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Messages - Raltiir

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Discussion, Suggestions & Feedback / Visvia Vs a Praetor II
« on: December 25, 2014, 06:11:38 AM »
I remember back a while ago I brought up that the range on the Visvia seemed short.  At that time I was told that almost all ships and stations have pretty much the same range with a couple specific exceptions for the large ships that have maneuvering difficulty.   Now I realize that its reasonable that the ships that can't maneuver very well in game have longer range or they wouldn't be able to bring much of their firepower to bear at a time.  By that same logic though, shouldn't a station which is by its very nature, unable to maneuver at all have range at least equal to one of the most common attack ships built  in later era's by two different factions?  Perhaps its just me, but I felt my Visvias were just a drain of resources after my fifth one got demolished without being able to fire a single shot just because the attack fleet consisted almost exclusively of Praetors.

I guess I am just trying to see if anyone with a dissenting opinion can give me a good reason for them to be so easily out-ranged.  Is this a problem for the Golan defense platforms also?  I pretty much only play EoTH so I haven't noticed an ability to out-range stations with any of my ships, but I don't have Praetors.  If this is a problem for defensive stations of multiple factions, is there any reason not to increase their range?

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Discussion, Suggestions & Feedback / Re: NR and EotH Strategy
« on: July 28, 2014, 12:33:34 PM »
I don't really play the NR at all, but I play a lot of the EoTH.  For ground battles, they get two very strong units, though the gilzean is only one at the initial tech level. 

The Gilzean is an almost comically over powered super tank squad, off the top of my head I don't know if any other faction that has a unit that will win a one on one fight (by one on one I mean unit on unit, and gilzeans are a three tank unit) other than potentially artillery or air units, though they can still get taken out by turbolaser turrets.  THeir main advantage is that they have total freedom of fire even while moving, so even if they are driving by something, they can still blast it.  Combine that with their high damage and decent movement speed and you have one very good ground unit. 

The other strong ground unit they have is the airstraeker, which is a flying unit with very high speed, good fire power, and the ability power to weapons.  Airstraekers are very powerful units, but they have much worse AI even when directed to do specific things so unlike the gilzean, efficient use of them requires a large amount of micro managing.  One of their biggest issues is that if directed to attack a unit, the  maneuvers they preform if their initial run doesn't take out the target does not usually bring them far enough away from their target to line up on it again, so they end up flying around it getting shot without firing back, but this can be overcome with sufficient oversight. 

In space, the EoTH has a very nice mixture of ships with some clear strengths and only one notable shortcoming.  Aside from their lack of a super ship, which they lack for story reasons(and in my opinion game mechanic reasons), they have one of the most powerful non super ships in the game, and they also have under current iteration, the most point efficient capital ship in the game (capital ships is not including heavy frigates or below).  The phalanx is one of the best non super ships in the game, it has high health and shields, very very high weapons output, and non destructible engines, this combined with the EoTH's shorter retreat time makes it a very powerful choice for hit and runs. 

The Efficient ship I was talking about is the Ascendancy class star destroyer, which in addition to very good weapon damage, costs only 3 population points for a capital ship that can rival almost all 4 pop point ships in health and damage (I beleive the only 4 pop point ship that outright beats it is the Tector) and in addition, it releases all 4 of its fighters right away giving it one of the highest number of field-able fighters per point in the game, allowing a fleet to pop in, and drop 52 fighter squadrons for hit and runs is incredibly useful in a lot of cases.  They do however fall off in longer fights or against enemy fleets with decent anti-fighter capabilities as they only have the 4 squadrons they drop at the beginning.  They also have destructable engines unlike the other EoTH capital ships so they may not be appropriate for all engagements, and can be substituted for the heavy frigate chaff in those cases.

The chaff is I think the second most powerful heavy frigate in the game, falling behind the VSD I and being roughly on par with the crimson command VSD II.  It has high firepower, and decent shielding and armor, but most of its damage is from ion cannons, it does better against shields  then hull, but its missiles give it a little anti fighter capability and its power to weapons means that against any other frigate, its shields will last longer, allowing you to win even against the more powerful VSD I ships, and its maneuverability can sometimes allow it to even single  handedly take on larger ships and win.   

