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Messages - gerfand

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So, one thing I saw while playing EaW a lot, is that you can destroy a Turbolaser by using Arty, or by running as many Inf u can get towards its Blind Spot

Thing is, the second one does not makes sense, I mean, at least the part where they survive the shoot, as we are talking about something of the level of a Modern Day 155MM cannon...

I Actually would even suggest to it be weaker if it breaks the balance, but have the AOE so u don't lost only one man by Turbolaser Shoot

I tried to mod this in my 2.1 balance pacth, but I ended not finding what would allow me to do this.

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Discussion, Suggestions & Feedback / Re: Torpedo Sphere in 2.2?
« on: September 07, 2016, 04:57:30 PM »
well the problem w/ Torpedo Sphere is this, too much Fire Power, which is funny , since all that Fire power would be wasted in micro...
If implemented it would be OP, as it would be able to break any capital ship shield very fast, leaving anything to a SSD or a fleet to eat
Also they were not very common, and there was probably less Torpedos Spheres than Executor SSD


Yet its a massive Warship that could destroy an entire fleet:
http://starwars.wikia.com/wiki/Battle_of_Tralus_(Galactic_Civil_War)

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Reserved

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Discussion, Suggestions & Feedback / Re: Torpedo Sphere in 2.2?
« on: September 06, 2016, 10:47:51 PM »
well for now you can make an Ghetto Torpedo shpere, just take something like 20 Warlords Gunships and bam!

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UPDATE 1.1

This mod is a custom modification and was neither created nor is it supported by the Thrawn's Revenge team. The Thrawn's Revenge team is not responsible for any negative effects from installing these files nor can they be held responsible for fixing any issues which arise from them.

This is a RE-balance Mod for ICW 2.1, it has a focus on Ground Combat, where most of the changes are in the stats of the units.
There is also changes to Space Units, but in this case this is more focused on cost, with minor tweaks in the stats

IF you run into a problem, or want to suggets change contact me here or on (MODDB )
Its suggested that you make a Backup of your files before installing the mod, as you can either dislike it or run into a gamebreaking bug



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Discussion, Suggestions & Feedback / Re: Small adjustment ideas for 2.2
« on: August 31, 2016, 01:49:25 PM »
Interesting... Usally of I have an AT-AT I don't loose a thing in battle
Try composing your forces differently and not using your AT-ATs as you do, since if you use them correctly they will almost never go down. The air units are the only ones that could mean trouble, but then keep a squad of AT-PT with them which are also killing infantry like hell and you're done...
Also having a specialist like I said before and that AT-AT will never go down.
Well, I despite EaW, as it is a very unfinished game, so I don't get it to serious... but, now that I remember, I lost the AT-AT for my own bombardment  ;D
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Also KDY does not affect the build time of any ground units. It is a spaceship producing company which gives you price reduction on KDY ships.(ISDs, SSDs, etc.)
And if you catch what you say
It does, as you can see on the manual, or the main page, as they are produced by KDY
http://thrawnsrevenge.com/features/other-changes

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limiting the factories won't even solve this problem:
EDIT- it would solve my problem if you have fasters factories. and after playing a little bit more, I think some planets don't need to get less slots, but still there should be a minimum of 3 for every planet

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Also you said that this is not about the tactics. This is ALL about them.

And tactics include force composition, preparation(meaning you don't have to assault a planet with your starting forces right away), planning out how your attacks would matter the most and finally execution. this is true on both GCs, Space and Land battles. Especially on land, because petrogllyph messed it up, but this is a different story. But some people already feel like ground combat is too easy at the moment.(myself included)

yeah, I know, Tactics is how you fight a war, but, because of  the idiotic AI, you can spam( thx) a certain type of unit and you will still win, even if its a t-2b... instead of the combine arms that you would see in other games, or at least a situation where you don't have a cheap, do everything unit. returning to the t-2b, it can destroy everything the empire has, w/ the exception of air units, and probably plex, w/ only micro, as the 2 units that are supposed to counter that are weak, w/ the "Stronger" being weaker than the first one
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And though you say you would always change tactics to a good XR-2 "spawn" which I think want to be spam, then maybe you're right, but I never used them. If you think a unit is too OP in a player hand then don't use it and problem solved. I never use hailfires, XR-2s, V-wings and Air Seekers for this very reason. so the game remains a challenge.
Well I am doing this because of how tedious, and broken Land battles are in EaW, especially when you get attacked every 5 minutes by the AI
And F* if the unit is OP I am going to use this, until it is fixed, and I would be happy to see something fixed.

