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Messages - Keran

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Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: July 24, 2018, 03:42:10 PM »
My standard Maldrood fleet composition is:
2x Allegiance (1 if I have Okins as well)
1x Secutor (or 0, if I have Trier in the fleet)
4x ISD2
4x CCVSD2 (or Procursators when you exceed the CCVSD2 limit, but I use them anyway in some fleets, because they are pretty good as well, the only downside being the lack of a hangar bay)
2-3x Neutron Star (although I rarely use them in battle, and when I do, they usually stay behind protecting the Immobilizer)
5x IPV-1
1x Immobilizer 418
1x ISD/CCVSD2 space hero (T. Teradoc, Syn, K. Teradoc, Tavira, Gendarr, Pellaeon [Era 3.5]). Since Larm was downgraded from an ISD2 to a Carrack, he became pretty much a useless hero, but thankfully the only one, generally Maldrood's hero roster is one of the best in the mod.

Obviously this exceeds the limit of 60, so the actual ship composition I use in battle varies, depending on opposition. Thankfully Maldrood's roster allows significant versatility. I used to have different fleet compositions for the two Bellator fleets, namely I did not have Allegiances in them, but recently I have found that it is better to have an Allegiance or two even in a Bellator fleet, just in case, even if they stay in reserve most of the time. So now my Maldrood fleets are all pretty much the same, because this composition works brilliantly for me, and I see no point in changing it. As for Crusaders, I use them only to escort Bellators, due to their point defense system ability, because generally I do feel that they are inferior to IPVs, due to lesser rate of fire and range. But even then, I usually have 5x Crusaders and 5x IPVs. I used to be a huge Gladiator fan, back in the demo days, but now they've become a Zsinj-exclusive unit, and you only get a couple of them in your starting forces. Use them, of course, they are a great second-third line frigate, but know that you won't be able to replenish any losses if they occur, and Gladiators tend to die very quickly when they get into the line of fire, they only have 6 hardpoints after all.

It takes time to build such expansive fleets, but thankfully Maldrood's starting forces are usually good enough to stand up to most fights (and you can always combine all of your starting forces into one massive fleet and kick any fleet's ass, if necessary, although your undefended planets would start getting attacked immediately after, on hard, so keep that in mind). I usually start with ISD2s, and make sure I have at least 3 in every fleet (4 is ideal, if possible), and then build an Allegiance for every fleet as well, and then a Secutor. When I get to the point where I have 2 Allegiances per fleet I know that I'm already doing fine. And you'd want to build your Bellators asap as well, but that varies for me, depending on a GC. Sometimes you'd have to rush at the start, to improve your position on the galactic map (which is always problematic for Maldrood, but that's another reason for their appeal - the challenge), before you have the time to build anything of note, relying only on your starting forces.

That's about it, but I will say that Greater Maldrood is my favorite faction in ICW 2.2, exactly because they seem like the weakest one. They lack in SSDs, other factions' Executors are stronger 1v1 than a Bellator, as is the Viscount. ISD2 is weaker than Eriadu's Tectors, and Allegiances are weaker than Praetors. But because of all this, it becomes so much more satisfying when you do start kicking butt as the GM, when you know that it was much harder to arrive to this point, than it would be with any other Imperial faction. But they do have the best frigates in the mod. CCVSD2, Procursators and Providences (which to this day I barely ever used, despite beating 5 campaigns as Maldrood already) is just too good to be true.

I love the position GM is in (though I can only play the smallest Era progressive GC) and their roster is a unique blend of Imperial and Pirate. Always a good day when I can get that Bellator out. I'm using their frigates more than I thought I would, but the AI seems to be leaning hard into their Alliegances/ISD2s/Tectors against that.

I've been playing a bit more and found myself really enjoying the Procursators a lot. Once the shields are down on a ship if you have just 3 or 4 of them they absolutely wreck most anything. Wish they were a bit cheaper/less fragile (a Gladiator can look at it and inflict a startling amount of damage; or if they had the range of a Strike Cruiser but hey I can dream) but I've found them to be great support ships for extra firepower or dealing with enemy medium ships. Really should

Typically I've been getting three or four of them in a fleet with about the same amount of Victory/CCVSD, several Ton Falks, and two Secutors (and the obligatory IPVs) for defensive fleets. (Actually managed to fighter swarm an Executor to death using one of those fleets with some ISD2s of my own but it was a very close fight). Though seeing 8 lancers in an enemy fleet is a sure way to ruin that if you aren't careful with the fighters.

