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Messages - ArcHeavyGunner

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1
Discussion, Suggestions & Feedback / What is this dreaded "freeze"?
« on: January 25, 2013, 12:32:40 AM »
I've been away for awhile, getting a new computer and all, but I've heard of this dreaded "freeze". All I want to know is what this freeze is and, if possible, why and when it happens because I never got one. My game would crash but it would never "freeze". The crashes were by unit and particle overload, that's all. So what is this freeze? And why does it happen and how can I prevent it?

2
News & Updates / Re: Imperial Remnant Unit List
« on: November 06, 2012, 08:26:56 PM »
We New Republic Commanders (from what I've read there's, like, 4 of us) will be in big trouble wit that galaxy gun

3
Discussion, Suggestions & Feedback / Re: Empire of the hand overpowered?
« on: November 06, 2012, 08:23:33 PM »
Just a quick question, What is the "Inevitable game freeze" everyone is talking about?

4
Discussion, Suggestions & Feedback / Re: Empire of the hand overpowered?
« on: September 17, 2012, 10:11:53 PM »
Thats hard too do as the NR as we start on the other side of the map and they have a  bazillion space heros and we just got Ackbar. Still they arent op.

5
EaW and FoC Mods / Re: Favourite mod for FOC
« on: September 08, 2012, 07:38:37 PM »
Even though there is a million-jillion units, I love Absolute Corruption.

6
Imperial Civil War Tech Support / Re: Talon Karrde wont be quiet
« on: August 30, 2012, 06:20:35 PM »
I'll just wait as I don't want tp f anything up. I'm not very computer savvy.

7
Discussion, Suggestions & Feedback / Best way to destory capital ships
« on: August 30, 2012, 12:48:02 AM »
As the New Republic, we can't really go toe-to-toe with an ISD so I send some bombers after the engine and the others after their sheild generator. How do you Imperials do it(Since EVERY other faction is full of imperials).

8
The Lounge / Re: Personal Flagship Name?
« on: August 30, 2012, 12:45:00 AM »
Night Rider
Personally, it would be a Nebulon-B Frigate or a CR-90( that's a Correlian Corvette right?). Possibly a Venator or an Endurance.

9
Imperial Civil War Tech Support / Talon Karrde wont be quiet
« on: August 30, 2012, 12:20:15 AM »
I HATE to point out problems with 2.0, but I found one. I'm playing essence of war on era 3 as the New Republic. Randomly( I didn't take any planets, but it happened as soon as I changed the difficulty up from recruit to captain as the AI can be very aggressive in the beginning) Talon Karrde was like" Hey kid, bring me here to do the Katana Mission. Also go paint Booster Terek red and fix his ISD. I know the Booster Terek bit isn't supposed to happen in Era 3 and there is no map marker for the deep space area. Also when he talked his hologram didn't show up and whenever I select him in space, he says his Katana Fleet lines again. Help?

10
Discussion, Suggestions & Feedback / Re: Developer LP
« on: August 29, 2012, 11:26:37 PM »
Yes! I am all for it. (underbreathStupid Fraps not working right, not letting me record. But, yes, I would love to see this.

11
I don't really get why a chaingun would need deployment, or really what the difference would be in practice between this and the repeater.
That kind of misses the point of Artillery. They're meant to be long range, and that deficiency is what balances them, along with their deployment.
So, practically just a regular NR soldier bt with more health, really.

The Katarn Commandos were a specific group of people, they weren't multiple units so building them would be kind of like making a building unit called "Rogue Squadron" with multiple of them available. As for generic commandos in general, we've already covered this. That's what the infiltrators are. The NR doesn't need a stronger version of regular infantry squads. They also don't need more infantry heroes, or heroes in general. There isn't even room for them on the hero bar as it is.

Nothing like this exists.

Good news every, Corey is right. Still it fun trying to think of new units. I cant even think of anymore. Why, well I've been playing 2.0 and it feels like infantry have been buffed. If they haven't, please don't tell me as it would stop the placebo effect. BTW, specialist feel like they have little health and I know why, it's because they are medics and NOT front line troops. That is all.

12
Does anyone like these ideas?

13
Ascendancy Discussion / Re: Ascendancy? :o
« on: August 27, 2012, 10:42:17 PM »
I'm assuming no land battles
Nope. We get to focus on one game mode.
Aw, I liked land battles. Then again, the vanilla game doesn't even have them so it would probably be impossible to mod them in. Oh well.

