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« on: May 17, 2015, 08:08:17 PM »
So, as playing as the Empire of the Hand in a multi era campaign, I found some... odd things. Not bugs, but more balance choices and some gripes. If these have been fixed in a newer version that I don't have, then I'll just blush and bow out of here lol. (I took the first version on ModdB.com. Version 2.1)
The Kirov AA unit seems way too weak once the rebellion upgraded speeders are getting rolled out. Those seem to be the best Rebellion ground unit since the AA unit cannot hit them. Nor can a lot of other stuff and they hit REALLY hard. Do i just suck with using AA units or does the Kirov need to be buffed? Because if your AA unit can't hit what it was made to hit... what good is it?
In a similar vein, what happened to the strong vs/weak vs picture infographics that used to be in the base game? Too complicated to work it in with the new units or...? Same with space unit deformation. At a casual glance, it's kinda hard to tell what I've knocked off and what's still shooting at me.
The Airspeeder of the Empire of the hand is a good unit, but I don't like how it's too fragile/size varying. It looks very, VERY small, and the speed is very quick so how are turbolaser towers able to just slaughter them? Aren't they, in canon supposed to have difficulty hitting small, fast targets?
The Empire's droid tank seems to be way too good at it's job. Often multikilling a lot of my ground vechiles, shoots very fast and often kills even my megamaser and other tanks before they can get a shot off. Are they supposed to be that strong? Because from where I stand, they might be more cost effective then an AT-AT.
I do REALLY like how the Empire of the Hand can combat SSDs and Viscounts all without having a SSD version of their own. It gives them their own actual strategy instead of just Tank to Era X, build Y, Win without effort. My only gripe with the Hand's space units is that they feel a bit too... I dunno, limited? It feels like once you have access to Phalanx class destroyers, you don't really need much else beyond them and the corvettes. One thing I would highly recommend though is that the Hand is supposed to be lead or organized by Thrawn, right? So why don't they have something like the imperial probe droid to gather intelligence and see what's on the planet before beginning an invasion? I understand that the info on this is coming from the books, but surely they would still have a bunch of off-screen tech and stuff, right?
Also, maybe I just don't see it, but what does the Hand of Thrawn structure do? It just seems to be kinda... there on one planet not doing anything. Or is that for a future update? Same unit voices. I bring the voices part up because as it stands, most of the Empire of the Hand's units (if not all of them) are recycled from the Rebellion and Empire. It's kinda... Underwhelming to be honest. I'm not sure how to fix this problem beyond borrowing from other games like C&C Generals or whatever... (Also, I gotta say, i hate the new Garm Bel Iblis voice. Personally, I preferred the FoC version.)
Another thing I found is that the Pentastar Alignment is just dirt weak. Jerrec having horrible Auto-reslove stats is known (is there any reason why for that? It seems really weird.) But in all the games I've played, the Alignment tends to be the first faction to get wiped out. In my current game it was cut down to just one planet with Kaine and all that remained of his troops over it and in the previous one, I didn't even see him when I managed to fight my way there.
Another thing I found odd: How come Palpatine never takes to space except when the route is completely clear of enemy resistance? In the Eclipse, shouldn't he want to test that thing out and flatten anything that comes his way? Just seems like an odd AI choice. Both times I fought him, he was either trapped on a planet I was invading, or he was invading only to get run over by two megamaser tanks...
Also, the build limit thing. I understand why it's there and why it's a good thing. To stop the player simply spamming masses of Executors and the like, but why doesn't the AI follow the same rules? Them having limitless Viscounts is bad enough, but just recently, I encountered a fleet that came from nowhere which had a Viscount among other units that just popped into existence. The planet in question was locked down with only two hyperspace routes blocked by my forces and the planet in question was a tier 1 space station only.