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Topic Summary

Posted by: Crisiss
« on: June 10, 2013, 10:57:00 AM »

The VSDIIs(Especially the Crimson ones) are also very fast for their size. I'd say they're the Panther Tanks compared to the ISDIIs Tiger in terms of battle prowess. Given the choice I prefer fleets of VSDIIs for maneuverability and speed in case I need to outflank or retreat a ship out of the immediate battle to heal.

It's more of a economy thing for me. If I can afford a couple VSD IIs and only one ISD I'm going to go with the VSDs. VSD IIs are good for hit and run attacks (although the IR isn't really tailored for that) and ISDs are slow as hell. ISD IIs are slightly better in terms of, well just about everything. I don't believe you can get Crimson Command VSDs in FTGU, no?

                   Hahah forget that man I've got viscounts on mine somehow I survived it I forget how long time ago basicly just make sure your ground forces are superb to your space only at guarding your planets lol god I lost space so many times but never my ground. It gave me enough time to build up my space force with which I now have several praetors and isds I tried over and over at which strike force to start with I came to the conclusion of carriek/modular and or lancer with escort carrier mostly carriek though.

I'm not sure what you mean by carriek, but again, VSDs are probably the best move, despite their price. But you do bring up a very good point, your ground forces are VERY important. The AI tends to just ravage your space forces at first and not invade the ground much. But when they do, they will wreck you. E-Webs and shock troopers (or PLEX, don't quite remember their name) are very useful for both the tanks and air speeders they decide to send at you. We're really only talking about the beginning at this point though.

I'd like Corulag to be the new IR starting point, seeing as it provides a better economy, retains the frigate shipyard aspect, and it gets them closer to a capital shipyard. EotH and NR are merely 3 planets away from their shipyard, while the IR is about 6. It's a little bit harder for the IR to get moving until they have their heavy hitters. Just my personal opinion. It also retains the 'IR controls the core' lore they've always had. Would be a nice change, although it does open you up to more attacks. I'd still prefer being closer to Byss although I'll be hit a bit harder.
Posted by: pincuishin
« on: June 10, 2013, 05:45:55 AM »

Just use a Carrack or a Lancer to warp in first during every space battle, if it says a raid fleet is coming, just send it to the other side of the map and wait for both sides to wipe each other out. Though the raid fleet AI isn't that smart so don't rely on them all the time.

About FTGU, my biggest problem while playing as the Imps was that I couldn't even afford a second fleet, as none of the planets in the area are that rich, and the location means I'm attacked from all angles by the NR. At least the Rebels and the Hand are tucked away in a corner of the galaxy where they can build up their forces easily.

One thing about the rebels, the surrounding planets have things like Endurances guarding them, so its pretty hard to build up a big enough fleet to take them out just from one planet.
                   Hahah forget that man I've got viscounts on mine somehow I survived it I forget how long time ago basicly just make sure your ground forces are superb to your space only at guarding your planets lol god I lost space so many times but never my ground. It gave me enough time to build up my space force with which I now have several praetors and isds I tried over and over at which strike force to start with I came to the conclusion of carriek/modular and or lancer with escort carrier mostly carriek though.
Posted by: Lord Xizer
« on: June 09, 2013, 05:47:34 PM »

The VSDIIs(Especially the Crimson ones) are also very fast for their size. I'd say they're the Panther Tanks compared to the ISDIIs Tiger in terms of battle prowess. Given the choice I prefer fleets of VSDIIs for maneuverability and speed in case I need to outflank or retreat a ship out of the immediate battle to heal.
Posted by: Crisiss
« on: June 09, 2013, 02:35:08 PM »

Learn to love Victory Class Star Destroyers and VSDIIs

They're expensive, but also everything you'll ever need. Lots of firepower, armor, shielding, and plenty of fighter screening. One or two can tackle a fleet on their own.
Posted by: Lord Xizer
« on: June 09, 2013, 02:59:27 AM »



About FTGU, my biggest problem while playing as the Imps was that I couldn't even afford a second fleet, as none of the planets in the area are that rich, and the location means I'm attacked from all angles by the NR. At least the Rebels and the Hand are tucked away in a corner of the galaxy where they can build up their forces easily.



