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« on: April 01, 2017, 06:09:41 PM »
In terms of non-bug related feedback on the mod, so far I'm greatly enjoying it. I love the new models for some of the ships, they look incredibly nice and cleaner than 2.1's versions. The new HUD in the galactic map looks quite nice as well, and 2.2 overall feels like a huge upgrade from 2.1. There are only two things I'm not liking so much, and the big one is the new infantry setup of all the troops being individually selectable. It can have slight advantages in some rare cases, perhaps, but overall to me it's just been a burden.
Infantry are incredibly slow to deploy now, I've suffered many battles where my deploying infantry get wiped out from rockets from an artillery or from an IDT just because they take far too long to deploy. The huge amount of health bars covering up the screen when selecting them gets in the way more often than not. The fact you get only two soldiers from a barracks instead of two squads when defending is a huge nerf, especially when it takes so long for them to reappear just to be slaughtered by practically anything. I do feel like there's a slight framerate drop when there's many units of infantry down as well, but I'm not 100% certain.
Overall I just prefer the infantry squads instead of individually selectable. The only real uses I can find for the new system is just sending one or two soldiers to cap something like a radar dish or CP, but I can't see it being a huge advantage. It draws out battles more with the AI spreading them around to randomly - just not a fan of that system, maybe I'm kinda alone here - I haven't seen any discussion of the infantry thing, maybe I just haven't found it.
The other thing I haven't liked is the engine situation with some of the new SSDs and all. I feel like 1 engine on a Bellator (it is just 1, right? I'm not crazy, am I?) and only 3 on an SSD isn't right when a Praetor has 3 and it's cheaper and smaller than either. I feel like those two ships should receive at least two more engine targets. Three hardpoints being able to technically kill something (if they retreat) that cost 40k credits doesn't seem right.
Otherwise, I'm really happy with the direction 2.2 is going. Every other complaint I can make now is just the previously mentioned bugs people have posted before.
Cheers,
SM