I would suggest returning the orbital bombardment to its more focused form. As it stands, the wide spread of shots just makes it useless on heavily concentrated targets and takes so long to be operational - that it is useless. I've just stopped using it, even when available. You can keep the firing rate the same, I'm fine with that, but at least focus the beams more. Otherwise those are the shitiest gunners this side of Kessel, imho.
That's kind of the point. It's not useless, you just have to use it in the right context (ie not heavily concentrated forces). Before it was the functionally the same as the bombing run. Now if you use it on a dispersed base or in the middle of a large enemy force covering a lot of area, you're probably going to destroy at least 1/2 buildings or enemy units. I'd hardly say hitting within a relatively small radius where they're told to be shooting from orbit makes them shitty gunners. The patterns aren't random either, so you can figure out proper spacing pretty easily if you pay attention.
Also, is it just me or are the Kariek Cruisers of the EotH a little bit too OP?
I wouldn't say OP, just a bit too strong for such a small ship.
I actually belive that EoTH ship's are supposed to be stronger than most of the other's faction equivalent ships
Yes they are, that's why they are more expensive.
I don't think it's that overpowered. It's power-to-shields ability just gives it much longer lasting power than other similar vessels. It's a great example of the EotH's high-value ship design philosophy. One thing though, it COULD use a price increase. At 1200 credits it's cheaper than the asdroni and vigilance gunships, and it carries a fighter squadron to boot. It's also just one pop. You could put together a group of 3-4 of these and with careful management of their shields, you can bring down practically any non-dreadnought capital ship without losing a single Kariek.
I'd recommend that it be bumped up to 1800-2000 credits.
The Kariek is something of a special case in that if we had everything exactly how we wanted, it wouldn't be where it is. It's slightly more powerful than a ship of its length would normally be made by us, and it has nothing to do with "EotH ships being more powerful than their equivalents", which actually isn't true to begin with just going purely by the numbers. In the case of the Kariek, it was adjusted up because it's filling not only the generic light frigate role, but also the medium frigate and everything else up to the Chaf. The most direct comparison as far as intended role pre-adjustments would be the Carrack, but in order to make up for the more sparse EotH roster it had to do a bit more. The Nuruodo and Warlord are in that ballpark, but both are very niche and from the later eras in the case of the Nuruodo.
Even then, however, it's not technically overpowered. Here's some direct comparisons between the Carrack and the Kariek with some other ships thrown in for perspective. As far as damage goes, it's easily one of the least powerful ships in the mod, with less firepower than a Carrack or Munificent. The adjustment comes more from its added fighter squadron and the health being more in the midrange, slightly under a Vindicator.
If and when we get a new frigate for them in the right size and power range, it'll be adjusted down in the health department but until then it's where it needs to be, at which point it and the Decimator will have some role and lore changes as well.
Allegiance-Class Battlecruiser
I've already commented on why we're not doing that in this thread I think, but I'll expand on it some more. The Praetor II already fills the role of mid-sized ship between Executor and ISDII, and if we were to put it in it would either step too much on the toes of the Tector or of the Praetor II. We have no idea which since there isn't actually stats for it beyond a picture and the length. There's no real argument for it to be in.
Shadow Droids
We considered doing these for 2.0, however they'll only get done if we're really bored and have basically nothing else to do. They're functionally very similar to some other fighters, and would therefore only be used if we wanted to add more era diversification, but since it's Palpatine's era that isn't a huge deal considering it's already the most powerful and the most unique of the Imperial eras.
Republic-Class Star Destroyer (I loved this ship, and am sad to see it go. I still love it too)
We've discussed why this was removed multiple times and our position hasn't changed.
Functionally: There are exactly 2 differences in armament between it and the Nebula Star Destroyer.
1. Nebula has concs.
2. Nebula: 20 Ion Cannons, 40 Dual Heavy Turbos, 40 Turbos
Republic: 20 Ion Cannons, 40 Dual Heavy Turbos, 40
Heavy Turbos
The Nebula also carries 5 squadrons whereas the Republic carries 3, and the Nebula was more compact.
As far as function goes, that makes the two virtually indistinguishable, with a slight edge going to the Nebula.
Visually: The Republic is an irredeemably ugly ship. The Nebula is not.
Canonically: Production of the Republic was supplanted by the Nebula. The Republic was designed around the time of Thrawn, however production on it was delayed for several years until it started getting made properly a little bit before when our era 4 is. By the start of era 4, they'd more or less stopped production in favour of the Nebula.
So, in a faction that already has by far the most capital ships, and is hurting for build bar space, we had to choose one.
Which is more effective? Nebula. They're too similar for it to matter either way.
Which looks better? Nebula (This question is subjective, but the team all agrees on it, and we're the ones responsible for making it)
Which fits canon better? Nebula
Why make the Republic? I honestly have no idea, as nobody has ever actually stated a reason for why they want it. They just say they do.
Galaxy Gun (Basically Superlaser from Eclipse on a small ship)
They deliberately left out superweapons as they can break the game.
The Eclipse and Sovereign had superlasers, like what i suggest the Galaxy Gun should have.
The Sovy and Eclipse having superlasers was already pushing it, but adding yet another insta-kill button for the IR would be too much.
There's one huge problem with this: the Galaxy Gun did not have a superlaser. It fired a projectile that went through hyperspace and could only destroy planets. It couldn't target ships with that, unless the ships got caught in the explosion of the planet. I suppose it could try to target ships, but that would be rather like trying to aim at a fly with a pistol. So yeah, it could only destroy planets which is a really fucking awful mechanic in EaW.
But not in SinsArt of war/essence of war- make New Republic a tad bit stronger.
Why?
New GC- More smalls factions (Hapans, Warlords, Pentastar,Yevetha) Plus IR and NR
This basically describes Empires at War, Stars Align, Essence of War, or Into the Cluster.
How about probe droids for the PA? Each other faction has some way of spying on the enemy, so why not the PA?
This is something we'll probably do.
I suggest that you create World Devastators. You would have a build limit of two and a lifetime build limit of two. They could only be used galactically and would be consumed upon use. They would automatically destroy the planet and give you a one time, large credit bonus. If any forces attack the planet the Devastators are on, and you lose or retreat, the Devastator is lost.
It couldn't be done the way you're describing, and see previous statements about planet destroying mechanisms.
I also think you should change Empires at war and remove the NR from being a playable faction and give instead either the Yevetha or the Warlords as the other faction.
It would be really hard to replace the NR as a playable faction in Empires at War considering how they're not in it. And making the Yevetha playable in a GC that large would require developing that faction a lot more. They work in the BFC GC because of how small it is, but they don't have the infrastructure or unit roster to be worth playing in a larger GC, nor is it worth the work to create another direct Imperial clone like that. You already have the Remnant for that.
On another note, I'd say that the ISD and ISDII need to be a bit more powerful somehow. I keep getting the feeling as if they aren't strong enough.
They're exactly where they should be according to the numbers we have, unless you can give some more specific examples as to what's underpowered about them.
Not sure if anyone has already asked for it but I'd like to see some death animations for certeain unist such as the Viscount or de capital shipyard. The explosions are ok but it looks horrible on bigger things. I'm not asking for something very complex
This actually is asking for something very complex. Animation is a skillset that I don't have and I don't have the time to learn. It's a completely different skillset from modeling and skinning. Kalo and Codeuser used to do deathclones, and Kalo was working on some for 2.0 however his computer broke and 3DS Max 9 no longer ran. If he's able to get the right version of Max back working he may be able to go back through and do some, but if not we won't be doing any.