For general space strategy,  the EoTH has a disadvantage when it comes to defense because they lack a planet based defensive weapon, though they have two very good space defense stations.  Even though the Visvia is very powerful, in most defensive cases, it performs considerably worse than its cheaper counterpart.  It has a lot of firepower, but it will lose to even two capital ships often without taking even one out if it has no other support, on the other hand, a ordo defense station drops a large number of fighters, and in combination with a shipyard, can give you a large enough force of fighters to sometimes take out multiple capital ships.  It is worth noting that if you are being attacked mostly by frigate fleets and no capital ships, the visvia can be a strong defense against them. 

Offensively, The EoTH lacks a super ship at all tech levels, so the hit and runs with those that are so effective with other factions are something they have to try to match with lessor ships.  a fleet of phalanx class ships dropped in the right place can take out shipyards, golans' or out of place ships and often retreat with out losses, and then come right back to do it again.  Syndics and chafs also work in this role as they have indestructible engines as well.  Ascendancy star destroyers have destructible engines, but their ability to drop 3 fighter and one bomber squadron for only 3 population points lets them be dangerous on hit and runs as well. 

The one thing to be aware of is that their are a number of ships for the EoTH that are essentially traps, and a couple that while not traps, are very niche.  The Chaf is a very good ship but expensive for a frigate, the budirech is a weaker cheaper version that has the same population cost, and in most cases is not worth it as 3 budirech ships will lose to 2 chafs and cost more.  of the frigate class, the Chaf is the only really strong ship the EoTH has, the Auriette is a decent carrier, but for its cost you might be better off splurging a bit and getting a Ascendancy instead, and if you are low on capital ship construction capacity, the chaf is generally a stronger choice.  THe auriette is a decent choice in mass for defensive fleets, as in combination with ship yards and ordo defense stations will give you up to 59 fighter squadrons that are all garrison units, but the ships themselves are fragile so thy are generally outclassed in attack fleets.

 The two anti fighter corvettes are both vital to both offensive and defensive fleets as no other EoTH ships have good anti fighter defenses, though a couple have missiles giving them at least a chance to fight back (but with only a tiny number of missile hard points, this hardly qualifies as a defense).   The EoTH fighters are decent, but will lose in most cases to the carrier heavy NR and PA fleets unless you have some corvettes for taking down the fighters. 

Other than the interdictor, the only other frigate the EoTH have that is even worth mentioning is the Kariek.  At one population point and coming with a fighter squadron, it makes a decnet alternative to the anti fighter corvettes as anti fighter support, and it can also make itself a fairly powerful and quick to build disposable fleet with the ability to do quite a bit of damage.  Every other ship in the EoTH is pretty hard to find a good use for, not that they are all bad, but with the couple of spectacularly powerful and efficient ships that the EoTH has, the ships that are below average like the awesome but incredibly weak nuruodo and they end up becoming trap choices by comparison. 


Because I really like the Nuruodo, I'll explain its issue.  It is a ship that seems best designed to function early game, because it is not efficient enough per population point to choose it when you have plenty of money later, but because of so so maneuverability and its interesting firing arc, it ends up being very bad for defense with the limited control set up in the game.  Early game, as EoTH, you have a serious lack of safe expansion ability because you start with pretty much the smallest territory in most of the GCs, and the lowest income, combined with the fact that both of your neighbors have at least one SSD available it becomes imperative to fortify to at least some extent while shoring up your income.  because of this, the early game opportunity to make use of the ship while it is still good (its good when you are poor and your enemies are have fewer capital ships and heavy frigates, and it is bad against heavier ships and really bad against fighters) ends up being extremely limited.  to make matters worse for it, by the time you are ready to expand you usually have enough money to just make more expensive but more efficient ships instead. Even on from the ground up where the poor phase lasts for a long time, its too fragile to make it a good choice over the more expensive ships since they are far sturdier. 

EDIT: Even with paragraphs, this still looks like a wall of text.

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Discussion, Suggestions & Feedback / Re: Fall of the Empire GC
« on: July 06, 2014, 09:24:42 AM »
They wouldn't have Thrawn, he had already left for the unknown regions and hadn't thought about returning for several years yet.
According to several bits of lore, most recently the novel Choices of One, Thrawn still participated in galactic affairs during the period between Yavin and Endor.  He was responsible for several intelligence operations that helped locate rebel cells and bases, directly participating in at least two of them. 

