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Discussion, Suggestions & Feedback / Re: Greater Maldrood and Crimson Command Victory 2's
« on: March 13, 2017, 08:49:17 PM »
Thanks for the clarification regarding the Procursator, that does make some sense regarding the lack of the regular Victory 2. I also do still think having an active limit instead of a lifetime limit would be a better way to go regarding keeping the ship somewhat unique without making it common, but after reading through the logic behind the lifetime build limit I can understand it.
edit: To clarify and this is probably mostly just personal taste but i'd prefer a smaller current limit of about 5 as opposed to a lifetime build limit of 15, because I'd rather see smaller amounts of a unique unit over a long period of time as I enjoy seeing / using them than a bunch at once and then never again.
edit: To clarify and this is probably mostly just personal taste but i'd prefer a smaller current limit of about 5 as opposed to a lifetime build limit of 15, because I'd rather see smaller amounts of a unique unit over a long period of time as I enjoy seeing / using them than a bunch at once and then never again.
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Discussion, Suggestions & Feedback / Re: Greater Maldrood and Crimson Command Victory 2's
« on: March 13, 2017, 08:20:07 PM »
My main concerns here balance-wise are that it's a lifetime build limit combined with the fact that Maldrood doesn't have access to the regular Victory 2's you can effectively get locked out of that ship entirely. To me this is somewhat cringeworthy as I tend to take my time during GC's and over time it's entirely possible to get whittled down.
I'd personally prefer it if the active limit was around 10 so that you would actually have enough of them to make up the majority of their own fleet, but at the same time if it were at 5 and they were given access to the regular Victory 2's it wouldn't be that bad either.
On the canon front I do think it's somewhat odd to argue that you shouldn't be able to build too many since the point of having most factions playable is to affect how that faction turns out. Again these are just opinions and I have /no/ idea what the general thought process is on decisions regarding balance in terms of gameplay vs canon. I also hope that at least if people do still disagree they can still understand my PoV.
I'd personally prefer it if the active limit was around 10 so that you would actually have enough of them to make up the majority of their own fleet, but at the same time if it were at 5 and they were given access to the regular Victory 2's it wouldn't be that bad either.
On the canon front I do think it's somewhat odd to argue that you shouldn't be able to build too many since the point of having most factions playable is to affect how that faction turns out. Again these are just opinions and I have /no/ idea what the general thought process is on decisions regarding balance in terms of gameplay vs canon. I also hope that at least if people do still disagree they can still understand my PoV.
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Discussion, Suggestions & Feedback / Re: Greater Maldrood and Crimson Command Victory 2's
« on: March 12, 2017, 12:30:09 AM »
Did a bit more reading and it looks like at least according to http://starwars.wikia.com/wiki/Havod this it looks like /what/ they were made of is actually more relevant than where they were made. I can agree that being able to churn out infinite amounts of an uncommon ore might be a bit much considering what I can find regarding the canon lore of it. I also do still think that turning the lifetime build limit into an active limit might be a better approach to this.
I'd also prefer not to edit my own stuff or intentionally get around build limits as to me it'd feel a bit like cheating and would take a bit of my enjoyment out of the game, especially given how difficult it can be at times.
I'd also prefer not to edit my own stuff or intentionally get around build limits as to me it'd feel a bit like cheating and would take a bit of my enjoyment out of the game, especially given how difficult it can be at times.
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Discussion, Suggestions & Feedback / Greater Maldrood and Crimson Command Victory 2's
« on: March 11, 2017, 04:46:01 PM »
Been playing through a campaign as them recently and while I really like the unit itself, it also kind of bothers / stresses me out a bit because of the lifetime build limit.
While a lifetime build limit does make sense for the remnant as the crimson command ships being part of them was only for a relatively short time, I do think it's a bit silly that the faction responsible for bringing these ships into the remnant in the first place would never build more of them.
My suggestion is simply to remove the build limit for the crimson commands for the Maldrood, since if the Maldrood survived I would assume they would continue to build more of a ship that actually worked out for them. At the same time without being able to build more you can eventually find yourself locked out of the victory 2 class entirely since Maldrood does not have access to the regular variant.
What might also work instead of a lifetime build limit is an active build limit, only allowing the amount the Maldrood canonically had to be in active service at a time. Though I dont think this would make a huge deal of sense either because the entire point of being able to play them is to change their fate, I could understand this limit for balance purposes.
While a lifetime build limit does make sense for the remnant as the crimson command ships being part of them was only for a relatively short time, I do think it's a bit silly that the faction responsible for bringing these ships into the remnant in the first place would never build more of them.
My suggestion is simply to remove the build limit for the crimson commands for the Maldrood, since if the Maldrood survived I would assume they would continue to build more of a ship that actually worked out for them. At the same time without being able to build more you can eventually find yourself locked out of the victory 2 class entirely since Maldrood does not have access to the regular variant.
What might also work instead of a lifetime build limit is an active build limit, only allowing the amount the Maldrood canonically had to be in active service at a time. Though I dont think this would make a huge deal of sense either because the entire point of being able to play them is to change their fate, I could understand this limit for balance purposes.
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Imperial Civil War Tech Support / Re: 2.2 Demo Known Issues and Bug Report Thread
« on: March 06, 2017, 12:15:18 PM »
I'm honestly not sure if this is a bug or an actual balance thing, but the Allegiance class seems to be really really weak. I've noticed this both using them as maldrood and while shooting them.
I'm pretty sure this is a bug considering I watched a ISD2 and two bomber squads down the shields of one and begin destroying its hullpoints /very/ quickly.
If this isn't a bug I'd strongly consider changing something about it considering it has no fighters, but i'm pretty sure something is messed up with the demo itself or on my end for it to be this way.
edit : went back through to see, it looks like the ship itself is actually fine it's just that for whatever reason bombers (possibly skiprays specifically) hit like a truck and are able to hurt it very very quickly.
I'm pretty sure this is a bug considering I watched a ISD2 and two bomber squads down the shields of one and begin destroying its hullpoints /very/ quickly.
If this isn't a bug I'd strongly consider changing something about it considering it has no fighters, but i'm pretty sure something is messed up with the demo itself or on my end for it to be this way.
edit : went back through to see, it looks like the ship itself is actually fine it's just that for whatever reason bombers (possibly skiprays specifically) hit like a truck and are able to hurt it very very quickly.
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