0 Members and 6 Guests are viewing this topic.
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.
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.
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.
I thoroughly disagree, infantry with artillery is probably the worst idea ive heard 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
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.
Since I'm new here and don''t know how to quote here's Lord Xizer's quoteWell 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.
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