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Messages - pincuishin

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I wouldn't mind testing this out a bit if that would be alright. I'm not super active on many forums but I generally get a play in at least once a week with EAW I have over 300 hours logged on steam alone probably around 500 if I counted when I only had the disk.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: July 03, 2013, 03:12:52 AM »
Yes and some special ships which only from the Devastators can you receive.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: July 02, 2013, 07:14:19 PM »
Carracks can do an awesome job if you protect them properly however in later stages when everybody has Capitals floating around they really lose their shine, if you add a Capital plus your carracks you get a nice tank to absorb fire for the carracks to do their job, in my opinion they shift from offensive power in the starting stages to a more support-like role in the later, destroying anti starfighter ships and being a general nuisance to the bigger ships

exactly carracks never lose their purpose or usefulness with the speed close to a X-wing they can chase down anything and are great for flanking they can Mess up SSDs all you do is pop them up behind it doesn't stand a chance, they almost have the fire power of a victory cruiser at a far cheaper cost and smaller profile never ever stop using them.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: July 02, 2013, 07:07:59 PM »
While I respect your opinion about Carracks being viable,it makes me wonder how do you deal with Bothan Assault Cruisers assisted with Quasar Fires?

surely Carracks cant screen off all the fighters deployed not to mention being at disadvantage against heavily armed Frigate?

this is of course assuming we are playing on either Captain/Admiral difficulty.

I decimate Bothan frigates 2 carracks can bring its shields down fairly quickly also you didn't think I just spam only carrack huh? lol no I bring along a assortment of lancers/MTCs/ and a escort carrier or two I also usually have one main command ship for hard hitting firepower but I keep it in the rear for fire support mainly so most fire is focused on my 5 or so carrack I rarely ever lose anything the only problems I ever have is when the NR spam the corona I don't care what you do taking on several bothan cruisers others and about 40 coronas is hard man.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 30, 2013, 01:55:06 PM »
I was just reading Corey's 2012 explanation for not having World Devastators in game, about how you can't translate how it strips planets of resources to build weapons.  But could it be possible to make WDs act the same way Lando or Karrde does, making a credit bonus for what planet it is over, as well as making a discount in credits for some if not all units/ships on that planet.  Could you maybe code it like how the Arc Hammer allows building certain units, but instead of building unique units over a friendly planet it can build units over ANY planet, even enemy ones?  It just seems like WDs could operate like Minor hero space unit for the IR; with credit bonuses, discounts and the ability to build ships while blockading enemy planets.

Edit:  Thanks Slornie for moving this to the right thread.

Moved to Suggestions for 2.1 ~ Slornie

Couldnt you just set them over enemy planets eventually destroying the world thus resulting in cheap really quick production times?? something like that? like a death star just building crap lol

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Discussion, Suggestions & Feedback / Re: Multiplayer?
« on: June 26, 2013, 03:36:54 PM »
Lol so I've noticed thanks anyways though :)

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Discussion, Suggestions & Feedback / Multiplayer?
« on: June 25, 2013, 12:08:37 PM »
Just wondering if anyone plays I've never done it before as it seems those that are on don't run the same as me or something like that I'd just like to see how I take up against actual people with these mods.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 22, 2013, 07:18:35 AM »
A suggestion um could you guys make the corona not spawn so many fighters? I think it brings in 3 or something its insane have enough problems with missiles and what not also could you make it so fighters die when they get hit by only 1 turbo laser? now I know everyones like omg you cannot but lets be realistic here not targeting just the damage. I'm pretty sure one turbo laser will shred a little fighter just saying.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: June 21, 2013, 08:18:53 AM »
I agree,Carracks might work on easier difficulties but they certainly wont cut it as a main force later on in the higher difficulties.

Mix of Dreadnaughts/Victory Star Destroyers,assisted with Escort Carriers and MTC?s and Lancers for screening(possibly TIE Defender wing or two) and you actualy benefit alot more than just spamming Carracks

I've experienced great Victorys with mostly Crrack cruisers you just have to know how to use them they have small profiles with great speed use em move them around with a near 360% firing arc they are incredibly deadly with the heavy turbos and ions they got on they can decimate ships 3 times their own size. The trick is knowing how to use them.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: June 21, 2013, 08:16:39 AM »
Sounds like a lot of wasted credits. I haven't lost anything bigger than an MTC my entire game so far. Victory destroyers all the way. But yeah ground is just spam to win, unfortunately,

I'm not saying rely on them the entire game solely but they are by far in my mind one of the most capable ships in game while having small profile great shields hard hitting fire power and decent range they can make short work of anything really 5 of these can take down mc80bs I know I've done it over and over but for the beginning of the game a good mixture of mostly Carrack and few MTC or excort carriers will make shork work of anything. I mean you can rely on mtc for fire power they are just far to weak they never get past the shields and anything else is far to expensive to rely on in the beginning.

11
Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 21, 2013, 08:08:33 AM »
Ok, I've been playing a lot again lately and I've got some things that have probably already been mentioned, but regardless, I thought I would toss em out there anyway.

To start things off, the Correllian (likely spelled wrong, sorry) gunship hardly ever fires its concussion missiles, and sometimes doesn't fire them at all. I had two of them focusing on a tie bomber and it took twenty to thirty seconds for the bomber squad to go down. Compared to the corvette which costs less, and would shred that bomber squad in seconds with only one of them, there is really no point to buying the gunship. If they fired their missiles more often, like the Hand's vigilance gunship, they would be more useful.

