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Author Topic: 1.1 balance issues  (Read 5085 times)

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December 25, 2010, 04:58:27 AM

Offline Lucinator

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1.1 balance issues
« on: December 25, 2010, 04:58:27 AM »
this is for balance issues not already addressed in 1.1 or rejected already.

December 30, 2010, 02:32:45 AMReply #1

Offline Lucinator

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Re: 1.1 balance issues
« Reply #1 on: December 30, 2010, 02:32:45 AM »
mega mazor tanks seem a bit overpowered

republic destroyers are more powerful than nebula destroyers this should be reversed
« Last Edit: December 31, 2010, 02:44:42 AM by Lucinator »

January 06, 2011, 11:18:02 AMReply #2

Offline siegfried1

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Re: 1.1 balance issues
« Reply #2 on: January 06, 2011, 11:18:02 AM »
I think that T2b tanks are a little overpowered.
I also think that most of the ground units for the Empire have too low health, especially the AT-ATs.
Just my opinion.
« Last Edit: March 08, 2011, 10:29:37 AM by siegfried1 »
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March 07, 2011, 03:58:57 PMReply #3

Offline Acer18

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Re: 1.1 balance issues
« Reply #3 on: March 07, 2011, 03:58:57 PM »
 ;D ok on the balancing issue... I usually play a few games in skirmish, just to see how the AI behaves. But the AI on easy in v1.1.1 is way too aggressive.. again that's on the easy setting. even being quite aggressive, it's very difficult to get whomever i am playing to reach a paring with the AI on easy setting. easy should for learning what ships balance the other sides capabilities so one can build a good powerful, yet balanced fleet in the GC games.

It also seems that in the skirmish games the opponent has Much more credits than whatever i can have. Seeing as after a few weeks, the opponent goes through at least 3 upgrades, sends out bunches of their frigates, like 10, with like 40-50 fighters, then it starts making named cap ships and regular victory class star destroyers, sending 3-4 of those at me... the building of all these ships so fast would indicate that the opponent has available much more than the 6000-8000 that i get to start out with and i'n good at taking 80% of the available resource sites on a map and holding them.. so where the hell is the opponent getting all the credits for their hugh fleet? again this is on the easy level.

i only played "the hunt for Asini" GC map and only til Asini in his flagship started to gobble up my systems. I had a fleet of 4 star destroyers and 30 bombers and 30 x-wings with a level 5 star base and i still couldn't put a dent in his flagship!!! wtf?  besides the fact that the "new republic" doesn't even have a ship that is comparable to Zsini's flagship in the GC.. it's really not to good when there isn't a way to kill a single ship.

but this is a beta, so improvements can be done.

OH, just also wanted to say... i really do like the mod, just this balancing thing is the only negative thing i have to say about the mod!

good job man :)

March 07, 2011, 04:03:20 PMReply #4

Offline Zeron

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Re: 1.1 balance issues
« Reply #4 on: March 07, 2011, 04:03:20 PM »
i only played "the hunt for Asini" GC map and only til Asini in his flagship started to gobble up my systems. I had a fleet of 4 star destroyers and 30 bombers and 30 x-wings with a level 5 star base and i still couldn't put a dent in his flagship!!! wtf?  besides the fact that the "new republic" doesn't even have a ship that is comparable to Zsini's flagship in the GC.. it's really not to good when there isn't a way to kill a single ship.

Um, you're not doing it right. I beat Zsinj without any significant losses with a fleet half the size of that. There's a thing called strategy, and you're supposed to use it. The SSD's aren't impossible to defeat, but they do represent a significant force that you should be planning around and making plans to defeat. You shouldn't expect to win every single battle.

March 07, 2011, 04:58:17 PMReply #5

Offline Corey

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March 07, 2011, 11:22:57 PMReply #6

Offline m0b1us

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Re: 1.1 balance issues
« Reply #6 on: March 07, 2011, 11:22:57 PM »
Empire of the Hand's starting resources is very low in the Art of War Global conquest. Also the amount of planets they control are kinda low compared to Imperial Remnants/New Republic.