Learn to love Victory Class Star Destroyers and VSDIIs
Posted by: Crisiss
« on: June 08, 2013, 07:01:43 PM »

As Imps, it's just best to bide your time and save up for the good stuff. Carisa is a horrible starting point because of the extremely low credit income but there's nothing that an really be done to change that. Possibly Corulag as a starting point since the NR gets Bothawui, so there's some decent income and frigate shipyards. (forgive me if Carida is frigate-producing, haven't played in a while) Personally I just use Victory I frigates for the concs vs. fighters and turbolasers vs everything else. Probably the most cost effective unit out there.
Posted by: Seran Hawke
« on: June 08, 2013, 02:01:03 PM »

I think even with all the improvements to the game that ground battles are still slightly broken, that said, I may just hate ground battles.
Posted by: Singularity
« on: April 27, 2013, 01:38:04 PM »

Just use a Carrack or a Lancer to warp in first during every space battle, if it says a raid fleet is coming, just send it to the other side of the map and wait for both sides to wipe each other out. Though the raid fleet AI isn't that smart so don't rely on them all the time.

About FTGU, my biggest problem while playing as the Imps was that I couldn't even afford a second fleet, as none of the planets in the area are that rich, and the location means I'm attacked from all angles by the NR. At least the Rebels and the Hand are tucked away in a corner of the galaxy where they can build up their forces easily.

One thing about the rebels, the surrounding planets have things like Endurances guarding them, so its pretty hard to build up a big enough fleet to take them out just from one planet.
Posted by: Corey
« on: April 27, 2013, 11:58:50 AM »

Yeah, hanging out near the starting point isn't a great idea. It'll tell you before they jump in that they're coming though.
Posted by: Enceladus
« on: April 27, 2013, 11:58:19 AM »

Say to hello to Raid fleets.

Best of luck with your GC play through.
Posted by: Tiel
« on: April 27, 2013, 11:54:44 AM »

So a couple 'unidentified' ISDs jumped in behind my Vindicators, wiped them out, then proceeded to utterly fail at attacking the NR Golans  :o

Thanks for all the help guys.
Posted by: Eclipse
« on: April 27, 2013, 11:35:21 AM »

You know that everyone will start asking about it... Wich video is?
Posted by: Kalo
« on: April 27, 2013, 11:31:44 AM »

Right... Hard to keep track of what's 2.0 and 2.1 when it comes to bug fixes.
 

You didn't see the previous and following 8 attempts it went fine. We'd been trying to record for like 4 hours and I got lazy. That's why Kalo sounds angry at the start of the actual video. You also didn't see the video Enceladus, Kalo and I recorded while I was *slightly* drunk.  I'm sure the podcast outtakes will be similarly failtastic...

"slightly."
Posted by: Corey
« on: April 27, 2013, 11:23:24 AM »

Actually right now TIE crawlers don't use their turbolaser against vehicles (bug's been reported). They only use their blaster cannons.

Right... Hard to keep track of what's 2.0 and 2.1 when it comes to bug fixes.

No one is questioning your prowess at this game...ok fine so maybe I did a couple of times, but you know...come on! We all saw the video!


You didn't see the previous and following 8 attempts it went fine. We'd been trying to record for like 4 hours and I got lazy. That's why Kalo sounds angry at the start of the actual video. You also didn't see the video Enceladus, Kalo and I recorded while I was *slightly* drunk.  I'm sure the podcast outtakes will be similarly failtastic...
Posted by: yutpaeksi
« on: April 27, 2013, 11:20:09 AM »

In FTGU it's a bit more difficult since your choices are (necessarily) more limited by the scenarios design, and you're forced to pick off some lower priority targets before getting the "good" units becomes economically feasible. Once you can get them, TIE Crawlers tend to do really well against T2-Bs. Even AT-STs aren't bad if you slightly outnumber T2-Bs (the shields make the difference here). The important thing to remember is the garrisons aren't unlimited. So, if you can find somewhere you know the NR will scout and can set up something of a nest with an E-Web set up, 2 AT-STs and maybe a plex/normal squad and a specialist to heal the AT-ST between waves you can probably hold off every wave of garrisoned T2-B as well as a good chunk of anything else.

I'm far better at this game than certain videos would suggest....

Actually right now TIE crawlers don't use their turbolaser against vehicles (bug's been reported). They only use their blaster cannons.

No one is questioning your prowess at this game...ok fine so maybe I did a couple of times, but you know...come on! We all saw the video!
Those working on this mod do so in their own free time and for no pay.
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