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Messages - Zardnaar

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1
Discussion, Suggestions & Feedback / Re: Imperial Problems?
« on: January 21, 2022, 03:05:14 PM »
 Think it was food etc.

2
Discussion, Suggestions & Feedback / Re: Fighter Balance
« on: January 19, 2022, 04:59:30 PM »
 Mostly using imperial factions. I don't care to much about fighters now. As long as they're trying up opposing fighters I don't care to much. IPVs seem to suck now I'm using lancers more.

3
Discussion, Suggestions & Feedback / Re: New player
« on: January 11, 2022, 12:40:40 AM »
 The empire is quite hard at they get hit from multiple directions. Generally turtle a chokepoint in space, in the ground and use a main fleet to attack.

4
Discussion, Suggestions & Feedback / Imperial Problems?
« on: January 11, 2022, 12:26:56 AM »

 I haven't played for a while so decreased the difficulty down to medium. As the imperial remnant a few of my world's keep flipping to unaligned.

 This is causing big economic problems as it's often my money world eg Hutt space, Thyferra, and deep core world's. Hell even bilbringi flipped.

It's causing lots of problems.

  Taking them back us often difficult

5
Discussion, Suggestions & Feedback / Re: Land Skirmishes
« on: January 27, 2020, 01:07:51 AM »
AI units have been sticking to the map on the LZs.

 Usually those flying speeders the EotH uses.

 Pathfinding is also bad on a lot of maps.

6
Empire can't recruit dark Jedi.
 Stuff that's good vs infantry is good. Try and lure them near anti infantry turrets and landing zones.

 Landing zones sentinels will shoot them when you summon reinforcements.

  Bury them in a horde of stormtroopers and call in bombardment or bombers.

Try and kill Chewie first so he stops hacking your units. Organic units like stormtroopers don't get effected by Hans EMP pulse.

You might just gave to turtle your lz with a nearby emplacement turret.

7
You can bring them down but AA-ATs are meh.

 Depends on the map as well but you can use the AA turrets. Kessel for has a lot of emplacements in rings so you can set up kill zones.

 Mobile defense the bombers kinda need to fly over it not defense at the target area.

 I also do a mobile/aggressive defense to bait the AI into bombing a forward position with a fall back position behind that.

 Garrison units seem to be unlimited respawn.

8
Discussion, Suggestions & Feedback / Best Factions Now
« on: January 15, 2020, 07:15:16 AM »
 Well we have a new faction with the CSA and no more Yevetha.

  The below list is a rough ranking based on unit roster, heroes and geography to a lesser extent on the art of war type maps.

 From the bottom.

7. Pentastar Alignment.
These guys got hit with the Nerf bat hard. They lost their ability to spam lots of units and a marginal unit like the clone wars frigate with two skiprays got nerfed to 1 skipray.

 And they get the TIE gt that seems a bit crap. They get a hodge podge of carriers and no decent frigates. A meh geographic position doesn't help. So so heros and Kane and Grant are nice they also lack a decent heavy capital and due to map changes the Praetor star destroyer they get has big pathfinding issues.

6. Empire if the Hand.

 These guys didn't change much but the other factions got buffed. They lack the damage of the imperial factions and the tankiness of the mon cal ships. Very average heros and an odd assortment of random ships mean they can be frustrating. Oh and their income got nerfed and they lack an economic adviser.

5. CSA
 The CSA is quite powerful in space due to Bulwarks, Marauder's, and good frigates but they have expensive capital ships. Lackluster fighters however and Uber expensive capital ships. They also lack decent ground units although their heavy transport types are decent. Fairly meh heros.

 4. The Empire
 How good the empire is varies by era. They don't suck as such but they often lack units and alternate between what heavy Star destroyers are available.

 The still have some if the best admirals in the game but they no longer get 2 tier 3/ admirals that gang around the whole game from era 1-5. They also got nerfed with no more free eclipse class SSD in Era 3. You have to build that puppy now. Still in era 5 you can have 5 super Star Destroyers assuming you don't lose the sovereign and eclipse ones from era 3.

 Some minor buffs here and there though. For example you pick up economic advisers era 4 and 5 now. Central location means everyone hates you.