As for units, if its a full scale galactic conquest, it would be a great opportunity to bring back that unit I liked, the Tie Phantom since this would be the time period is was produced in. 
Other units, for the empire should be pretty much all of their era one ships but include the tector and praetor II since any combats should be in the outer sectors of the galaxy and those were supposed to be less popular ships which would have been relegated to those sectors.  If it was feasible, it might make sense to put a current build limit on tie defenders to reinforce their rarity at this time.    The empire could also use skipray blastboats since they enployed those, or if you were feeling ambitious enough to add a new ship to the mod, Xg-1 Star Wing (assault gunboat) were supposed to be standard complement on all imperial star destroyers. 

I agree with the idea of not garrisoning A-wings and B-wings except possibly on hero units, and as for capital ships, depending on just how brutally and realistically outgunned the rebels should be,  limiting the number of capital ships that they can have at one time might be an idea.  Alternatively, I wouldn't mind seeing them get a couple of the other ships they had in star wars rebellion, since someone mentioned the dauntless class. 

Heros, Baron Fel, Mara Jade, Hand of judgement, Veers, Piett, Thrawn, Ozzel, heck even Xizor, Vader, Palpatine, would all be good choices, if you wanted to be really mean you could throw in a bunch of the PA heros and warlords who served the empire, though I admit handing the empire several heroes with SSDs right at the start might be a bit rough. 

Rebels could have Crix Madine, Luke, Leia, Han+Chewie, Lando, Ackbar, Carlist Rieken, Airen Cracken, Kyle Katarn+ Jan Ors, luke would probably be leading rogue squadron but if not you could put Wedge in, Winter, thats all off the top of my head for Rebel scum, but I am sure there are several more. 

Planets, I think it should be mostly planets from the outer rim, mid rim, and wild space with a small amount of the core, and Maybe a tiny amount of the Unknown regions, since between the Battle of Yavin and the Battle of Endor, the Alliance did not if I recall have very much influence in most of the core regions, since most of them were very loyal to the empire and even Palpatine himself.  All of the planets featured in the original rogue squadron game would be decent choices, Hoth, Tattooine, Barkesh, Chorax, Corellia Gerrard V  Kile II, Kessel (the Maw by extension), Taloraan, Fest, Chandrila, Sullust, and Thyferra. 

That's all I can think of right now, will post more if I think of it.


EDIT:  If memory serves Just prior to the Battle of Endor wasn't the empire supposed to have around 25,000 Imperial II star destroyers?  Not sure I would call that super rare.

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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 26, 2014, 06:34:23 PM »
Is it possible that destroying the target-able missile hard points stops the untarget-able ones from firing too?

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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 26, 2014, 02:46:48 AM »
You could be right, I just assumed they were separate since health seems to be done on a per fighter basis, almost as if each fighter was hard point for a squadron. 

6
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 25, 2014, 09:58:16 PM »
does that mean that a hard point can individually target multiple fighters per salvo on its own?  I know the VSDI has a lot of concussion missile hard points but I thought that each one could only target one ship per salvo and since missile salvos have a much longer recharge time I thought missile would be a poor anti fighter defense?  Or do fighters work differently for targeting than big ships and shooting at one means you are shooting at all of them?  If ships can switch fighter targets mid salvo than the empire would be in very good shape against fighters but the EoTH would still be in poor anti fighter shape relative to the other factions. 

7
News & Updates / Re: Empire of the Hand Unit List
« on: June 25, 2014, 07:11:41 AM »
You indicated the EoTH will be getting a new capital ship, will it be a carrier or will the Au'Riette still be their ship with the highest fighter capacity?

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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 25, 2014, 06:26:47 AM »
I would also be interested in seeing the spread sheets.

As for firing arcs and mobility, I grant that they have to be considered a factor, but at least in the games I play against the AI, the tactics I prefer to use in space combat tend to make both of those into fairly minor concerns.  I tend to drop a carrier into the lead in position, throw its fighter complement forward to reveal the enemy ships, and then I start hyping in my capital ships in a leap frog manner designed to change which of my ships is getting targeted so that my shields can regenerate as I bring more ships in.  works pretty well with both the Imperial remnant, and also the EoTH since they both have ships with high shield that can be dropped for relatively low cost. 


On a slightly separate note, assuming that ships wont change targets mid salvo for laser cannons either, and that the hard point numbers listed in the manual for the ships that don't have target-able hard points is accurate, doesn't that mean that the EoTH and the Remnant get screwed on anti fighter ships?  granted I am again looking entirely out of the manual so I might be wrong, but both the New Republic and the Pentastar Alignment  get anti fighter ships with 6 damage dealing hard points while the Remnant and EoTH equivilents only get 4 damage dealing hard points, which if I understand correctly means they can only shoot at 4 fighters per salvo while the NR and PA can hit 6. 

