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Messages - tlmiller

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Discussion, Suggestions & Feedback / Re: So, which units need rebalanced?
« on: January 17, 2019, 10:04:21 PM »
The only annoying thing about the Allegiance is it's pathfinding imo. I tend to not bring many just because of how slow they are and how much more versatile ISD IIs are, but that's kind of a preference thing. As a poor man's Praetor I think they fill their role pretty well.
I wouldn't really relate the Allegiance to the Praetor.  The Praetor is a tank.  It's got slightly above average damage but it can take a beating.  The Allegiance is the polar opposite.  It's shields won't last long in a sustained firefight, but there's not many ships that aren't significantly larger that can take getting into a slugfest with it.  It just has too much offensive power and will blast through the shields of opponents.  Only in the face of sustained combat where they can't regen shields do they wither and die, and even then, they take quite some time due to how beefy their hull is even AFTER the shields are down.  The key is to keep pesky bombers away from them to keep their shields up as long as possible.

They do not.  Thrawn did not believe in using vessels of that scale, so they don't have any.

Discussion, Suggestions & Feedback / Re: Dark troopers for GE and rest
« on: December 25, 2018, 03:20:13 PM »
Are you talking about the Dark Elites?  They weren't dark troppers, they were just dark side force sensitives with a modicum of training.  They weren't even powerful enough to be considered jedi/sith, they were just force users.

Dark troopers (except phase zero) were droids, not living beings.

So just to be sure, the ICW team is considering adding fanon units to the game?

No, they won't add Fanon ships when there are so many canon (legends) ships that can be used in their place.

Discussion, Suggestions & Feedback / Re: Tactical Requests
« on: December 13, 2018, 08:21:27 PM »
Shield pas-through is a far larger problem than not.  A single squadron of bombers making a single pass and taking out the shield emitters on any ship is, simply put, OP'd.  The only way to deal with shield pass through and keep it from being OP'd would be to make bombers do such insignificant damage that they'd be useless.  As is, if you don't use corvettes or fighters to screen the bombers, you'll lose your shields quickly and very quickly start getting your hard point ripped to pieces, but a single bomber squadron can't defeat a flotilla of ISD's by itelf.  While it might not be absolutely perfect, the system the team is using is about as good as the game engine is going to allow for strategic play without making bombers insanely overpowered.

News, Dev Diaries & Announcements / Re: Mod of the Year 2018 Begins
« on: December 05, 2018, 07:24:03 PM »
So if you fall out of placing this year with any or all, does that mean next year it "resets" and you can place again?

Just wondering how it works, I voted.

Discussion, Suggestions & Feedback / Re: Warlord Nuso Esva
« on: December 03, 2018, 12:07:13 PM »
And I don't think either of those even had a description of what they looked like, much less canon pictures.

Discussion, Suggestions & Feedback / Re: Imperial Army Troopers
« on: November 17, 2018, 11:40:57 PM »
Stormtroopers = 4 squads.
Army troopers = 5 sqads.

So if you want to split up your regiments to simply use them to cover ground, capture reinforcement points, and build pads, the Army troops give you a better ability.

Also, if youre using them defensively, 1 regiment of army troopers perfectly fills a bunker, so they're great for that.

Discussion, Suggestions & Feedback / Re: Best Imperial Starfighter?
« on: November 12, 2018, 07:22:41 AM »
The TIE/D but it's not here so i chose the Preybird.


Discussion, Suggestions & Feedback / Re: Tactical Requests
« on: October 24, 2018, 10:45:42 PM »
1.  Generally, no matter weak you make bombers when they pass through the shields, they're still OP.  Bombers are now powerful enough against most capital ships that a decent amount of bombers will QUICKLY strip the shields thus still allowing for quite good tactical battles (I do this constantly with the GM)

2.  Mon Cal ships (and those with shields designed by them) had multiple, redundant shield emitters.  So this is as it should be.

3.  The lousy positioning is a long-standing gripe.  The team have actively started trying to fix this (putting them in a more logical position and closer to defenses), but they're not miracle workers and they can only redo this so much at a time while trying to get everything else done and still have time for the things in life that make modding possible (like working to keep food in belly and electricity running to the pc).

Star Wars Discussion / Re: Best Fleet Composition?
« on: October 03, 2018, 10:18:52 AM »
I'd probably have Tectors & MC-90's as my primary combatants, with CC-VSD's as support, Endurance carriers to give some additional fighter supply.  Probably CR-90's for anti-fighter since lancers are so slow.  For starfighters, I'd have Tie Avengers as primary fighter, and the Skipray Blastboat as my primary bomber.

Discussion, Suggestions & Feedback / Re: Super Capital Shipyards
« on: September 26, 2018, 07:58:20 PM »
I basically agree with your shipyards that should get super-cap production.  I will say with most of them going to have the super station in defense (Valedusia/Cardan/Empress), 2-3 Capitals as a garrison would make them EXCEEDINGLY difficult to defeat.  I'd definitely agree with 1, 2 maybe as long as it's MC-80B/ISD-II type not MC-90/Praetor/Allegiance sized ships, 3 is definitely too much.  IMO, obviously.

Imperial Civil War Tech Support / Re: Inactive AI
« on: August 31, 2018, 09:20:25 AM »
All mods should work with it still.  There hasn't been major changes to the game, just patches to fix long-standing bugs.

Imperial Civil War Tech Support / Re: Inactive AI
« on: August 18, 2018, 06:38:48 PM »
There's no in-game differences per-se.  The Retail and Gog copies don't get the updates that the steam copy does.  So you won't get the patches for some of the bugs that have existed since release that have recently been fixed in the steam version.

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 18, 2018, 11:36:57 AM »
Eh, xr85 isn't powerful anymore.  I'd actually argue it's one of the worst units for it's price now (a complete 180 from when it was MASSIVELY OP'd).  1v1, it will lose to any other factions ultra heavy armor (AT-AT, AT-TE, T-4B, MM Tank), and it can't effectively take out infantry anymore, so it's less useful in that regard to all other heavy armor except the MM Tank.  It's also not as quick as it once was, so the MAJOR reason to use these over AT-AT's, the ability to get somewhere without putting hte game on fast forward, isn't really all that true anymore.  They're still faster than AT-AT's (what's not), but nowhere near as much as they were.

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 15, 2018, 12:13:54 PM »
OK, yeah, absolutely worthless hero that has no use for anything...

Are you playing the original 2.2 or the current 2.25?  Just asking because while it seems like a minor version change, the actual game changes have been fairly massive...

Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 14, 2018, 09:17:32 PM »
No idea why they gave Larm a Carrack, that is useless as hero ship, I mean unless you're Joruus who is a beast on ground, but a for a sololy space hero, terrible ship

He's worthless in battle directly, but depending on what tier he is, he can be useful to boost the stats of the ships around him if you keep him near the back of a battle (I don't actually remember what tier he is to remember if he's utterly useless or just useless as a direct combatant).

Discussion, Suggestions & Feedback / Re: IPV versus Tartan.
« on: August 14, 2018, 09:13:35 PM »
Since when is the IPV better then a Crusader, the Crusader is the best designed Corvette in Star Wars

In 2.2, the IPV was massively OP'd and was BY FAR the most destructive corvette in the game.  It's been weakened in 2.25, but is still probably one of the most effective.

Once you build a fifth research facility again, you'll be able to build them again.

It's not a bug at all, it's the way the base game is intended to work.  You lose access to any tech that you lose the research facilities for, but regain it as soon as you rebuild the research facilities.

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