Imperial Remnants control too many planets resulting in the ability to build fleets faster then both EotH and NR combined.

New Republic's area of control is too spread out to be of much mutual strategic advantage.


March 08, 2011, 01:08:55 AMReply #7

Offline Meyer

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Re: 1.1 balance issues
« Reply #7 on: March 08, 2011, 01:08:55 AM »
I think the biggest problem with EotH is that they start only with heroes and few clawcraft squadrons. That combined with the fact that the enemy gets massive credits even without any facilities which allows them to build huge fleets is kinda bad. I usually get only few ships when the empire already storms against me with 2 Executors. or then it's NR and some 60 K-wing squadrons combined with few capital ships. Which is funny considering that you'r own description of the K-wing says that it doesn't have hyperdrive but needs a carrier.


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March 08, 2011, 06:22:57 AMReply #8

Offline Slornie

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Re: 1.1 balance issues
« Reply #8 on: March 08, 2011, 06:22:57 AM »
Empire of the Hand's starting resources is very low in the Art of War Global conquest. Also the amount of planets they control are kinda low compared to Imperial Remnants/New Republic.

Imperial Remnants control too many planets resulting in the ability to build fleets faster then both EotH and NR combined.

New Republic's area of control is too spread out to be of much mutual strategic advantage.
Look at it the other way. Each faction gives the player a different strategic challenge. The EotH start relatively weak but are only vulnerable to attack from two or three points.  The Imperial Remnant are bunched in the middle of the galaxy with enemies all around.  The New Republic are scattered across the galaxy with potential to link their disparate elements together.

I think the biggest problem with EotH is that they start only with heroes and few clawcraft squadrons. That combined with the fact that the enemy gets massive credits even without any facilities which allows them to build huge fleets is kinda bad.
Actually, i think the biggest disadvantage the EotH have is that their structures and units cost roughly twice as much as the Imperial or Republic equivalents.  I don't know whether this is done deliberately or not.
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April 02, 2011, 04:21:24 PMReply #9

Offline SurfingDoc

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Re: 1.1 balance issues
« Reply #9 on: April 02, 2011, 04:21:24 PM »
;D ok on the balancing issue... I usually play a few games in skirmish, just to see how the AI behaves. But the AI on easy in v1.1.1 is way too aggressive.. again that's on the easy setting. even being quite aggressive, it's very difficult to get whomever i am playing to reach a paring with the AI on easy setting. easy should for learning what ships balance the other sides capabilities so one can build a good powerful, yet balanced fleet in the GC games.

It also seems that in the skirmish games the opponent has Much more credits than whatever i can have. Seeing as after a few weeks, the opponent goes through at least 3 upgrades, sends out bunches of their frigates, like 10, with like 40-50 fighters, then it starts making named cap ships and regular victory class star destroyers, sending 3-4 of those at me... the building of all these ships so fast would indicate that the opponent has available much more than the 6000-8000 that i get to start out with and i'n good at taking 80% of the available resource sites on a map and holding them.. so where the hell is the opponent getting all the credits for their hugh fleet? again this is on the easy level.

i only played "the hunt for Asini" GC map and only til Asini in his flagship started to gobble up my systems. I had a fleet of 4 star destroyers and 30 bombers and 30 x-wings with a level 5 star base and i still couldn't put a dent in his flagship!!! wtf?  besides the fact that the "new republic" doesn't even have a ship that is comparable to Zsini's flagship in the GC.. it's really not to good when there isn't a way to kill a single ship.

but this is a beta, so improvements can be done.

OH, just also wanted to say... i really do like the mod, just this balancing thing is the only negative thing i have to say about the mod!

good job man :)

I have to echo this. The AI gain credits even when they have no mining facilities are are able to build ships incredibly fast, even on easy.

April 03, 2011, 12:50:18 PMReply #10

Offline Enceladus

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Re: 1.1 balance issues
« Reply #10 on: April 03, 2011, 12:50:18 PM »
We'll look into how difficult the AI are acting in Skirmish battles and see if they need to be adjusted.


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