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Topics - jordanthejq12

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Discussion, Suggestions & Feedback / A War Stories Thread
« on: January 29, 2014, 04:53:00 PM »
I kinda feel like every good game forum needs a place to spin a good yarn or two, particularly when it comes to the million and one things that can and do happen on the battlefield. I'll start here with a couple of my own tales.

Playing the PA FTGU, I had a bit of victory disease from having steamrolled my way around the Outer Rim. I sent my fleet, without a capital ship (which I hadn't needed just yet), to Dathomir. Whoops! Kinda forgot about the Executor there. Still, confident I could pull it off, I dropped in a fleet heavy on Victory IIs and Venators, with a couple of IPVs and Munificents. I began my ritual...well, truth is, my "strategy" up to that point had been to just rush everybody at the enemy and hope for the best (which usually came). That didn't work out so well. But I learned. I reloaded, bought a Praetor, and then sent every fighter I had at the Executor while the fleet nibbled at the opposing support ships. I won that without losing a ship.

Back in the old days (by which I mean 2.0 without either hotfix), I sent an NR fleet during a Stars Align run to battle a Remnant force above some system (honestly can't remember which). I had Uwila Illor with me, keeping her in the back so as not to lose her to the heavy fire near the action. Well, back then raiding was a blink-and-you-miss-it kind of thing: you take your eyes off the screen for a split second, and next thing you know there's three Star Destroyers in your face. Poor Uwila. I have played many NR GCs since then, including the rage-quit-and-reload I did after that battle, but she will always be missed.

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Discussion, Suggestions & Feedback / Fighter Balance
« on: August 21, 2013, 01:40:53 PM »
Simply put, is there such a thing?

In this mod, missile and torpedo armaments in space do not bypass shielding, a near anomaly in the Empire at War community. (A notable exception would be vanilla's diamond-boron missiles.) However, I have come to realize why this is so: it would make fighters way too imbalanced.

Think about it. TR fighters have these advantages over their counterparts in the parent game and other mods:
  • Almost every fighter carries a projectile weapon. For example, the Republic not only has torpedo-carrying Y-Wings but two effective fighter-bombers (B-Wing and X-Wing) and the missile-armed A-Wing.
  • They come in squads of twelve, as opposed to the 3-5 per squadron elsewhere, meaning better firepower and a longer lifespan.
  • They are launched in huge quantities; a decent-sized carrier can have five or six squadrons. And the main reason this is being changed to a standard active/reserve capacity is not for balance, apparently, but for performance.
  • There are many carriers themselves, and that combined with a tactical cap of forty can mean a large swarm. I don't know how much you experienced players value combined arms and diversified fleets, but even a basic fleet composed of one or two of each useful ship can give you literally hundredsof individual units. Imagine what you can get with ten Star Destroyers or Mon Calamari Cruisers.

Napoleon once said "I have destroyed the enemy merely by marches." In similar fashion, you can destroy the enemy merely by fighter swarms. And keeping a crapload of Lancers/Corellian Corvettes/whatever isn't going to do it, because you then lack the firepower to face the heavy cruisers or cap ships launching said fighters. And that swarm, if you are on the launching end, means you can keep your big guns in the back to guard against raid fleets, because a mass of 300 fighters will, eventually, overwhelm everything. I frankly can't imagine how broken this would be if projectiles went through shields. Suddenly Empire at War turns into X-Wing.

So my questions to you--in a pick-your-brains kind of way, not a seeking-help way--are:
  • How balanced, or not, is this?
  • Do you actively make use of this property, and if so, how?
  • What is the best defense against this?

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Hello, everyone! I grabbed this mod a couple of weeks ago and love it. I couldn't help but notice something, however. Luke gets to fly again, which is nice, but his Lucky Shot seems busted. Is it at all possible to get this to work again, and if so, could it be done for 2.1? Thanks!

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