Posted by: Zardnaar
« on: May 05, 2018, 08:03:05 PM »Updated again with some fine tuned Greater Maldrood, Eriadu Authority and Pentastar Alignment fleets. Generally less ISD II's more Secutors;).
Yeah, true, golans (especially II and III) are no joke now. And yes, the range on the Praetors was significantly nerfed from 2.1. As far as I know, the only reason of them having such long range in 2.1 in the first place was an attempt by Corey and the team to improve pathfinding, as it was supposed to reduce the need for Praetors to spin around, if they could just shoot halfway through the map. But obviously it hurt the balance of the mod too much, making Praetors somewhat OP, so they reduced their range in 2.2. The firepower is still there, though. I didn't notice them being much weaker in that regard than in 2.1.
Off topic is fine always keen to learn.
Wonderred about the Praetors they have been underperforming for the Empire and pentastar over 2.1. Ragne reduction explains it. Buffed ranges on Golans etc wreck havoc on VSDs and similar.
I'm moving away from carrier fleet myself they do not work as well as 2.1. Venator for example seems to be underperforming compared to what I am used to,
I'm currently doing Endor Aftermath as the Eriadu Authority, and I agree with what was said above about Torpedo Spheres, they are indeed very useful. With EA, I'm mostly using the same type of fleet: 2 Praetors, 2 Tectors/ISD2s, 1 Torpedo Sphere, 5 Tartan Patrol Cruisers, 1 Immobilizer 418. I'm not a fan of fighter swarms (I'm more used to fighting against them, rather than inciting them myself), so I prefer pure firepower over it, especially with ex-Imperial factions (or the IR). The Executor needs a different approach due to its' pop cap, so my support fleet for it consists of 4 VSD2s, 5 Tartans and an Immobilizer. Or 3 VSD2s, one ISD2 or a Tector, and 3 Tartans. All of this works fine for me, with minimal losses so far. Although I will say that I am yet to encounter an SSD, as they have managed to evade me up to this point (I'm 43 planets in), so I'm yet to find out how this will do against an SSD. I've seen Iron Fist in proximity to my territories several times, but Zsinj keeps attacking neighboring Maldrood instead of me with it. But sooner or later I will catch him if nobody else kills him, and we'll see how it goes.
I remember killing him several times rather easily as Maldrood in the demo, using only CCVSD2s, ISD2s and a couple Allegiances, even with no losses at times, but the map was a massive help, it took place on Roche Asteroids the first time, and Iron Fist couldn't really move around freely on that map. Noticing it, I was trying to specifically catch Zsinj on Roche when I was completing the demo again (I did it 3 times as Maldrood), but it wasn't really difficult because he kept attacking it himself, and it became the place of his downfall every time.
Sorry for steering off-topic with that, lol. Torpedo Spheres are really cool, though! I like their range, reminds me of Praetors in 2.1 (and 2.15), allows me to bait ships the way I'm used to, when AI is being overly defensive again.
Cheers
I'm sorry, Allegiances are crap? Are you sure you are playing the game right?
I hope I'm not off topic, but with NR, I'm finding Nebulon Bs to be really useful. They can scoot behind SDs to take out engines, divert fire from other ships, and when surrounding a fighter dogfight, can shred squadrons whilst having firepower for larger ships. The same goes for the Arquitens with GM.......