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Author Topic: Better Infantry units for the New Republic  (Read 37198 times)

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August 13, 2012, 05:42:54 PM

Offline ArcHeavyGunner

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Better Infantry units for the New Republic
« on: August 13, 2012, 05:42:54 PM »
Listen all, as a fan of infantry and the New Republic I though to myself  "what could be good infantry units for the New republic?" and I figured it out, New republic SpecForce and ,for a hero, Renegade Squadron. Now listen Renegade squadron was around at the time, although briefly. In canon the could take down an AT-AT but thats OP so maybe they could be able to take down a squadron of AT-STs. And the NR SpecForce could replace infiltrators and could have different variations such as :SpecForce Infantry  which upgrades regular infantry, NR SpecForce Vanguards which upgrade regular plex and NR SpecForce Gunners which counters E-Web troopers. I though they could have about 25% to 40% more health and do 35% to 45% more damage and still have take cover. That way they are the best Infantry the NR has but still aren't overpowered. Also, if possible, Renegade squadron could combine all three in to one, well, squadron. 3 infantry squads, 2 vanguard squads, and 1 gunner squad. I'm suprised nobody mentioned this before. Please let me know your thoughts on this. (I want Infantry that isn't cannon fodder)
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August 13, 2012, 08:18:42 PMReply #1

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #1 on: August 13, 2012, 08:18:42 PM »
Why not the Katarn Commandos, or Lt. Page's Commandos? Because...
With Hand and Chewie, Lando and Karrde, Luke, Kyle, and buildable Jedi they have a lot of Infantry ground power as is.
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August 13, 2012, 10:39:14 PMReply #2

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #2 on: August 13, 2012, 10:39:14 PM »
Well A) I'm very iffy on this era in star wars history and I'm taking about ranged units, not jedi and I am really cautious with my heros like most people I would think.
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August 13, 2012, 11:27:02 PMReply #3

Offline Revanchist

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Re: Better Infantry units for the New Republic
« Reply #3 on: August 13, 2012, 11:27:02 PM »
Well A) I'm very iffy on this era in star wars history and I'm taking about ranged units, not jedi and I am really cautious with my heros like most people I would think.

Ah, but why have heroes if they are never used. No great battle has been won without great risk.
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August 13, 2012, 11:42:50 PMReply #4

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #4 on: August 13, 2012, 11:42:50 PM »
all I was suggesting were some infantry units that are not canon fodder although I do agree with you, I just have bad luck and they would probably die because all infantry units are canon fodder right now. But do you like my suggestion, because that's all that matters to me. I just want to know if there are other like minded people out there in this community.
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August 13, 2012, 11:48:18 PMReply #5

Offline Willhelm

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Re: Better Infantry units for the New Republic
« Reply #5 on: August 13, 2012, 11:48:18 PM »
Personally I dont think "new" infantry units should be added... I think infantry units should simply be made more useful... like giving them grenades or something... the strangest idea just popped into my head, could one unit per squadron say have a grenade launcher to say simulate throwing grenades? or maybe let them garrison more stuff like towers andd walls? and you could give them better abilities too... just throwin around ideas here :P

August 14, 2012, 07:02:50 AMReply #6

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #6 on: August 14, 2012, 07:02:50 AM »
Well my only thing is that infantry Especially the NRs are pretty tough already. They aren't cannon fodder, unless your tactics dictate that they be. Infantry when used in conjunction with artillery(as guards) or with heavier units like the Tanks are great at covering the tanks from lesser threats(just like in real life) If you're losing tons of infantry it's probably due to not supporting them, if you send inf against a platoon of ATSTs the results will be bad, because most vehicles have range on inf or are designed specifically to kill inf. Infantry can also be very useful when combined with fast transport like the NR's air transport that can hold as much as the Juggernaut on the IRs can deposit troops anywhere on the map. This is the best way to win the Carida map actually if you are the NR, use infantry to get behind the defenses, start building your own turrets and commandeer the abandoned Turbo towers. You can only do this WITH infantry. Attack a fully defended Carida with Vehicles? You're going to suffer more casualties than the Russians in Kursk.
Also the NR HAS long range infantry that are NIGHTMARES to the Imps, have you played as the IR and attacked a planet Full of Infiltrators? It's hell! They pick off infantry at long range, they use thermal detonators to devastate groups of armor and are very fast to boot. If you are actually using them you can make them even more effective.
Also there are Plex(or Rocket troopers) already which would be more powerful than grenades anyway.

