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Topic Summary

Posted by: Senza
« on: May 26, 2013, 05:39:22 PM »

Fair enough, just thought I'd point these things out. Also, there is on my version, why I don't know, but there is :P.
Posted by: Corey
« on: May 26, 2013, 04:45:50 PM »

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The first is a faction specific, particularly in regards to the Hand and Pentastar. While I understand the PA's land unit roster is incomplete and I'm not complaining about that, there is still a serious issue with these two factions. The issue is that they cannot upgrade their units at all, like the Remnant and New Republic can. To illustrate why this is a problem, I'll compare the the Gilzean RGT and T-4B. I'd say the Gilzean is considerably stronger at first. HOWEVER, the T-4B gets huge upgrades. The T4B gets 2 ranks for each of its 3 upgrades. It gets a "tread" upgrade that increases speed by 15 then 30%, damage by 25 then 50%, and damage reduction by 25 then 50%. This is, essentially, an insurmountable advantage and makes it hugely unfair for the factions without upgrades. The Remnant gets upgrades like this too, and I strongly believe the EotH and Pentastar should get them as well!

We've never touched upgrades in previous versions because our concern was with creating the actual framework for the mod. The reason we're adding less "content" in 2.1 is because we're working on cleaning things up like this. Skirmish has, as we've said before, never been a very big focus for us simply because there's been so much else to do, and that means upgrades like this were put to the wayside (without the full context of complete unit lists and the huge balance shuffling we'd known we'd be doing in previous versions, along with the need to do the icons for it which are harder than you'd think, the time to benefit was just not worth it before 2.1).

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Secondly there are several maps where there are minor or major positioning disadvantages for some teams, based on positions of mines, etc. I will compile a list of these as I come across them.

This is a result of the skirmish maps being converted GC maps. Making a whole new set of maps for the sake of symmetry is and always has been completely unfeasible, and each faction can function better or worse depending on position so in general it's a wash anyways.

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Corellia- Also, this map just uh, doesn't work. There's no map preview and when you start nobody has a base or any units.

There isn't a Corellian skirmish map...
Posted by: Senza
« on: May 25, 2013, 07:12:00 PM »

I don't know if this is being looked at already, but if not, I figured I should say something about it! I have two issues I'd like to cover on land skirmish. (I will also create another thread for space)

The first is a faction specific, particularly in regards to the Hand and Pentastar. While I understand the PA's land unit roster is incomplete and I'm not complaining about that, there is still a serious issue with these two factions. The issue is that they cannot upgrade their units at all, like the Remnant and New Republic can. To illustrate why this is a problem, I'll compare the the Gilzean RGT and T-4B. I'd say the Gilzean is considerably stronger at first. HOWEVER, the T-4B gets huge upgrades. The T4B gets 2 ranks for each of its 3 upgrades. It gets a "tread" upgrade that increases speed by 15 then 30%, damage by 25 then 50%, and damage reduction by 25 then 50%. This is, essentially, an insurmountable advantage and makes it hugely unfair for the factions without upgrades. The Remnant gets upgrades like this too, and I strongly believe the EotH and Pentastar should get them as well!

Secondly there are several maps where there are minor or major positioning disadvantages for some teams, based on positions of mines, etc. I will compile a list of these as I come across them.

Ord Trasi- the mine build pad is between team 1 and 3, but is on the opposite side of team 2's starting location, and they have to go through the territory of one or their enemies to get there.

Dolomar- the mining facility build pad, and also several of the other smaller extractors are much closer to team 2 than to team 1, including a small ice bridge between team 1 and the mine, which makes it harder for them to move larger numbers of troops across the map.

Corellia- Also, this map just uh, doesn't work. There's no map preview and when you start nobody has a base or any units.
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