As far as the anti fighter ships go, does EoTH have anything frigate sized or larger that can bea good anti fighter at all or is it the only faction that is pretty much limited to corvettes for fighter screening duties?  its not much but the empire at least has the immobilizer (with the slow recharge rate for missiles I imagine the fare rather poorly as an anti fighter weapon, so I only looked at ships with laser and maser cannons rather than looking at my old favorite the VSDI). 
 

9
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 24, 2014, 02:19:17 AM »
Thanks for getting me those numbers so quickly. 

Assuming I am interpreting this correctly, the VSDI is even better relative to the VSDII and the crimson VSDII, the syndic is actually really good instead of the meh it was by my numbers, and the ascendancy is still more powerful than an ISD I or II , but not by as much.  The Tector is just as strong as I thought, and ISDs are a lot stronger than my numbers suggested. 

Thanks again for your help.

10
Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 23, 2014, 11:31:58 PM »
I was accounting for the number of pulses at least as listed in the manual since it lists that number.  It doesn't list the recharge times though so I was using the 4 second standard mentioned on the weapon page.

If you know it off the top of your head, which xml files would I find the recharge times in?

so does the recharge time not start until the last pulse is fired?  In that case my damage values will be off, as I was assuming 4 seconds after the first pulse was when the recharge time finished for a 4 second recharge time.  I realize my assumption makes little sense from a practical view, but from a game balance perspective, the math to check unit balance was easier, so I think that was why I made that assumption.  To put the assumption I had been using in more detail,  I assumed that a 10/1 turbolaser battery would fire its 10 pulses, but the recharge time would be on a per pulse basis, which would result in a shot ever .2 second for 1.8 seconds (first shot at 0 seconds) folowed by a 2.2 second pause (in the 4 second recharge time, using the average recharge time you quoted, it would be a 1.7 second pause).  after the pause, the process would be repeated. 

Being that the 4 second interval is not the standard recharge time, and the number of pulses is a factor in the time between salvos,  the numbers I calculated will be incorrect, so if you manage to find your damage values, I would like to see them to correct my conclusions to see if some of the ships I was discounting are better than I thought.

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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 23, 2014, 10:05:53 PM »
I pulled my damage values from the manual and the damage list for weapons by type, if the manual and the actual in-game files differ than my numbers will be incorrect, but yes I am using 4 second intervals, so that could also account for the difference in my numbers and yours.  I also rounded down to the nearest integer value for damage except on the chaff which for whatever reason I didn't round. 
I also don't know the difference between capital ship shields and frigate shields, if you could enlighten me as to what makes them different I would be grateful. 

As for my view that power to weapons in not enough to overcome the damage difference, I could be wrong, and with the crimson VSDIIs it probably is, but with the regular VSDIIs their damage is so much lower that I have a hard time imagining a temporary buff makes up for it.  In a lot of cases, I try to avoid power to weapons on remnant ships unless their shields are down because of the shield loss I mentioned in my earlier posts, but I love it on EoTH ships.

As an added note, thanks everyone who has taken the time to answer one of my questions about the mechanics I didn't fully understand.

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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 23, 2014, 08:15:28 PM »
as you requested so you shall receive here is the analysis of all the ships I had compared including actual damage values and a modified value which shows damage and health by population point cost so that ships with varying population points can be compared.  I have not done every ship, I mostly focused on Imperial and EoTH, but I read somewhere that the nebula was supposed to be really strong so I included it too.




ship class   hull/shield daamage  population    health and shields             damage/population             hull and shields / population
acendancy    780/910              pop 3         5330/5330 hp/shields           260/303                       1776/1776
phalenx      1620                 pop 5         8000/8000 hp/shields           324                           1600/1600               
syndic       575/887              pop 4         6210/6210 hp/shields           143/221                       1552/1552
budirch      400                  pop 3         2500/2500 hp/shields           133                           833/833
chaff        364.8/924.8          pop 3         3900/3900 hp/shields           121/308                       1300/1300


praetor     1020/1860             pop 9         11700/11700 hp/shields         113/206                       1300/1300         