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Discussion, Suggestions & Feedback / Re: Small adjustment ideas for 2.2
« on: August 30, 2016, 09:12:49 PM »
or, instead of brute-forcing your way trough a planet, use tactics, scouts and have a fleet over and you'll be fine with minimal losses.
like as PA use those storm commandos and as NR the infiltrators because they are GOOD!!!
Keep 1 or two specialist squads with your forces at all times too and it will also save your forces countless times.

While the AI is idiotic as Hell, using their Vehicles to guard their base, instead of fighting you, you don't necessarily have one armed force like this... and you need to use what you have, may this be AT-STs, or a XR-2 Battle Droid
In the early game, a T-2B spawn planet can prove very difficult to take, and It costed me at least 2 AT-ATs(and a plent of other vehicles, especially Imp Drop.), as even w/ a fleet in orbit, as I was unable to track down the location of the factory to make the exploit of retreating to face less enemies... and I was on Era 1 Empire, w/ probably 2 AT-ATs on my entire Empire.
And while I do use tact, I am willing to abandon this for an good XR-2 Spawn, as they can rip and tear trough everything , but MegaMasers tanks, w/ 1.2 damage multiplayer

But the point is not the use of tactics, which, is useless because of how the game works... But is how this affect gameplay... for example, as NR you can defend every single planet, if you have at least a Barrack and a Light vehicle factory, and the problem is not the 8 slots planets, but the respawn ability of the vehicles and troops of that planet.
Now I suggested the less slots per planet because of how factories works(of Course This is what I did not wrote :-\\), as they build everything very slowly, which make the production of some planets w/ only one type of factory, so you can mass produce anything, and I tested it, takes 8/10 of a week to build a AT-ST, in Kuat w/ KDY.
So a better build time would mitigate this, and while some people would still do that, it would not be required, to mass produce vehicles.

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Discussion, Suggestions & Feedback / Re: Small adjustment ideas for 2.2
« on: August 30, 2016, 11:33:16 AM »
Well this wouldn't really represent the worth of a planet. Six structures may take longer but it's the same logic as space stations with multiple Golans. Some worlds are better defended or more industrialized.
Well My thinking about this is:

First, planets w/ 2 structures only sucks, I mean take Borosk for example, its suposed to be a heavy fortifed planet, but you can only put 2 structures there, 3 would give much more defensive option

for planets w/ a lot of structures, like coruscant, you get 8 slots... and because of the way the game works, its too much...

A game that we can use to compare is Rome Total War, in Rome 1 you need to put a garrison, and no building create more units during the tactical combat, but, this would not work in EaW, as it is not turn based, and the unit selection is very bad for GC, which leads to Rome 2 way of doing thing, in which you make a structure that give you garrison, and while its a necessary building, its give the garrison once.
EaW in other hand give you a garrison that respawn, and can be very powerful depending on what is on the planet, so if you go against the Empire, if you attack a planet w/ a lot of ADV Factories, you need to fight a lot of AT-ATs, and while its not impossible to defeat the AI in this case, against another player, it could get impossible, but againts the AI it can be very annoying, like if you go against a T-2b Spawn, which is that is free and respawn every second...
So would be better if you can deny the ability from the AI, or Player to get 4 AT-ATs for free, which you will need to fight w/ paid units.
This is why I also gave the suggetion of the Garrison building, as you would need to decide between a factory and a Building which give you free units, if the planet get attacked

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Discussion, Suggestions & Feedback / Re: Small adjustment ideas for 2.2
« on: August 29, 2016, 01:42:59 PM »
I did not read everything on the other posts, so this may be already suggested...

One thing that could be done is decrease the number of ground structures to a minimum of 3, and a max of 5 or 6, w/ some smalls exceptions being planets that have a great number of population, like Coruscant, which could get up to 6, 7 buildings

This would make battles easier as you don't need to kill AT-ATs after AT-ATs, every time you go into a planet w/ 6 ADV. Vehicle factories

Also for counter balance that, decrease the build time for many of the vehicles, making a single factory be able to build something in less than a week, so you can plan better you defense.

One more thing, if possible(this is not that small), remove the garrison from factories and barracks, and make one, or two specific building that give a certain amount of garrison (like in Rome 2, and yes I know that is a bit against what you are making w/ ground buildings)... or at least reduce the garrison, for what spawn, w/ exception of the barracks, and light vehicle factories.