 3. Eridu Authority.

 The EA got buffed out the wazoo. The main weakness they had was support frigates and they picked up 3 new ones. The get a new 2 point Corvette that's cheap, spammable and agile. Doesn't hit to hard but you can have 3 of them for a strike cruisers cost. Once shields are stripped a wolfpac can hurt. They also pick up the Victory II class frigate that is tanky for a 3 point unit. Doesn't hit t hard hard but had decent range. The MVP is the new Imperial 2 class that carries heavy TIE bombers.
 Heavy TIE bombers hurt and it carried 2 of them. Other EA units also carry the heavy bomber. And you have Tectors and new support frigates. You're a lot better at carrier fleet. In era 4 iirc you also get Adz class destroyers that can wolfpac and you are a lot better at smashing shields than the PA who also get them.

 Oh you also get the A6 Juggernaut on the ground. 2 point super unit.

 You also get a large amount of admirals, none to exciting but you can't have everything.

2. Greater Maldrood.

 Always good but got a slight nerf with the loss of it's clone wars era fighters. You still get your great frigates and heros however but not sure if secutors are worth using now. An overall big nerf to carrier fleets. The TIE sentinel load out is a poor replacement to the arc 170's.

1. Zsinj.
 Zjinj gets to start with a super Star Destroyer and a decent economic base. Zsinj has a great location. Zsinj is one if the best admirals in the game and can recruit a pirate admiral along with his starting admirals.

 Zsinj can also recruit another SSD admiral at Kuat. He also has great world's to turtle on and world's like Wayland, Lianna, Mandalore nearby.

 Zsinj also gets the fantastic TIE raptor and his escort carriers carry two. Throw in howl runners being fairly common as well and he can easily dominate the skies. With on of the strongest economies in the game with two economic advisers, Zsinj himself functions as one and Dathomir us a discount world as well.

 On the ground he gets hailfire droids and normal artillery, A5 juggernauts are decent now. Hailfire droids got discounted. He can also field 3 SSDs.

0. New Republic.
 Not a lot changed for the NR. Some load outs changed, they still get Marauder's, and can spam X-Wings. They also gave very tanky units with Mon Cal's and Dauntless. They start with one of the best admirals in the game and often have a lot available depending on the era.

 In the ground their heavy tanks are now tough but slow while they retain their great artllery. They can't really down cheap AA artillery any more though.
 
 That's my thoughts atm. EA might be rated to low, Zsinj seems easy mode.

9
 A lot there. Right now Maldrood probably has the best unit roster and leaders since the Empire post their grand admirals. They're the ones who can recruit pirate leaders or is that Zsinj?

10
Discussion, Suggestions & Feedback / Re: Marauder should be nerfed.
« on: January 08, 2020, 12:31:14 AM »
My guess is they're struggling with balancing Defenders.

 They were two good at 1 point and eh at 2 points.

 3 points is more or less 1.5 points in the old system it's probably right for the Defenders use. I don't really build fighters carriers are cheap.

 I'm testing out the new units gut so far is saying most are pointless.

 SSDs seem to struggle with hordes of 1 point units. If the AI throes a horde at you it's probably because they have lost access to capital shipyards.

11
Discussion, Suggestions & Feedback / Re: Marauder should be nerfed.
« on: January 07, 2020, 11:13:20 PM »
2-month necro, but I'm wondering if there is a counter to spamming these.   I just got hit by a NR fleet that had |86| of these things vs my balanced overcap fleet.  I had 6 ISDs, 2 VSDs, 3 strike crusiers, 6 ton folk carriers, 8 or so lancers and a couple carracks.  Granted, they outnumbered me significantly, but once I easily dispatched their capital ships I had to sit there and literally fast forward while a hundred marauders, corellian corvettes, and CC2000s (or whatever they're called) poked my ISDs to death.  I was killing one per shot with the hypervelocity gun because I had nothing left to shoot.  Even had about 30 TIE bombers/scimitars that do almost no damage to those tiny ships for some reason.  Not sure what else to do, build VSDs or what?

 The counter is large amounts of strike cruisers shooting over tanky units with strong shields.

 Also retreating vs NR and doing hit and fade is often good. This is because the left over X-Wings and other fighters
 disappear.

  My suggested Nerf is make them cost 3 points instead of one. They doubled the points from 60 to 120 but left these at one point when they should have been kicked up to two points minimum. They're still probably slightly two good at 3 points but they would suck at 4 and the NR lacks similar support frigates that other factions get.


12
Discussion, Suggestions & Feedback / Re: NP CG too hard?
« on: December 28, 2019, 07:29:39 PM »
 I think this happens with every faction. I'm playing on admiral.Game is essentially WW1 now.