I can see the appeal of commando units like you suggest and I'm not bashing that at all, but I think the infantry are sound and balanced at the moment. When you add in the numerous NR ground heroes too then that almost tips them to OP. The solution is not always new units but tailoring your tactics to the units there and I can assure you infantry can be very deadly if used properly, Plex and Infiltrators against ATATs, standard Inf backed by heroes against AA, Artillery, and as fast deployment via air or ground transport.
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August 14, 2012, 01:40:26 PMReply #7

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #7 on: August 14, 2012, 01:40:26 PM »
Wow, you just made a REALLY good point there...um, I don't know how to respond to that.*Thinking very intensely* Alright, I have an Idea. Maybe in the later eras(3 and so on) the any ranged infantry for any faction could be upgraded to become commandos ie: while you still have they old infantry, you can now only build commandos. I was thinking kinda along the lines of what happens to the Nebulon-B and the Corona. That way it shows the commander realizing that with all the new ground technology, and the eventual introduction to troop transports, he should give his infantry better armor, weapons, and training. BTW the Gunner idea could be used by the Eoth and NR to have something similar to E-Web troopers because that's not fair that only the IR gets them( and I very much dislike the IR.) See now were both happy. Also maybe the Infiltrators could come with just a small squad of regular infantry that, while they can keep up, they are still regular infantry even when the commandos come around. Now what do you think, no new units just upgraded ones.
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August 14, 2012, 03:18:31 PMReply #8

Offline Willhelm

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Re: Better Infantry units for the New Republic
« Reply #8 on: August 14, 2012, 03:18:31 PM »
Well my only thing is that infantry Especially the NRs are pretty tough already. They aren't cannon fodder, unless your tactics dictate that they be. Infantry when used in conjunction with artillery(as guards) or with heavier units like the Tanks are great at covering the tanks from lesser threats(just like in real life) If you're losing tons of infantry it's probably due to not supporting them, if you send inf against a platoon of ATSTs the results will be bad, because most vehicles have range on inf or are designed specifically to kill inf. Infantry can also be very useful when combined with fast transport like the NR's air transport that can hold as much as the Juggernaut on the IRs can deposit troops anywhere on the map. This is the best way to win the Carida map actually if you are the NR, use infantry to get behind the defenses, start building your own turrets and commandeer the abandoned Turbo towers. You can only do this WITH infantry. Attack a fully defended Carida with Vehicles? You're going to suffer more casualties than the Russians in Kursk.
Also the NR HAS long range infantry that are NIGHTMARES to the Imps, have you played as the IR and attacked a planet Full of Infiltrators? It's hell! They pick off infantry at long range, they use thermal detonators to devastate groups of armor and are very fast to boot. If you are actually using them you can make them even more effective.
Also there are Plex(or Rocket troopers) already which would be more powerful than grenades anyway.

I can see the appeal of commando units like you suggest and I'm not bashing that at all, but I think the infantry are sound and balanced at the moment. When you add in the numerous NR ground heroes too then that almost tips them to OP. The solution is not always new units but tailoring your tactics to the units there and I can assure you infantry can be very deadly if used properly, Plex and Infiltrators against ATATs, standard Inf backed by heroes against AA, Artillery, and as fast deployment via air or ground transport.

I thoroughly disagree, infantry with artillery is probably the worst idea ive heard :P hence splash damage, the fact is why would you support tanks with infantry when you could support them with more tanks or say artillery, its not like ground units are exspensive, I say they arnt useful enough, don't make new units make the units more usable, make them more unique, make them more able to do things and perhaps they would be more interesting, its not that they are under powered it just they cant do more things than better units like they can in real life

August 14, 2012, 05:40:09 PMReply #9

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #9 on: August 14, 2012, 05:40:09 PM »
Wow, you just made a REALLY good point there...um, I don't know how to respond to that.*Thinking very intensely* Alright, I have an Idea. Maybe in the later eras(3 and so on) the any ranged infantry for any faction could be upgraded to become commandos ie: while you still have they old infantry, you can now only build commandos. I was thinking kinda along the lines of what happens to the Nebulon-B and the Corona. That way it shows the commander realizing that with all the new ground technology, and the eventual introduction to troop transports, he should give his infantry better armor, weapons, and training. BTW the Gunner idea could be used by the Eoth and NR to have something similar to E-Web troopers because that's not fair that only the IR gets them( and I very much dislike the IR.) See now were both happy. Also maybe the Infiltrators could come with just a small squad of regular infantry that, while they can keep up, they are still regular infantry even when the commandos come around. Now what do you think, no new units just upgraded ones.

Actually if we go by canon the New Republic disbanded it's Army after Operation Shadow Hand(seeing as how the Empire tore it apart badly) and just used local planetary defense forces for ground work while focusing on the Defense Fleet. They figured a strong and versatile fleet would compensate for lacking in ground forces. So the argument of making them better would actually go against this fact as individual sectors might or might not have state of the art weaponry.  So the NRs ground forces should actually get weaker not stronger after era three.(Not that I'm saying they should in the game sine that would throw balance all out of whack)The NR troopers in the game have the same health equiv as their IR counterparts.