I had a nasty shock when the AI bypassed using ISD2s a lot and came at me with 6 Allegiance SDs in fleets several times (with ISD2s and lots of other support craft). Quickly had to build a couple of my own per fleet just to make sure I had something that could tank the damage they could put out.

I was incredibly sad to lose the Gladiator upon release but I'm pretty happy with the GM roster of ships (and Larm in a Carrack still gets me). Tectors and Allegiances are a bit alarming if my ISD2 heavy and Bellator fleets aren't the ones fighting them and it's down to my defensive fleet that didn't get heavier ships. Shields can be a bit tough to get through with them before you lose some firepower if you've got two Alliegances bearing down on your line.

Does GM get anything from Era changes?

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Discussion, Suggestions & Feedback / Maldrood ships advice
« on: July 20, 2018, 08:59:02 PM »
I'm curious as to what you all use when playing Greater Maldrood. Unfortunately haven't been able to try a go at them since the release of 2.2. Browsing the manual now actually.

 I was trying to find ships to fill the fleet that are good against shields. The NR has very heavy shields and from what I can tell the GM doesn't have ships that carry many ion cannons.

Thought about the ISD1 as it's got a decent capacity of them (thought you could get an Alliegance for the price of two of them). And it's not that much weaker (hull and shields) compared to the IS2. Maybe a Secutor as a bully since it's got plenty of ion cannons and hefty shields?

I can't figure out a Reason to take a Neutron Star Bulk over the Strike Cruiser. The Same goes for a Procursator when compared to a VSD.

Very curious about the Sorannon class Star Destroyer I see mentioned in the manual and what it's stats/weapons will be.

(Just want to mention yet again that I love everything about the Bellator and all the work that went into it. It's such a beautiful ship.)

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How do you guys generally use bombers? I'm typically keeping them back until the fighters/ships are all engaged and then send them in a swarm to overwhelm as it seems the shields die quicker to my ships than bombers (and then switch ships to other ships once shields are down/damaged enough to have bombers finish off)

I tried out the medium/smaller ships Maldrood starts with I'm currently in love with the Neutron Star Bulk Cruiser (cruiser right?). Three squadrons (I know, just normal not so good TIEs but I'll take it) and not bad damage at all for their price and pop cap. Very curious about how having this AND the Strike Cruiser will work as they seem to fulfill similar roles ( I could be wrong as I need to play with the Strike Cruiser; only seen it in videos)

Took a shine to the Providence when I saw it's four bomber squadrons as well.

VSDs and Crimsons are what I expect and are good in their roles.

I'm unsure of the Dreadnought/Carrack/Procursator. I'm not entirely sold on why I would choose a Procursator over a VSD when they cost the same and the VSD can get a couple squadrons of fighters. The Dreadnought...might be useful as a lower cost attack vessel for some extra firepower but unsure on it's value yet. As for the Carrack I think it may be useful to have a few of those in a fleet for their ion cannons but then wouldn't a bigger ship be just as cost effective? Unless bigger ships get an accuracy penalty versus small ships but I don't think that's a thing.

Starting to see the benefit of diversifying the fleet set ups with smaller/medium ships.

(Lastly, my god, the TIE Raptor. I sent 6 TIEs after four of them and they got absolutely shredded and I'm like well....not doing that again).

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Um, yeah. I'm meant to be working on that, aren't I? I take it we can't Valve-time the release so I have longer to rewrite the manual?  :angel:
Since the demo we've updated the hero text to make it clearer when they provide bonuses.  Most bonuses don't stack but I believe the game applies whichever is highest for each bonus category available in battle.
Yep, multiple structures of the same type on a planet give a build-time reduction. This is a feature from the base game.

Nooooo!! I'm looking forward to the manual almost more than the actual release right now.

Oh excellent, thanks! I never knew.

Good grief. I can't say I ever remembered or thought to do that in the base game as I thought the garrison bonuses were worth more. Still learning after all these years.