Shifting gears, the Sacheen should only cost one population unit, and even then it's not very useful as far as I could tell. The Corona could also use a buff. I feel like it is weaker than the nebulon b's that it is supposed to be the successor to. They are more beefy, have a harder to hit profile, and have a better fighter compliment then the nebulons, but in terms of fire power, they put out almost nothing. The description also says that it's good for starfighter screening but it doesn't have any laser cannons or concussion missiles so unless this is pointing to the fighter compliment it holds, that part of the description doesn't stand true.

The bothan frigates might be in need of a slight nerf. They are amazing for their cost. You could also simply nerf their power to weapons ability.

Regarding the power to weapons ability, on some ships, it is simply too good. The reason for this is that on some ships, the ability doesn't drain shields. Not sure if that was intended or not, but without the drawback, it is simply a nice 15 or so seconds of crazy damage output that can be used without risk. The ships that I have noticed do not lose shields are: Chaf, Warlord Gunship, Bothan Frigate, and the Nebula Capital. I haven't played much of the remnant lately so I'm not sure about theirs.

Quick note, I'm not sure that the Hand's decimator corvettes' point defense systems ability works properly. When used, it simply goes straight to cooldown rather than filling up so to speak like other over time abilities. I can't be certain it wasn't working though.

Regarding the vigilance corvette, the description claims that it has a cloaking device however it lacks this ability in game.

When defending in space, it would be nice if there could be someway to launch your defense fleet in a location you wish. The game tends to set them up in bad formations and this would allow the player to arrange the fleet optimally. Also, many of the starting points for the defense fleets are very far forward which makes the golans more of a last line of defense sort of deal. If that is what they were intended to be then that's fine but otherwise, it would be nice if the starting points could be moved back to be able to utilize them better. This would also help the ai out since they always turn tail at the start of the battle which leaves their defense fleet exposed to an easy hyperspace jump ambush.

AT-ST's deal splash damage. Not sure if this was intended or not, but it really makes them shred infantry squads. The Hand's Glitzeans might be a little overpowered. You can simply land a bunch of those and steamroll just about everything

Okay, I think that is everything. Sorry for the long post and I apologize in advance for any redundancy. I'm sure you guys get a lot of people saying the same stuff. Hopefully some of this was helpful.

Never had problems with the gunship the Corona is bad enough it takes forever to kill already specially since all missiles seem to just go wee around it and for some reason my Capitals say a praetor takes a little bit to wreck them, also the AT-ST were always meant for wrecking ground troops watch the movies play any battlefront game and you would have noticed this read its description maybe no offense but yea. Thats exactly what the AT-ST is meant to do.

12
Big hint are escort carriers and Carrack always worked for me in the beginning with a shortage of money.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: June 20, 2013, 01:54:41 PM »
Also I keep hearing this freeze but never experienced it now my advice to you gents is Carrack cruisers
build as many as those as possible and once you get that also try mass producing stormtroopers they are generally disposable sadly :( unless you really like ground combat and want them to survive but the basis of it is bring in alot of Carrack cruisers and either expand upward or southward you cannot go both ways without sacrificing a key planet you need.

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Discussion, Suggestions & Feedback / Re: FTGU Strategies
« on: June 20, 2013, 01:48:48 PM »
Yeah, based on the majority of the feedback we've been getting, I'm pretty happy with where the scenario is for the NR and EotH, but I'm going to look into some stuff to make it more forgiving for the IR in the openning stages.

I started as the IR and currently I'm holding a nice size of land with some Praetors, the biggest problem I had was money.

15
Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 20, 2013, 06:32:53 AM »
could it be possible to name ships? or original game makes it impossible?

Err it has no fighter support of its own and must rely on other ships for cover so lowering it's shields is near idiotic.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 19, 2013, 02:43:21 AM »
Also could I possibly reccomending something for the tector like assault power to weapons seems dumb since it has no cover of its self to waste its shields but it would be nice to have an ability for it.

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Discussion, Suggestions & Feedback / Re: AI Moments of Glory
« on: June 14, 2013, 03:57:20 AM »
I could say that the most WTF?? thing for me it was when the new republic in final imperial push attacked me with 3 Viscount and nothing more

Hah I do that with praetors best range in the game great shields amazing firepower.

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 14, 2013, 03:49:04 AM »
Fleets don't really add anything new though, they sort of just take away choice. You're really just building a package deal of predetermined ships that already exist in the mod.

could make some "special fleets" with the only ships of that class added abilitys such like that.

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Star Wars Discussion / Re: Abrams and Star Wars
« on: June 11, 2013, 01:51:57 AM »
Torn between enjoying the remake but also loving the decades of story that was dumped in the pursuit of a reboot.  I can see myself feeling this way in a few years.

I think the original trek was just plain horrendous...

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Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: June 10, 2013, 06:18:27 AM »
you mean like starting the PA with Scourge Squadron so to speak?

something like that yes I mean Imagine you could build a few fleets within them containing far ranging capital ships and cruisers and what not I've always found there isnt enough diversity in these games and the ones that do often the gameplay kinda sucks like alliance so many models and tactics but the gameplay is horrendous in my mind. Enough of that though so yea fleets or even being able to name your own fleet and ships I think it would ramp up the players interaction a little bit.

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