm sorry, Allegiances are crap? Are you sure you are playing the game right?

You were right and I was wrong. I just had not found a fleet.

X3 Allegiances
X5 VSD/Providence/ CC VSD etc
X7 IPVs.

The death fleet.  Don't mix them with other capital ships.
Posted by: Zardnaar
« on: April 19, 2018, 09:55:49 PM »

I hope I'm not off topic, but with NR, I'm finding Nebulon Bs to be really useful. They can scoot behind SDs to take out engines, divert fire from other ships, and when surrounding a fighter dogfight, can shred squadrons whilst having firepower for larger ships. The same goes for the Arquitens with GM.......

I like them because they are cheap and only cost  1 fleet point. You can use a horde of them and they come with X wings.
Posted by: t78
« on: April 19, 2018, 06:49:34 PM »

I hope I'm not off topic, but with NR, I'm finding Nebulon Bs to be really useful. They can scoot behind SDs to take out engines, divert fire from other ships, and when surrounding a fighter dogfight, can shred squadrons whilst having firepower for larger ships. The same goes for the Arquitens with GM.......
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!