14
Alright I still have ideas for infantry units. Now since Corey said they couldn't remodel, these all just involve new weapons models and projectiles which he said they could do. Note: I am not good with cannon so please tell me if these are not cannon. Also these are for the New Republic only. If you want some for a dif faction, go make a thread for it.

1) A new chain-gun trooper. If you've played any battlefront you know what I am talking about. It could be a remodel of the Plex troopers rocket launcher. They would need to be setup to fire(15% less time then E-Webs to keep with the NR hit and run tactics) but they would do less damage to infantry(30% less) but more damage to light vehicles (15%) so that way the can target them, unlike Plex who have a hard time hitting fast moving vehicles. They could also have two per squad and two squads per company for balance.

2)Artillery comes with a basic squad or two of infantry except they only get three members per squad. Artillery can have a hard time hitting infantry at close range so having a squad would help this deficiency.

3) Add an infiltrators with a regular blaster rifle. I'm a HUGE fan of this idea ever since Corey said it was possible. Nit like a guy running around with an E-Web, just an infiltrator who has a blaster rifle, and maybe no thermal det ability to balance it.

4) A commando unit/ Katarn Commandos. Yes I know we have been over this, but I think its a good idea. A four to five man squad with more health and damage but cost, lets say, 650 credits.Now I' not expecting them to win every gun fight, but maybe the ability to take on two infantry squads and win but only have one, very injured man remaining. No need for new models, they could just look like regular infantry. And Katarn Commandos or, Elite Squadron was it, could be they hero form. More people per squad but if they all die, they don't come back. and with all hero, slightly more health/damage/speed. Oh, and the reg commando unit could be two squads of four to five men per company.  Also make them build able at infiltrator academies.

5) Heavily armored juggernauts. They could be very slow, one per company and have a flamethrower or flechett(?) rifle and have more health and cost 950 credits. This is in here because it can be and is just a fun idea.=P

If there are ANY canon issues with these please inform me and I would like to hear your feedback. Also I am hellbent on a new infantry unit for the New Republic if you couldn't tell. =P



15
Discussion, Suggestions & Feedback / Not doing damage to Issard
« on: August 27, 2012, 01:50:54 AM »
Just like to say 2.0 is really fun, but, when I was in a space battle over Carmoon or somthing( its near Kasheyk)  (I can't spell) I was not doing any damage to Issard. It wasnt lag as she was doing damage to me. She almost took out my fleet. But all my fire combined, Y-Wings, Nebulon-Bs and what not(still in era 1) was not doing any damage. I even told them to target 1 hardpoint and nothing happened. I just don't understand.

16
As tmiller said, the T2-Bs already are fantastic anti-infantry. But give 2.0 a try, and specifically field some armored freerunners and T1-Bs. They're cheap, fast, and have very good firing rates that wreck infantry.

Note that the IR lacks an equivalent of the T2-B. The closest would be the AT-STs or AT-PTs, both of which are slower and don't run on repulsorlifts (depriving them of some mobility on water-heavy maps). But even then the T2-B is shielded, which lets you use some more hit and run tactics.
Thanks for the input. Just tryed out 2.0 and it is fun. Now I have to find a reason to add in those repeater infiltrators.

17
I just realized why the NR should have some form of anti-infantry unit(like E-Webs). I can not think of one anti infantry unit/crowd control unit that the New Republic fields. The Hand has flame tanks, the Empire has E-Webs, I'm sure the Penstar has something. Artillery units don't count as they can only fire when stationary. I haven't played 2.0 yet, but I don't think they added a crowd control unit. Unless everyone counts T-2B's or if the new Rebel Armored Freerunner(the one with the guns, not the transport always get their names confused) as one. Now I think I have a reason to preach an E-Web equivalent. Maybe an infantry squad with less people but re-skinned/modeled weapons and projectiles. I'd say 60% less people, 45% greater fire rate and maybe 30-45% more damage? Maybe? Or am I just going mental and can't see they clearly have an anti-infantry unit.

18
I spent the better part of my thursday night specifically responding to your posts. If you're going to claim you're just being ignored now, that's just disrespectful and dishonest.