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Discussion, Suggestions & Feedback / Re: Feedback and suggestions
« on: June 15, 2016, 10:17:55 AM »
I've never seen the AI coordinate very well so I don't understand your balance concerns plus you got a commando hero with EMP.
well they were not, I was playing on the FTGU, so I had no heroes, and was forced to fight the XR tanks, but because of how they build bases I aways found the XR tanks near a Turbolaser tower, and the already placed Light factories give him AT-ST, which he puted near the Turbolaser towers

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Discussion, Suggestions & Feedback / Re: Feedback and suggestions
« on: June 14, 2016, 06:19:28 PM »
Those large tanks are immune to commandos so I'm lacking sympathy for the fact he's having trouble with XR-85s which can easily be overwhelmed with infantry mass.
but not when there something like a AT-ST on its side...

Also if its work like a mobile Turbolaser, then it really need a nerf (kill everything, but Bloops of Inf)

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Discussion, Suggestions & Feedback / Re: Feedback and suggestions
« on: June 08, 2016, 06:13:13 PM »
Well the main problem is that the AI will just spam BAC and Coronas, which make even my phallax very underpowered against then...

I also try to bring a lot of Corvettes into the battle, but that is not enough, when you enemy has like 20 squadrons of E-wings attacking the same target...

For the Tanks, because how Dumb both the AI, and Unit AI is, most of the time I throw a MegaMaser Tank I got that killed for the Droid Tank, and the only real counter I got to then is the AirStraeker...

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Discussion, Suggestions & Feedback / Feedback and suggestions
« on: June 08, 2016, 02:05:28 PM »
So I re-installed ICW, and started playing from the grow up w/ the Hand, so I notice some problems that I did not noticed before:
The Droid Tank is OP as Hell, as having much health making it a good Tanker, but w/ the extreme big turn speed, and the 2 Turbolaser and another laser cannon, make it possible to just one shoot anythhing, at least from the hand

As for Space, the New Republic get the E-wing as standard on ERA 5, which make almost impossible to the EotH and the Remnant to be able to get Air Supperiority, not only that, but they are very tank and have torpedo, making the AI, or any player that know about this, just spawn Bothans Assault Cruisers, and Coronas...

My Suggestion is to give more X-wings and A-wings to the Era 5 NR, but for the land, can I make a mini re-balance mod, w/ the existing assets???

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Discussion, Suggestions & Feedback / Re: INF Combat, a bit broken
« on: August 06, 2015, 10:03:06 AM »
First, I know how to use my INF, and I support w/ a variety of units depending on planet, my enemy...

It can be a strategy game and still have broken components that would be better if they were changed. That being said, the take cover ability doesn't actually change the way that works. Making the infanty have turrets does, but we already did that for most of them. We can't change actual game behaviours, it's not moddable.

when I mentioned the Take Cover ability I was saying that the Inf can stop and be ready to shoot very fast, and  especially they will not get kill if I leave then alone for some seconds while I am buiding defenses, for example.

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Discussion, Suggestions & Feedback / INF Combat, a bit broken
« on: August 03, 2015, 03:06:55 PM »
the problem w/ the inf combat now is that it's looks like a bf player bitching about COD!

is a question of who shoot first win the battle... this because of the time for an squad stop, aim, and shoot(and the majory of the times the enemy retreat one foot and stop, while you avance one foot and get rekt)

what I will suggest is give the take cover ability back, but w/ no bonus for heath, because the don't need to stop and aim on this stance

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Ascendancy Tech Support / Re: 0.9 Known Issue Thread
« on: February 20, 2015, 07:01:28 PM »
Some Squads gets 2 fighters (X-wing, A-Wing,) but others get 5 (K-Wing, B-Wing)

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Ascendancy Discussion / Re: Tech Tree Suggestions
« on: February 17, 2015, 04:55:39 PM »
For the Empire:
-Faster Deployment

-5/10/15% fighter health
+5/10/15% faster "Fighter build rate"

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Ascendancy Discussion / Allegiance, Victory 1 and Captal Ships Cost
« on: February 17, 2015, 01:14:23 PM »
First of All, what happens to the Allegiance SD? it was replaced by the Praetor?

The Victory Class could be an Long Range Frigate, because of its missiles
(the MC30 could too)
Anyway... about capital ships cost, not in credit/metal/tibana gas, but in command slots and logistics slots
I mean a Praetor, for example, should use at least 3 command slots, or w/ no command research you would get the same of 3 ISD1...


P.S. one good cruiser for the NR is the Dauntless!

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Ascendancy Discussion / Re: StarBases
« on: January 02, 2015, 08:27:16 PM »
well make sense... I will need to re think my strats when playing ascendecy...

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Ascendancy Discussion / StarBases
« on: January 02, 2015, 10:57:57 AM »
what are the plans on StarBases? ... they are a big part on my Sins strats because of the trading, and the ability to get neutral territories (like Nebulas and Asteroids fields).

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