isd  I      430/1030              pop 4         5000/5000 hp/shields           107/257                       1250/1250
isd  II     679/939               pop 4         5000/5200 hp/shields           169/234                       1250/1300
vsd  I      945                   pop 3         3185/3185 hp/shields           315                           1061/1061
vsd  II     460/660               pop 3         3185/3185 hp/shields           153/220                       1061/1061
tector      858/1482              pop 4         8030/8030 hp/shields           214/370                       2007/2007
katana drd  350/550               pop 2         2310/2310                      175/275                       1155/1155
ssd         6530/8530             pop 15        40310/40310 hp/shields         435/568                       2687/2687
ccvsd       560/960               pop 3         3185/3185 hp/shields           186/320                       1061/1061


nebula      634/834               pop 5         5110/5110 hp/shields           126/166                       1022/1022
viscount    6690/8690             pop 18        40310/45310 hp/shields         371/482                       2239/2517
 



I wont swear the table is 100% accurate, I caught a couple of mistakes I had made but there might be more, all the same, it should be accurate for the data I used. 

As you requested you can see the data for the crimson VSDII VSDI and the ISDI and ISD2, to compare I will put a single one against a structure with n hard points, 5000 health and 5000 shields, since I am not sure if the shield refresh rate occurs on a per second interval I will for now ignore shield regeneration.  I will also avoid using power to weapons as I am unsure of the exact multiplier and also the duration.  the unitized columns are the values as calculated for a one population point ship with the same damage efficiency as the ship in the row, this is done to ease the comparison since ships costing three and four population points are being compared in it.



ship            seconds before hitting hull    total destruction time           unitized seconds before  hull    unitized destruction time
ISD I           19.41 seconds                   64.32 seconds                   77.64 seconds                    257.28 seconds
ISD II          21.30 seconds                   48.05 seconds                   85.2  seconds                    192.2  seconds       
VSD I           21.16 seconds                   42.33 seconds                   63.48 seconds                    126.99 seconds
crimson VSD II  20.83 seconds                   53.38 seconds                   62.49 seconds                    160.14 seconds 
 

just in case it is unclear, the lower number is better in every column.
Now, if we just compare the first and third columns, there is not as big a disparity and since as was pointed out, in most cases a single volley will destroy a hard point, the times in the second and fourth columns might not matter as much, though it will help you decide what ships to drop in against the large shipyard you are trying to blow up with your hit and fade. 

can ships switch targets mid salvo? I  thought they could, since to speed up the destruction of capital ships and stations I would have my ship switch targets before a hard point was destroyed so that the projectiles still in the air would kill the hard point while I fired at a different one. 

Based on this analysis, ignoring super ships which are very very efficient (excluding the praetor anyway)  the most efficient ships I tested are the Tector, the Ascendancy, and the Phalanx class ships since they have a combination of high health and damage per population point.  The VSDI is also a very efficient ship damage wise, but its health is lackluster.  This analysis does not take into account star fighter complement, which I believe makes the Tector go down a lot and most of the other efficient ships go down at least a little, but depending on whether we are going by total squadron count or max simultaneous deploys,   the Ascendancy might actually go up in efficiency since it can have 4 squadrons deployed at once, though that is also the number it can carry.


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Discussion, Suggestions & Feedback / Re: Ship weapons and damage
« on: June 23, 2014, 06:02:05 AM »
I can test and demonstrate the shield drain by starting an art of war game with EoTH and dropping one of the starting chaffs and and VSDIIs into a fleet and running them into an enemy system.  having both ships hit their power to weapons ability causes them both to lose shields, the chaff only seems to drop by about 10% of it shields but the VSDII loses what looks like 60% of its shields.  If it is a regeneration rate reduction in the code, maybe the regeneration is going negative and the EoTH ships just have a higher base rate of shield regen?

One other place the VSDI does more damage than the VSDII and even the crimson command one is against corvettes, against a shield less corvette the VSDI can kill it in one 4 second salvo, a VSDII and crimson VSDII take two salvos.  The most extreme example I can find is the sacheen, with 800 health and shields, it takes two salvos for a VSDI, 4 salvos for a VSDII and 3 salvos for a crimson VSDII. 

This might not matter as much though as I noticed that the VSDI doesn't have the power to weapons ability so there is an advantage to the VSDII.

While you're here, on the weapons page, it says ion cannons do damage to systems and I read somewhere on the forums that the ground defense ion cannon prevents a ship from entering hyperspace, do the regular ship mounted ion cannons have an effect other than damaging shields?


