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Allegiance battlecruisers are far too week. Their shields pop waay too easily and they're extremely vulnerable to fighter craft. For their cost, they aren't worth it. They need anti-fighter guns and ~ double their current shield strength. I understand the point - they should be vulnerable to fighter craft for the rock/paper/scissors balance, but you need to keep in mind the Allegiance is a ISD replacement in fleet composition, and I would rather have the ISD over the Allegiance for the strike craft. That decision needs to be reversed. Even in a fleet of 5 ISDs with an Allegiance to supplement, with that many ISDs I already have all the firepower I want, and the swarm of fighters will by themselves take out an enemy's Allegiance.
ARC-170s - for some reason, these launch with my ISDs. Sure, whatever. The problem is, when I CTRL+A to select my fleet, my TIE Fighters/Interceptors are lumped in with the TIE Bombers and Skiprays, and the ARCs are their own category. Please reassign strike craft type so TIE Fighters roll with TIE Interceptors, and the bombers (Skiprays, TIE Bombers, ARCs) roll with the bombers. Right now they're mixed and its very sub-optimal.
The grey colour for Zsinj could be changed. It is not the prettiest and it is hard on the eyes.
Third party attacks on space are always starting at the same point as attacking fleet and only helping defending forces.
Mc 90 and the generally all capital ships are too weak. They could be made more expensive but they should be more powerful.
Same goes fot SSDs.
Thank you for the reply.Is it just me or the Zsinj anti aircraft turret on land is not firing?
Zsinj AA turrets track targets but do not shoot at them.
Love the mod, thanks for the demo! I've played GC on all 3 currently available factions so far ...I agree with the issues that were mentioned before (grey colour of one imperial faction on ground makes it hard to distinguish from planetary bonus buildings, red turbolasers too weak etc.) and I also have some suggestions1. New Republic capital ships (home one type for example): they should, in addition to the red turbolaser damage fix, receive better turbolasers, e.g. only heavy turbolasers on Home One Type, or even double heavy turbolasers since there aren't as many turret hardpoints - I know they are tanks, but their damage output is just really small given their size and cost. And with the exception of Admiral Ackbar himself, their Boost Shields ability is pretty useless, there's not much of a change, you might want to consider making it recharge the shields a bit more/faster. 2. New Republic Starfighters, or NPC fleets in general:When I played as GM or Zinsj, it happened to me many times that, after a few ingame weeks (Admiral difficulty), the NR attack fleets were just massively "overcrowded" with starfighters. I had to fight fleets of 156 E-Wing squadrons *and* 120 Y-Wing Squadrons, plus Frigates etc. Suggestion - if that's even possible, give fleet "stacks" a limit of max. 30 units of a type, e.g. max 30 squads of e-wings, y-wings, a-wings or whatever per attack fleet. It's just no fun to sit there and spam corvettes for half an hour watching one squadron after the other disappear (actually it is once or max twice but not the whole time, and yes, I love to take my time for GCs).3. Just something I saw, some planets (think there are two on the Hunt for Zinsj Map, I actually forogt which ones :/) do not *seem* have a direct hyperspace-route link to another but can in fact be accessed by that planet (which you can see by either being attacked from an unexpected direction or if you have a fleet on that planet and pull it to all the surrounding planets to see if there's a direct route). Think one of them was pretty much in the center of the map (close to roche asteroids or so)Apart from these little "issues" there is actually nothing else I find bad in this mood, keep up the amazing work and the nice and entertaining vids on youtube! PS: I really like that you made the Allegiance vulnerable to torpedos (fighter attacks) only, this stimulates strategic gameplay hehe ^^