I DO agree that the NR, EotH and maybe even the PA could use an E Web troop like the IRs. I guess upgrading the Infiltrators to more than two per unit would make them more commando like and threatening. I don't know if adding regular troopers to them would do that though perhaps if there were 4 or 5 Infiltrators(like most spec ops teams have 5 to 8 members) instead.

I thoroughly disagree, infantry with artillery is probably the worst idea ive heard :P hence splash damage, the fact is why would you support tanks with infantry when you could support them with more tanks or say artillery, its not like ground units are exspensive, I say they arnt useful enough, don't make new units make the units more usable, make them more unique, make them more able to do things and perhaps they would be more interesting, its not that they are under powered it just they cant do more things than better units like they can in real life

Not to attack Artillery if it can be helped. They ARE good at killing the Artillery units IF they get close enough mind you, but you need to get them to their targets fast via a transport)What I meant was using them to help guard YOUR Artillery. Infantry are slower and tend to keep up with Artillery very well, using them as guards frees up the tanks you mentioned to continue the assault. I use them as a perimeter with(If I can spare them) a few light vehicles that provide artillery fire for my heavy assaults. The infantry mop up anything left by the bombardment and subsequent storm assault(ATATs followed by ATSTs since I'm Imperial) then the infantry come up and consolidate the ground taken(I.E. Turret construction, capture, bunkers) and deal with any leftover resistance(Enemy infantry that survived or came late to the party.)

You want them to be able to do more things? Like what? They already are the only way to capture LZs, Bunkers, turrets etc. They can be very useful taking down Turbo towers. They are good at getting around heavier units, they make great cheap defenders and can go many areas the vehicles can't(I.E. the back way into Carida's base)
There are limits to what they can do because of the base game's limits too.

As for unique each faction does have unique units(balanced but unique) IR has Nova Troopers, NR has Infiltrators, PA has Storm Commandos and EotH has Chiss commandos. Each have a specific ability or boost that the others don't.(Except the Chiss and Infiltrators are similar) for regular infantry, Stormies, Naval troopers, Raptors, Phalanx troopers and NR trooper seem pretty diverse to me(then there's the Yevethans and occasional pirates)

 
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August 14, 2012, 06:37:50 PMReply #10

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #10 on: August 14, 2012, 06:37:50 PM »
Since I'm new here and don''t know how to quote here's Lord Xizer's quote
Quote
Actually if we go by canon the New Republic disbanded it's Army after Operation Shadow Hand(seeing as how the Empire tore it apart badly) and just used local planetary defense forces for ground work while focusing on the Defense Fleet. They figured a strong and versatile fleet would compensate for lacking in ground forces. So the argument of making them better would actually go against this fact as individual sectors might or might not have state of the art weaponry.  So the NRs ground forces should actually get weaker not stronger after era three.

Well I'm very iffy on the canon after the events of Jedi since I can't get a hold of the books, but to add to my idea lets just give the Infils a squad of similarly powered members that are weaker but have full automatic blasters so they can deal with infantry up close. So that is the New and Improved idea! Thank you all for your input.

There are multiple ways to quote. The first is a button that says "quote" and shows up at the top right side of every post on the forums. The second is a button that says "Insert Quote" when you're looking at the topic summary while writing your post, the third is the little quotation bubble button in the icon sets while you're writing yout post just above the emoticons, and the fourth is writing [quote ]Quoted message here [/ quote] without the spaces around the text you want. -Corey
« Last Edit: August 14, 2012, 07:05:37 PM by Corey »
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August 14, 2012, 07:17:02 PMReply #11

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #11 on: August 14, 2012, 07:17:02 PM »
not a bad idea I suppose
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August 14, 2012, 07:32:57 PMReply #12

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #12 on: August 14, 2012, 07:32:57 PM »
Since I'm new here and don''t know how to quote here's Lord Xizer's quote
Well I'm very iffy on the canon after the events of Jedi since I can't get a hold of the books, but to add to my idea lets just give the Infils a squad of similarly powered members that are weaker but have full automatic blasters so they can deal with infantry up close. So that is the New and Improved idea! Thank you all for your input.