Multiple factories of the same type vastly decrease build time for units from them. You can halve or quarter production time on those worlds.

Mass produce the pod walkers(pirate walkers)

I'm still in awe of their range and that they make a decent artillery platform.

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1. ISD IIs don't seem exceptionally powerful to me, though I play on normal. You probably shouldn't touch skirmish in the demo, it hasn't been updated.

2. I dislike the Allegiance, not because of the art assets or anything, I just find large cruisers without fighters to be distasteful.

3. The Secutor is supposed to be a 2.2km carrier. It has similar firepower to an ISD I, and carries a ton of fighters.

Maldrood's anti-fighter ships are the IPV and Crusader Gunship. IPVs are always available while the Crusader must be bought at a planet with a pirate base which can be constructed on any planet Tavira is orbiting.

Bring Kosh and Tavira into battle. They have good fleet bonuses that significantly increase the speed and durability of your ships.

You should invest in Providences. They have torpedoes for days and carry a decent number of bomber squadrons. Arquitens should be escorts, not focusing on fighters but flying in formation with larger ships.

As of now Maldrood no longer gets the Gladiator, they recieved the Strike Cruiser instead. According to a recent Monday Night Modding stream, they're going to have TIE Avengers (but that might be pushed back to 2.3).

1.) I think being on Easy I was left alone/fended off what the AI did throw at me so I was able to get a fair number in my fleets.

2.) I really love the larger cruisers but from what I'm hearing I can see how on higher difficulties it might not be the most effective (especially with NR fighters)

Ah! IPV that's the patrol one I love. I was wondering what was with the pirate base thing I saw (I skipped it in favor of Golans)

Do they? I'll have to try them out then. Their tooltips didn't say so I couldn't be sure. Do bonuses stack with other Leader bonuses?

I never considered the Providence because it seemed like it would be easily outclassed (and I think I was reasoning the Escort Carrier would be a viable Carrier alternative) but I'm beginning to see how they could be useful if kept screened.

RIP my beautiful Gladiators. Will have to see how Strike Cruisers play out. Is that stream recorded somewhere (Corey's Twitch channel?)?


I use Providence class and Crimson Command Victory Star Destroyers in swarm tactics.
I usually build fleets of 15 Providence class cruisers early and swarm larger ships with bombers and torps.

My usual play style is to use Maldrood like the Soviets. Mass construct light mech factories to your north to produce ATRTs quickly with T16s, take Antemeridian for it's two heroes, on your two southernmost planets mass built heavy and ATAT factories, on all your protected(second line) planets, build three mining facilities  and above all your initial planets build trade stations. Then push quickly south to take Kashyyyk and Commenor to gain two more heroes and mass build ATAT factories.

Once these objectives are done you can cheaply and quickly amass huge disposable armies and fleets to expand. I recommend taking out Zsinj first as absorbing his empire massively increases your industrial capacity while securing your rear. At this point build two Bellators as fleet anchors and begin Steamrolling your armada and armies over your remaining enemies.

Will have to try the swarm as the Crimson Command ships seemed powerful (and fast) for their size. I usually ignored Providence for thinking they were outclassed/Escort Carrier would be better but will try.

Do you mean the AT-PTs? I didn't think Maldrood got RTs. Thought it was the Pirate Walker and the PT. (I could very well be mistaken). Trade Stations? Odd, I only saw the frigate shipyards. I may have missed it in my haste to defend them with Golans.

Oh, do multiple factories of the same type per planet give bonuses? I usually default to a barracks/light for garrison purposes and then specialize one or two planets for heavier factories elsewhere.

Other people have covered a fair bit of the strategy angle at least as far as the demo goes, so I'll just add a few things:

There was an oversight with the demo where some damage adjustments got skipped for the New Republic. Basically, we started some of our balance/pace/projectile changes by reducing the number of preojectiles by half or more, and proportionally increasing the damage of the individual projectiles. With the New Republic, their turbolasers got the count reduction, but not the damage increase. This was later addressed for the full build.

There've been a fair amount of changes, both to the planned roster and just general changes. Too many to list here but the manual will be out before the actual download, with all the information on who gets what.

Oh thanks! I knew something just felt off with the New Republic ships (though damn they can take a beating).