 Anyway you need to consolidate in an area and that's Bothruia/Rodia area through huttspace up to Haast. Akbar and co defend mon Cal.

 Your fleets around Endor etc need to consolidate and push through to Sullust and link up. They push through to Bothan space and take over Hutt space plus Kessel.

 Keypoints here are Bothwui and Kashykk. They need to be defended on the ground. Vehicle factories, 2 artillery, 2+ AA tanks.

 Always build discounted units and use Mon Mothma. She moved down to Nal hutta eventually. Before she does build the mon cal discount building.

 Don't defend space but counter attack. This is for fleet deployment. Keep one fleet at Mon cal the other at Nal Hutta.

MC80s B's and the escort carriers are your MVPs early. Everything gets slowly abandoned pulling back to SE section of galaxy. When invaded sell buildings and units except space units. They withdraw.

 If they have interdiction sell.

 Eventually push into the CSA space.

13
Discussion, Suggestions & Feedback / Wayland lol
« on: December 26, 2019, 01:17:06 AM »
Wayland's always been good.

Now with the changes it's basically MVP of your empire. Units cost a lot more and a suitable horde of infantry is suitable to take down AT ATs.

 They also don't get wrecked as badly by artillery, turrets or anti infantry type tanks.

 At 1 credit a pop they are easily the best unit and decent at shooting down air units.

14
Discussion, Suggestions & Feedback / Re: In Defense of Bulk Cruisers
« on: August 30, 2019, 11:43:11 PM »
I covered them in my empire guides. They were decent in carrier type fleets although only Zsinj should use them.

15
Discussion, Suggestions & Feedback / Re: Truces.
« on: April 14, 2019, 08:29:30 PM »
Even if you could do it it seems a bit exploitative. basically once you snowball hard just make a truce or two and pound on someone.






16
Discussion, Suggestions & Feedback / Top 8/10 lists?
« on: April 14, 2019, 08:24:42 PM »
 As the title says I am thinking of doing some top 10 (or 8) type lists. Just wondering if anyone want to see them, or categories if you do. For example.

Top 10
Bank worlds
Fortress worlds
Special Production Buildings

etc.



17
I tested this on admiral difficulty. 1st things 1st, sort the economy out, built 3 mines and a trading stations.

 Sold the original fleet and builtm a 12 point fleet.

1 Victory II
1 Acclaimator
5 TIE Hunter escort carriers

the army was the staring one- 3 stormtroopers.

 Using Pathfinder units and retreating a lot I expanded onto Sullust, and then towards Bespin. Vondarc makes a good fortress world as the map is easy to defend, then prssed down towards Elrood and Mustafar.

18
Discussion, Suggestions & Feedback / Re: How Do You Use Praetors?
« on: February 10, 2019, 08:18:16 PM »
To an extent I agree.  The Praetor is for most groups one of the worst value ships.  It's expensive, but offensively rather meak.  Defensively it COULD shine due to it's powerful shields allowing support ships (glass cannons) to work their stuff while the Praetor soaks up damage.  Sadly, it's pop cost is so high that it doesn't particularly work for that, either, since you can't bring in enough support ships to really be powerful.  The one time they do show some promise is in defensive fleets, as they're wonderful in a defensive posture when they don't need to move  However, the game engine ruins that, as it puts other ships so far away from it that it ends up making all other ships easy prey for the attacking fleet due to being spaced so far apart and some ships setting in the enemies firing arc upon starting battle.  In the end, basically it is exactly as you say, it's just not really useful for anything.  I'm not really sure it's fixable, either due to the limitations with the game engine.

At one point they had that long range ability but that got nerfed.

 Its still better than a world devastator though.

19
Discussion, Suggestions & Feedback / Re: How Do You Use Praetors?
« on: February 10, 2019, 07:48:04 PM »
Are Praetors good at anyhitng?

 They take up a lot of room. Of the 3 factions that can build them 2 of them can build Tectors and 2 tectors>1 Praetor (yes I know 2 Tectors are marginally more expensive).

 That leaves the Pentastar Alignment and if I am going big ship with them you can run 4 SSD's and ISDs+ carriers seem a better boom fleet.


20
Star Wars Discussion / Re: Admiral Daala
« on: February 10, 2019, 04:25:13 PM »
 Her big problem is the writing which was inconsistent. Sometimes she came across as a genius, other times a chump.

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