EDIT:
Also, only 230 of the damage a VSDI was doing every 4 seconds was from the concussion missile, 600 was still turbolasers so it might not beat the crimson VSDII on average damage (760 average between shields and hull but only 560 on straight hull), but it actually has more turbolaser damage than either of the other victory star destroyer models.  It also has the major advantage of being able to shoot at fighters pretty well thanks to the conc missiles.  On  the other hand, even against shields the VSDI still does 43% more damage per second than the VSDII.
with the relatively short duration on power to weapons, I am pretty sure that a VSDI will heavily out damage a VSDII over the course of a battle.  and it only does slightly less to shields than the crimson VSDII, so while it is in no way a game breaking issue, it does for me beg the question as to why have the build limit for crimson VSDIIs.

EDIT 2:
Concussion missile are listed on the weapons page as 18 damage per missile, I used 12 which is actually the damage for proton torpedos, so the correct damage figure for the VSDI is 945 damage with 600 from turbolasers and 345 from the concussion missiles.

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Discussion, Suggestions & Feedback / Re: What would you likein game?
« on: June 23, 2014, 05:14:42 AM »
I would like to see some other unit abilities on empire of the hand units, especially one of their capital ships, as every other faction has a large shipyard only vessel that has an ability; tractor beams on star destroyers, and power to shields on moncal cruisers.  I could have sworn that in a previous patch some of the EoTH ships had power to shields but ever since I patched to 2.1 that seems to be gone.  maybe a sensor ping ability or something, since that seems like it would fit Thrawns style and wouldn't add a lot of combat power, personally I'd like to see it on the Ascendancy Class.  I would also really like to see some sort of EoTH Ion cannon or HV gun equivalent, since even with the Visvia, space defense on the EoTH seems hard pressed to take out attacking super ships without taking obscene losses. 

Also any chance of the Tie phantom?  I know its silly but I always liked that ship and I was pretty sure it was in the unmodded game.

15
Discussion, Suggestions & Feedback / Ship weapons and damage
« on: June 23, 2014, 04:48:51 AM »
So looking through the pdf manual and checking the website, I found statistics for how much damage each weapon does and how many weapons each ship has.  so pulling the data together, I did some math which resulted in a couple of odd observations.  All weapon damage is over a 4 second period as provided by most weapons on http://thrawnsrevenge.com/features/weapons  and I recalculated missile weapons to be on that same 4 second interval.  I then pulled shield and hull data out of the xml files.

A victory star destroyer I has a shield strength of 3185 and the same for its hull value.  including missiles, it does 945 damage in the four second period (EDIT: used the number for proton torpedoes instead of concussion missiles so the damage is actually 945 instead of the 830 I originally listed).  600 of that damage is from turbolasers.
A victory star destroyer II has the same shield and hull strength,  and with its ion cannons firing on shields does 660 damage but since ion cannons cant cause hull damage, it only does 460 damage when firing on an unshielded target.  So according to this, the VSDI is always stronger than a VSDII and is also 400 credits cheaper.  Why would anyone build a VSD II?  Also worth noting that the description in the manual says a VSDII lost concussion missiles in exchange for more turbolasers but it actually does less turbolaser damage than the original model, with only 460 damage from turbo lasers. 

Just for fun, I also compared the crimson command VSDII's stats.  It had the same hull and shield strength as the other two, but had higher damage, doing 960 damage to shields, but only 560 to hull. 

Since almost all ships I have looked at have the same shield and hull strength, you can average the damage done to shields and to hull and use that to calculate how long it takes to kill most ships,  if so averaged the VSDII does 560, the crimson command VSDII does 760, and since the VSDI doesnt have ion cannons, it still does 830. 
Am I missing something, or is the VSDI not only stronger than the VSDII but also the build limited crimson command VSDII?

Also, for the power to weapons ability, do all ships get their shields drained or only imperial style ones, I have used Chaff's and some other empire of the hand ships with the ability and not noticed any effect on their shields.

16
Imperial Civil War Tech Support / Re: 2.1 Bug Report
« on: June 23, 2014, 04:03:08 AM »
Not sure if it is a bug or not, but the visvia wont fire its main cannons unless it is selected and told to target a specific ship.  Also, it seems like sometimes it can be attacked by enemy ships from outside its range and it is unable to shoot at its attackers at all.

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