I'm not claiming, or saying, this thread is being ignored, that was merely meant to be said jokingly. I know that everyone who has posted on this thread has spent valuable parts of their lives trying to respond to each other. I did not mean to be disrespectful in any way, and if it came of that I was disrespectful I am truly sorry as I hate disrespectful people.

And yes, I know have noticed that you have all responded to my ideas, and the other peoples ideas and I thank you all for it. Since all the points in this entire thread have been met I see why no on is posting on it anymore. And btw, when I said light repeaters I was just think  that it would have 1.5x the normal fire rate, not E-Web fire rate and firepower. *sigh* I guess there never was a need to add commandos, as they would not have a roll to fill.

19
So is there any chance, even a remote chance, of adding repeater infiltrators or E-Web equivalents of some form to at least one other faction. I always thought the New Republic was meant to be played defensively so they could get the E-Web variant. Is anyone still reading this thread? I still want an answer to my questions that are mentioned above. (to self)No one is reading this thread anymore Jeremy, just stop trying.

20
Arc, I think you're misunderstanding the role and functionality of the E-web units. They're essentially movable anti-infantry turrets. That means they're primarily a defensive unit. This fits the IR war machine, a meticulous and somewhat slow powerhouse. It's not a unit that really fits in with the other armies' style.

Regardless of whether you agree or disagree with that, what you're proposing here for each side, wouldn't serve anywhere near the same purpose except for maybe the flamethrowers. A light repeater, like the SAW, would either end up being too much like the E-web (i.e. slow and including a deployment time) or it would be vastly overpowered for an infantry. The reason why is that all blaster bolts in the game are already very effective against infantry (you don't need to hit 4-5 times to kill each man). A unit running around with a crazy high rate of fire would be TOO effective against opposing infantry. That's why the E-webs have to be balanced by lack of mobility. For a mobile unit, you already have many anti-infantry vehicles already in the game. Now you could say that having infantry that can do that too is good for garrisoning in bunkers, but when in bunkers, regular infantry already fire seemingly nonstop coherent beams of light that wipe out approaching infantry.

A shotgunner, while an interesting idea, would also be very difficult in this game, and as you may or may not have noticed, doesn't really exist in the GFFA. The probable reason why is that blaster rifles already pack a lot of punch against other infantry. It's a LASER, it burns big holes THROUGH people. A shorter range weapon with more killing power would actually be a real disadvantage. They'd be slaughtered before they can close to range. You would have to buff them to be armored so that they can even get close enough. Even then, once they get close enough, what exactly would a laser shotgun DO that a blaster rifle or carbine can't? You could make it a more powerful weapon but in the game that wouldn't be any more useful against other infantry, it might help against vehicles, but that's what plex infantry is for, and they would have much better range. Now a flechette weapon is a better approximation, with an area-of-effect attack, something that can say kill an entire opposing infantry squad in a single blast. Then you'd have balance issues (see flamethrower below).

A flamethrower unit might be the only one that fits. But in the vanilla game, Boba Fett's flamethrower was a powerful area-of-effect wearpon and could slaughter infantry squads sent after one lone hero. If that was a regular mobile infantry weapon it would be overpowered. No other infantry would stand a chance if it was of equal range to a blaster rifle. Now you could make it a deployable infantry unit like the E-web, but I'm not so sure that makes sense and the EotH already has flame tanks. If you haven't noticed the TR team has done a great job of making the EotH a mobile, flexible fighting force (hence the lack of buildable turrets). A fixed defensive unit like that doesn't fit into that philosophy, whereas a Phalanx commando, a highly capable Chiss soldier trained to operate independently, fits much better.

I like these ideas, they're very fun combat ideas and while this sort of infantry-centric type combat would fit in say, Relic's Company of Heroes, it's tougher in a star wars game centered around crazy futuristic weaponry and vehicles. For Christ's sake, they have giant walking armored camels with fricking lasers on their heads!

Do you have any better ideas then BESIDES only the imps should get them. And yes, I am very aware of the camels. My whole idea was to make infantry play a BIGGER role in this mod. I have been getting very mixed reactions to all my ideas. That is where I am coming from. And it appears that infantry will be getting even weaker in 2.0 thanks to the removal of take-cover. That's why I wanted a stronger special forces unit. This is why I want E-Web equivalents. To make up for that deficiency. I want people to use infantry when invading planets, not just defending them. I cant think of anything else to say.

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