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Messages - apovverz

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Discussion, Suggestions & Feedback / Re: CSA Fleet Analysis.
« on: October 13, 2019, 11:08:23 AM »
Although not a dreadnought, the Bulwark III's are super tanky and pack a punch. Id say its on par with and Allegiance or Praetor. Its somewhere between the two capability-wise.


CSA Neutron Star wolf-packs are the hidden staple for CSA. They are dirt cheap, easily spamable, build in the galactic map quicly and have good firepower for their cost. The 3 bombers give CSA the extra oomph they need to compete against factions with good capitals (CSA Capitals are considered obsolete for a reason). The gilzante/citadel gunships will win against any fighter type, clearing the way for your bombers. A handful of Bulwark I's for acting as a meat shield rounds this fleet out nicely.

I will definitely have to try marauder spam though. And I agree, Neb B's and Gladiators seem under-powered. Especially since (correct me if I'm wrong) Gladiators were meant to be able to combat most threats in far off systems short of capital ships.

I think the CSA might be my favorite faction now.

2
Discussion, Suggestions & Feedback / In Defense of Bulk Cruisers
« on: August 13, 2019, 01:12:25 PM »
The Bulk Cruiser is available to the majority of factions, and yet, it seems mot people snub their noses at it.  Today I am here to present to you why you should reconsider this hidden gem.

The major issue (and really only weakness) I see with the Cruiser is how weak its shields and hull are.  Sometimes it feels like you can sneeze at the thing and have it fall apart. The closest ship to this is the Aclamator, with much more firepower, more snub fighters, and much better shields.  It would be a logical claim that the Acclimator is the objectively better ship.  And I would agree, if your using both in a front-line cruiser role. 

However, once you ignore the name of cruiser and use it as a carrier, the Bulk meets its full potential.  "But the Acclimator has more total snub fighters, so its a better carrier too" I hear you say.  My counter argument to that is the QUALITY of the Bulk fighters outlasts the total QUANTITY of the Acclimators. 

The Acclimator has an armament of 2 turbo lazers, 2 quad turbo lazers, and 2 pron torpedo launchers with a load-out of 3 tie fighters and 1 tie bomber (with about 2 ties fighters and 1 tie bomber in reserve).  These are great as micro star destroyers and are highly cost effective.

The Bulk has 3 turbo lazer batters (one being a quad if the animation is correct), two ion cannons, and two lazer cannons.  Both are about the same price point (1500 credits).  Examining the fighters though is where things get interesting...

The bulk contains 1 bomber, and 2 (for lack of a better term) elite fighters.

The Zinj bulk has 2 tie rapotors
The Maldrood Bulk has 2 tie avengers
NR, 2 X Wings
CSA 2 T Wings

So basically, NR and CSA Bulk comes with 3 bombers and Zinj/Maldrood comes with 2 space superiority fighters that are really hard to kill.  Because of the cheap cost of Bulks, they operate best in packs of 3 or more, hiding behind front-line ships, providing supporting fire, zapping shields with the ion cannons, and shooting down fighters with the lazer cannons. This gives you acess to either 9 bombers, or 3 bombers and 6 interceptors that CHEW through most snub fighters. VS an Aclimator with the (lets be honest) garbage ties that would get destroyed by the quality the Bulks bring in.

In my experience, early game fleets composed of maybe 1 or 2 capital ships (or really tanky cruisers) supported by a swarm of Bulks and a handful of AA gunships (Correlian Corvette/IPV/ect) are one of the most cost effective fleets that can be run until your economy can support more specialized vessels. 

Typically, I use the AA as a pathfinder, then deploy the tanks in front (they don't need to be good on the offense, just GREAT defense), with the Bulks about a ship length or two behind them, and the AA on the flanks, behind the tanks.  The fighter swarms deploy, and they bonzai rush any AA the enemy has (usually a swarm of bombers takes it out in one strafe with minimal losses), then destroy the shield generator, engines, and hanger bays (in that order) of the biggest threat ships. From there, the bombers continue to attack the high threat ships while the fighters focus on taking out the enemy star-fighters.  If any enemy bombers get through, they are destroyed by all the lazers from the Bulks and AA.  The Bulks also are great at taking out the suicidal enemy AA that like to rush your lines.  By the time the enemy exchanges shots with my tanks, there crippled with no shields.  Once appropriate, I move up the Bulks with 'power to weapons for the finishing blows.  Any losses (usually there are none) are also super cheap to replace.

I highly recommend trying this fleet out to see for yourself.  Ill also bet that a fleet of even numbers using the same tactic with Acclimaotrs against the same Bulk fleet would lose due to the previous argument of QALITY vs QUANTITY.  I've cheesed through a CSA, NR, and ZINJ campaign mainly using this fleet on Admiral difficulty with great success (although I have yet to try 'cruel AI')

TL:DR
Bulks suck as front line cruisers, but are surprisingly good multi-role carriers.

Thoughts? Comments? Obligatory flame wars over ships?

3
Discussion, Suggestions & Feedback / Re: Forgoten ships
« on: July 31, 2019, 04:16:58 PM »
It would be awesome to get a MonCal Corvette in the mod.  Then you can run MonCal only fleets.  You can even give it power to shields to make it stand out from the other corvette options the NR has.

4
Discussion, Suggestions & Feedback / CSA vs NR help
« on: July 31, 2019, 03:56:55 PM »
I'm really enjoying playing as the CSA. Corey and the crew did an amazing job with this mod!  However, I am struggling vs the New Republic in space. The strength of the CSA seems to be fighter swarm and I tend to get out swarmed by NR forces.  Add in the corvette and marauder spam, and fights tend to become a war of attrition which 9/10 time CSA looses. Has anybody found a good counter strategy to this?

5
Infantry spam seems to work against AT-ATs. It takes forever to bring one down but, they seems to attack whatever is closest to them.  Plus plex launchers are integrated into most infantry units, to while the AT-AT is wasting shots on the troopers in 'take cover' mode, the AT-AT can get hammered by everything else. And if that's taking too long, orbital/bombers lol.

6
IAT-AT's take FOREVER to bring down.  Since plex seems to be integrated into storm trooper platoons (2 plex launchers per group), I find infantry spam to be effective.  I've had success using 4-4 points worth of infantry, moving it close to the AT-AT's and letting heavy damage dealing vehicles/artillery support. AT-AT's seem to attack whatever is closest to them, so while its wasting shots on my troopers in 'take cover' formation, its getting hammered by at least 6 or so plex launchers and whatever I have supporting them.  Hellfire droids are always solid and have good range, floating fortress seems to have either a damage or rate of fire buff, and the jedi tanks they use (forgot the name) are good for kiting.  Move them up, and as soon as they shoot a salvo of missiles scoot them back.  Like I said, it takes FOREVER to take one down, but worst case you can also use bombers/orbital to take out a bunch of them if the AI is spamming AT-AT's.  As far as being on the defensive against them, I usually just sell off all units/buildings on the planet and take it back.  I also never keep ground heroes on frontline planets either. Space superiority > ground superiority and if your aggressive in space, you can usually take out ground units during space battles.

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