There are multiple ways to quote. The first is a button that says "quote" and shows up at the top right side of every post on the forums. The second is a button that says "Insert Quote" when you're looking at the topic summary while writing your post, the third is the little quotation bubble button in the icon sets while you're writing yout post just above the emoticons, and the fourth is writing [quote ]Quoted message here [/ quote] without the spaces around the text you want. -Corey
Well I feel embarrassed, um, I'm not very observant as you can tell.
I did it wrong again but I figured it out at least, and thanks for explaining it to me Corey.
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August 14, 2012, 08:02:56 PMReply #13

Offline Willhelm

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Re: Better Infantry units for the New Republic
« Reply #13 on: August 14, 2012, 08:02:56 PM »
Not to attack Artillery if it can be helped. They ARE good at killing the Artillery units IF they get close enough mind you, but you need to get them to their targets fast via a transport)What I meant was using them to help guard YOUR Artillery. Infantry are slower and tend to keep up with Artillery very well, using them as guards frees up the tanks you mentioned to continue the assault. I use them as a perimeter with(If I can spare them) a few light vehicles that provide artillery fire for my heavy assaults. The infantry mop up anything left by the bombardment and subsequent storm assault(ATATs followed by ATSTs since I'm Imperial) then the infantry come up and consolidate the ground taken(I.E. Turret construction, capture, bunkers) and deal with any leftover resistance(Enemy infantry that survived or came late to the party.)

You want them to be able to do more things? Like what? They already are the only way to capture LZs, Bunkers, turrets etc. They can be very useful taking down Turbo towers. They are good at getting around heavier units, they make great cheap defenders and can go many areas the vehicles can't(I.E. the back way into Carida's base)
There are limits to what they can do because of the base game's limits too.

As for unique each faction does have unique units(balanced but unique) IR has Nova Troopers, NR has Infiltrators, PA has Storm Commandos and EotH has Chiss commandos. Each have a specific ability or boost that the others don't.(Except the Chiss and Infiltrators are similar) for regular infantry, Stormies, Naval troopers, Raptors, Phalanx troopers and NR trooper seem pretty diverse to me(then there's the Yevethans and occasional pirates)

 

I mean that infantry despite already being  the only way to capture LZs, Bunkers, turrets etc. that they really arnt needed, especially since in TR you can drop 10 units in right off the bat. Things that could make them more useful/ interesting is giving squadrons a man that say has a grenade launcher to represent the troops throwing grenades and let infantry garrison things like walls, towers if this is even possible. and I say grenade launchers because storm troopers or rebel infantry wouldn't exactly carry around high level explosives like commandos.

however the more I argue for these things the more I realize how pointless it is :P

August 14, 2012, 09:18:40 PMReply #14

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #14 on: August 14, 2012, 09:18:40 PM »
I mean that infantry despite already being  the only way to capture LZs, Bunkers, turrets etc. that they really arnt needed, especially since in TR you can drop 10 units in right off the bat. Things that could make them more useful/ interesting is giving squadrons a man that say has a grenade launcher to represent the troops throwing grenades and let infantry garrison things like walls, towers if this is even possible. and I say grenade launchers because storm troopers or rebel infantry wouldn't exactly carry around high level explosives like commandos.

however the more I argue for these things the more I realize how pointless it is :P

LZs are tactical again.

Not entirely. I have actually made the argument myself for infantry on walls and in Towers but I think it was shot down because of game mechanics about a year ago.

I suppose if there was a mortor unit for infantry(say since the IR has E Web, the NR could have a mortar inf unit and the Hand could have guys with flamethrowers, but they'd have to set up and be stationary as well as come in small companies)

And suggestions aren't always pointless(there were countless times I was told the PA would never be playable due to lack of interest, the Deep core Warlords, Harrsk, Delvardus and Teradoc were too minor to put in and I also suggested Crimson Command VSDIIs so it's possible)
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August 14, 2012, 09:21:58 PMReply #15

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #15 on: August 14, 2012, 09:21:58 PM »
I cant believe that this many people have similar ideas yet when I used the search function NONE came up. Interesting and thank you for they continued support.
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August 14, 2012, 09:28:21 PMReply #16

Offline tlmiller

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Re: Better Infantry units for the New Republic
« Reply #16 on: August 14, 2012, 09:28:21 PM »
Also many of the maps that have been redone have more areas that aren't accessible to mechs.
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August 14, 2012, 10:39:20 PMReply #17

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #17 on: August 14, 2012, 10:39:20 PM »
Yes, thus again increasing the value of infantry units in a tactical manner.
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August 14, 2012, 10:43:37 PMReply #18

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #18 on: August 14, 2012, 10:43:37 PM »
I still think that A) Every faction should get an E-Web equivalent and B) the Infiltrators should get a squad of slightly weaker Commandos that are armed with fully automatic blasters. Does anyone agree with me or is my point completely ridiculous and stupid?
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August 14, 2012, 10:46:27 PMReply #19

Offline Lord Xizer

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Re: Better Infantry units for the New Republic
« Reply #19 on: August 14, 2012, 10:46:27 PM »
I agree each should get some sort of E Web equiv
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