Can't wait to read and see the changes! It will be tough to pick between Maldrood and the Imperial Remnant when the full version is released. Very curious about how they play differently from each other.

You should definitely take a look at Neutron cruisers. They pack quite a big punch and carry 2 TIE squadrons for relatively modest price. I personally use Secutors +  Crimsons + Neutrons + one ISD for planetary bombardment and some ipv's for fighter contingency.

Hmm, that sounds like fun. I think being on Easy and getting so many Capital ships so fast didn't let me try out the medium ship tier enough to see what they do. That and I was so used to the EaW's comparison chart per ship it spoiled me.

Should the rest of that line (Procursaetor, Carrack, and Dreadnought) just be used as screening vessels then? I'm not positive where they fit better than a Victory or Crimson might (aside from cheaper).

(Sorry for long post/clutter. Didn't want to spam individual post replies in the thread. Unless that's less of an eye strain for people)

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Discussion, Suggestions & Feedback / Re: Greater Maldrood Stronk
« on: January 15, 2018, 03:40:55 PM »
Not 60 E wings on admiral difficulty lol

*blinks at the number* Wow. Well, then.

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Lots of random thoughts inbound. I recently picked up playing EaW again (played so much years ago, this game was a big part of my childhood) and this mod with it's 2.2 demo. Since the Imperial Remnant isn't in GC I heard that Greater Maldrood was an Imperial-like faction so I decided to try them out. Man, they are certainly interesting (and great fun; at least until I can try IR on release).

Admitting first that I played on Easy to get back into things and because I wished to try it out without fear of giant stacks of doom raining upon me.

And before I get started I just wanted to say what a fantastic job you all have done with this mod. Seriously, great work. The ship to ship battles actually feel like what I would expect from ships of their size. The new weapon effects are just positively gorgeous. Whoever was responsible for the Bellator did a really fantastic job. I've not gotten one yet but damn does it look like an absolutely beautiful monster of a ship.


Ships

Also, Gladiators. I love the Gladiators. I'm typically bringing four into a battle and it gives me so many bomber squadrons to use

1.) The Imperial 2 Star Destroyer...it's supposed to be that powerful correct? I've been using them as a staple of my fleet and they feel...very unfair at times. The amount of damage they put out and what they can take feels very powerful.

     -The New Republic Nebula doesn't seem like it can take one on without dying (the description says it should be able to so maybe I'm confused). Then again,            that's just my results from a skirmish match. (A lot of NR ships feel weak but maybe that's because I'm playing on Easy?)

2.) The Allegiance. What a beautiful, beautiful ship. Once I found it I loved it almost more than the Imperial 2 SD. It's really good. Can't wait to get my hands on the Bellator though.

3.) Is the Secutor supposed to be a lower cost Allegiance? Or something in between Star Destroyers and the lesser ships. It feels like it can take an absolute beating. Used them as leads/artillery for me SD2 fleets until I got my hands on the Allegiance class.

I'm honestly not sure what to do with the rest of their roster of ships. The Procursaetor, the Victory SD, Crimson Victory, Neutron Bulk Star Cruiser, and the smaller/medium ships (Sorry, I don't know the roster. Just know that I'm neglecting these ones for sure aside from any I've mentioned before). It felt like these wouldn't be good anti-starfighter ships, and I felt like I needed ships larger than these to fend off the AI ships. Although, I saw a Crimson Victory in one of Corey's videos and I can see the appeal of maybe having those as a raiding fleet. With the AI using larger ships though it seems like a very risky proposition to use these smaller/medium ships.

Tips/Thoughts?

I'm curious to what you Maldrood players use as anti-fighter options? I know in Era One I struggled a bit until I found that Gladiators and some Artiquens (err, spelling?) seemed to do well enough against them. Once I hit Era 2 though the Patrol Ship (err, the small pirate one) came in and they are absolutely amazing at destroying fighter swarms if you have enough of them (like just 4 on the field).

Typically SD2s, Gladiators, Allegiance have been making up my fleets. Along with Artiquens and Patrol Craft for anti-starfigher. Occasional Secutor thrown in with maybe a Victory and definitely an Interdictor once I could afford to get one for my fleets.

