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Messages - Douk Nouk Kem

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Discussion, Suggestions & Feedback / Re: In Defense of Bulk Cruisers
« on: August 15, 2019, 03:36:28 PM »
I do agree about buying Bulks as CSA, as your only other option for reliable bomber carrier is Lucrehulk, so for a quick-n-cheap bomber bus it'll do, but there's really no need to buy them as other factions, Zsinj won't get much from spawning in a mediocre combat ship for just 2 squads of Raptors, especially since both ISD variants carry them, but I guess with space unit roster as horrible as his beggars can't be choosers, you positively should not think about fighter supremacy as Maldrood when you have IPVs which were S+ tier back in 2.2 and now sit somewhere around SSS+ due to weapon accuracy changes making them basically untouchable and while a bit more costly NR's Assault Dreadnought features better armament while still carrying 2 X-wings, I am probably biased, but I felt that Bulks were better in 2.2, but now their ion cannons seem to do absolute squat amount of damage to shields and with Dreadnought ( which I personally don't really like ) also getting price reduction I don't feel that this is a unit that varrants any attention and together with Gladiator ( although for different reasons ) and Enforcer ( why do you even exist? ) still sits awkwardly in the "uncool cruiser" category.

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Discussion, Suggestions & Feedback / Re: Top 8 Faction Rankings
« on: October 04, 2018, 05:23:10 PM »
I define how good the faction is by two metrics:
1) How good is overall unit roster ( space unit quality > ground unit quality ), because I prefer building very few fleets that usually oriented around heroes, and that leads to...
2) Quality of the hero roster

With that I would rank factions as such:
8) Yevetha: unfortunately too limited for their own good, but I do like their infantry and would probably say that it's the best in the game, but beyond that everything is rather poor, although their faction leader is respectable because he gives a fat +25% to damage

7) Zsinj: imagine 80's cartoon where tha main villain is a mad genius, but all of his henchmen are doofuses or clowns and you get Zsinj, one of the most solid faction leaders and 19 km long ship to protect him, but all of his posse consist of mediocre tier IV, horrible tier V commanders and an economy advisor, add to that unit roster that has less things to choose from than other Empire tech factions and you get yourself a really underwhelming force.

6) Pentastar: they start off great, with solid heroes and good unit variety, but in later eras they basically don't have a single hero worth of mention and their space unit roster suffers from 3-point ship bloat.

5) Eriadu: even worse hero roster that Zsinj, but they have reliable space roster and few gimmicky ground units, a bit boring but reliable faction.

4) Empire: the wild ride rollercoaster that always keeps on giving, while later eras are a bit hard on them you are guaranteed to have a decent faction leader right after Pestage kicks the bucket and up until the end and units like Eclipse and Sovereign give them repellent for SSDs and powerful heroes Ackbar.

3) Empire of the Hand: good quality units all around in space roster, but surprisingly lacking when it comes to heroes ( ignoring Thrawn ) and their ground roster in my experience left me waiting for more.

2) Greater Maldrood: you can get get the best starting setup of heroes in which you end with 3 tier II commanders ( Teradocs + Okins even though manual says that he's tier IV ) and tier III with Syn, you can't get better than this when it comes to space admirals not counting New Republic, their space roster is competent, you can build individual squadrons of ARCs and their 4 point ships are pretty much best all around, the only thing is that their land roster is fairly mediocre and doesn't have any stand out units.

1) New Republic: ACKBAR, add to him a giant hero roster than has various space admirals, jedis, spies and economy advisors, you can't get better than this, actually you can, because even in era I their space roster can go toe-to-toe with any faciton without problem and will only get better as the time goes by, add to that ground roster which is already solid with light factory alone giving you everything that you could ever need and you have a faction that under player's control can do pretty much anything, I honestly treat playing as NR as nothing more than baby mode because they simply lack any meaningful downside.

3
The Star Destroyers are not bugged, people just expect the ISD to have a primarily forward firing arc, which they don't canonically, and don't in the mod, the shape of the ship specifically prohibits that from being possible.
Well damn, guess I got myself bamboozled like a complete fool, still this design feature is rather unfortunate.

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Discussion, Suggestions & Feedback / Re: Maldrood ships advice
« on: August 19, 2018, 11:38:33 AM »
Maldrood seems to have fewer bomber units than other factions. (Arc-170s/ Tie Avs seems to be more anti-fighter to me than tie-bombers. Possibly?)
ARCs are bombers through and through, but because of their beefy shields and solid hull they are probably the most balanced starfighter there is and can proxy as fighters without problem, in my last Crimson Empire playthrough as Maldrood I got 25 of them together with few undesirable ships *cough* ISDs *cough* and sent them to Delvardus, promtly sending him to hell, through this attack only 2 squadrons were lost, and by the time of final assault on Pentastar 17 of them were still alive as part of Pellaeon's main fleet.

5
The biggest problems that ISD line is facing right now is the fact that:
1) They don't feature any kind of ability that boosts their performance ( when compared to NR capital ship line which gets standard issue Power to Shields )
2) They are unable to perform their intended role - frontal assault due to one specific bug
 To get into details about the latter issue, both ISD I and II have one single hardpoint on board and second one on starboard doing nothing, and they are actually bugged in different ways, because ISD II's hardpoints outright refuse to attack anything that you command them to, while two ion cannons on ISD I will attack intended targets but only if the target faces either board or starboard which is rather useless, and while ISD II only loses two turbolasers, which is not that much given that the whole point of buying this thing is for its octuple batteries, but for ISD I it means losing 1/3 of its ion cannon firepower, which immensely brings down its usefulness given that if it could function properly it would fill an important role that ISD II cannot when it comes to fighting other capital ships.
 And about their abilities, it would be nice if something similar to vanilla game "Assault" ability could be given to both ships, to provide short term boost to their offensive capabilities without actually penalizing them like power to weapons does,  to make it different ISD I could get boost to its bow guns, while ISD II would juice up its octuple batteries, this would furthermore give these ships different function while providing them with much needed buffs and securing their intended role as frontal assault capital ships.

Personally I don't see reason to change Tector, it's an extremely solid ship, limited to only two factions to give them a good midrange heavy capital, and its performance based on stats already puts him reatively in the middle between cheaper 8 point Secutor and more turbolaser based 11 point Allegiance.

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