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Messages - DragonNation5523

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Some general balance changes I noticed while playing as the NR in Art of War

AT-PTs are quite durable considering they are tiny now
while Freerunners are extremely frail
T-1Bs still have 5 per company
AT-ATs, Juggernauts(B5 and A6), A9 floating fortresses, Heavy trackers all have less health than they are worth, and proportionally far less health than they should have compared to rebel heavy tanks(T4Bs and T3Bs). Personally I think that T4Bs have too much health when compared to everything, so rather than boosting the health of everything the health of T4Bs should be reduced.
T4Bs out-damage AT-ATs(at least against other vehicles)
Eoth starfighters still have twice as much firepower of all other fighters in the game
Furions, Syca bombers and Scarsiss fighters have missile/ion cannon hardpoints that have 2100 range
Crusader gunships and Tonn Falk escort carriers are the ONLY non-fighter ships in the mod with weapons with firing ranges below 2100.
XQ-5 platform laser cannons have higher range than turbolasers(laser cannons 3000, turboalsers 2100)
Empresses are quite strong, but not sure yet if this is a huge problem
EOTH Gilzean tanks are still OP as they get three per company and each have as much firepower as an AntiVehicle turret
V-Wings do a little over half the laser cannon damage that Snowspeeders do

edit:
ARC-170s have too much laser firepower, and also in rear cannon damage
TIE raptors are extremely strong. can deal out 8x the damage of A-Wings and X-Wings

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Imperial Civil War Community Mods / Re: Fighter Spawn in TR 2.2
« on: April 18, 2018, 10:56:47 PM »
The specific script controlling fighter spawns is GameObjectLibrary.lua. this will give info on each ship: if they spawn fighters, and what fighters and how much

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