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Topics - Keran

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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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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 / 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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