I managed to get Antimeridian Sector early which let Admiral Larm lead my main battle fleet while Getteles was on my production planet, and grabbed Kashyyk and that other one to secure my territory up to right before New Alderaan. Eventually caught Zsinj with just Trigit when I noticed him alone. Been makng my way slowly through the core now after I grabbed Commenor and Kuat and Tssos Beacon. Coruscant next. Had to get rid of Hapes in my Core push because I was very tired of the Transitory Mists attacks. Did get up to Mon Cal too to protect that route.

Haven't actually used Lavira at all. Left her and bolstered her fleet to possibly defend their start planet if need be. Kosh seems to be just another SD2 so not sure if he really has a use.

Defending Roche Asteriods was very key as this seemed the main avenue of attack for both New Republic and Zsinj. Oddly, they AI never really bothered my only slightly less defended planets north of the Asteroids.

What do you guys usually do in your Greater Maldrood plays? Anything specific or just based on how it plays out? Does this GC go beyond Era 2 for the Demo? And are the space battles more balanced damage/shield wise (I get the feeling Easy may have spoiled that for me as I've won battles I was sure I should've lost but I can't be sure what that does to settings).

Any specific tips going to higher difficulties?

(I know that was a lot but I'm really enjoying this, and it is nice to have a community I can engage with about the mod. Thinking of a New Republic play next).

Edit: Oh! One more question. Have there been any changes to Greater Maldrood since the demo came out? I know the playthrough on Corey's channel was a little over a year ago now and that's not a short amount of time. Unless it's just too much to list until release of course.

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Discussion, Suggestions & Feedback / Re: Greater Maldrood Stronk
« on: January 15, 2018, 12:49:22 AM »
Odd, typically I countered their fighters with Gladiators and Arquitens (not sure I spelled that right) which seemed to do well. In Era 2 I think you get access to the Patrol Craft (the small pirate one) and the things in groups of four absolutely shred incoming fighters.

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Discussion, Suggestions and Feedback / Re: The Galaxy's Next Top Jedi
« on: January 15, 2018, 12:24:13 AM »
Etain!! I see at least a few people would like to see her as well (though I know she's near bottom of the votes). I can imagine some great moments with her and the commandos (even just Delta squad). I could write stories about "The Adventures of Etain and Delta to Write Home About to Omega Squad".

Hmm too long. "The Adventures of Etain and Delta Minus Omega!"

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Discussion, Suggestions & Feedback / Re: Maldrood fleet disappears (2.2)
« on: January 13, 2018, 12:00:48 PM »
Thanks for the quick reply! Good to know.

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Discussion, Suggestions & Feedback / Re: Maldrood fleet disappears (2.2)
« on: January 13, 2018, 01:13:12 AM »
(Sorry this is in the wrong forum)

Did more testing and I took a smaller fleet (barely won, whew that SSD doesn't mess around) to kill him. After I won the entire fleet disappeared again. The planet was prevously NR occuiped with Zsinj in orbit. It defected to Imperial Remnant  with no sign of my surviving ships.

I can't be sure if this because I killed him and the era advanced or because I killed him in orbit over a planet that flipped allegiances. Heroes I lost previously but that stayed behind this time were still on the map so I don't think  it's related to era advancement but I can't be sure. Also unsure if it subtracted my fleet cap from what went "missing" though I'm guessing it did (though thankfully it's not the 70+ stack of them)

(Also, I love the Gladiators with their two bomber squadrons)

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Discussion, Suggestions & Feedback / Maldrood fleet disappears (2.2)
« on: January 12, 2018, 06:46:54 PM »
I was recently playing the 2.2 as Maldrood and I managed to catch Zsinj pretty much alone over Garos IV (not my planet) and came arcoss what might be a bug or a feature but I wasn't sure so I wanted to ask.

 I went in with 10 ISD2s, 8 Gladiators, 2 patrol ships, 2 Crimson Victory ISDs, 4 artiquens, Teradoc and the guy from the Antimeridian Sector, and the bigger ISD (than ISD2; sorry I can't recall the name you get). Didn't lose anyone but when it was over and I killed him my entire fleet disappeared. I know this advanced the game as the Imperial Remnant split off but was it intentional for the entire fleet to disappear? I've still got my full unit cap too so this is odd.

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