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Author Topic: Suggestions for 2.1  (Read 282385 times)

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May 18, 2013, 10:53:48 AMReply #500

Offline mynameisyou

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Re: Suggestions for 2.1
« Reply #500 on: May 18, 2013, 10:53:48 AM »
I would like to request that the bulwark get added in era three.

as an IR player i jumped in to coruscant and killed Lusankya  then i just steamrolled everything. I was in hard mode it was boring

 the bulwark also gives the rebels a viable counter to the Praetor
« Last Edit: May 19, 2013, 07:50:42 AM by Slornie »


May 20, 2013, 09:26:49 PMReply #501

Offline Corey

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Re: Suggestions for 2.1
« Reply #501 on: May 20, 2013, 09:26:49 PM »
I think that the Specialists (the squad who can heal infantry and repair vehicles) should be added to each factions. I see that the building-points are very rare comparing to the original game, so, for example, for the Pentastar it's difficult to repair their units.

There's some stuff (Specialists, Probe Droids) that the PA lacked in 2.0 which we're going to rectify in 2.1.

Quote
I would like to request that the bulwark get added in era three.

as an IR player i jumped in to coruscant and killed Lusankya  then i just steamrolled everything. I was in hard mode it was boring

 the bulwark also gives the rebels a viable counter to the Praetor

That has more to do with the NR AI's problems in that GC than anything. More to the point, "balance" does not mean having each faction have a ship that does the same thing, that's just mirroring. There's a huge difference between a unit being being balanced or counterable and just having a unit that does the same thing on the other side. The Praetor is perfectly beatable with existing NR and EotH ships. If we just add in more, larger ships it's not "balanced" it's just like saying if you want to beat ship x you need ship y, and then whichever one of those survives wins the battle. That isn't a good balance philosophy, it's just a **** measuring contest.
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May 26, 2013, 12:04:57 PMReply #502

Offline Senza

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Re: Suggestions for 2.1
« Reply #502 on: May 26, 2013, 12:04:57 PM »
I think the Kariek's shields need to be weakened considerably, or else it needs to be like 3 pop. It can withstand sustained fire from multiple ships 3 times its size and can actually beat an Assault Frigate in a 1v1 without much trouble.

Edit: Looking at its XMLs, I notice it uses Shield_Capital as opposed to Shield_Frigate, which I believe imparts a significant damage reduction against larger ships. The Kariek's shields are already more than twice as strong as the Nebulon B, which is 2 pop, so does it really need this too?

« Last Edit: May 26, 2013, 12:12:07 PM by Senza »

May 26, 2013, 04:50:12 PMReply #503

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Re: Suggestions for 2.1
« Reply #503 on: May 26, 2013, 04:50:12 PM »
The Kariek is as strong as it is because it's currently filling the role of two ships; itself and a currently uncreated ship which fills the gap between it and the Chaf, the lack of which leaves the EotH at a pretty sizeable disadvantage. It'll see some considerable nerfs when that ship gets added.

As for the capital shield type, it's neither necessary nor unnecessary. It's entirely irrelevant, and has no impact on anything. Capital and frigate shields both take the same amount of damage in the mod, it's a pointless classification. There are, I think, 3 instances where this isn't the case.
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May 26, 2013, 05:49:21 PMReply #504

Offline Senza

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Re: Suggestions for 2.1
« Reply #504 on: May 26, 2013, 05:49:21 PM »
Ah, I see. Makes sense I suppose, the EotH does kind of feel like it's lacking another frigate, glad to see that this is indeed the case, and I'm not totally crazy! :P I'm guessing it's some sort of dreadnaught/ victory equivalent? Ah I guess you would have told me already if you were gonna. Thanks for the clarification!
« Last Edit: May 26, 2013, 05:51:03 PM by Senza »

May 27, 2013, 11:51:50 AMReply #505

Offline Slornie

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Re: Suggestions for 2.1
« Reply #505 on: May 27, 2013, 11:51:50 AM »
As for the capital shield type, it's neither necessary nor unnecessary. It's entirely irrelevant, and has no impact on anything. Capital and frigate shields both take the same amount of damage in the mod, it's a pointless classification. There are, I think, 3 instances where this isn't the case.
Unless you've changed things since I last looked I'm pretty sure turbolasers do at least twice as much damage to Shield_Frigate compared with Shield_Capital. :)

EDIT:  We seem to be pretty consistent with using Armor_Frigate for everything (the IPV is the only exception I've come across so far) but shields seems to be mixed between _Frigate, _Capital and _Corvette for various ships (e.g. CR90 uses _Frigate while DP20 uses _Corvette) - which do have different modifiers when hit by turbolasers.
« Last Edit: May 27, 2013, 01:52:06 PM by Slornie »
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May 27, 2013, 01:23:22 PMReply #506

Offline Senza

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Re: Suggestions for 2.1
« Reply #506 on: May 27, 2013, 01:23:22 PM »
Unless you've changed things since I last looked I'm pretty sure turbolasers do at least twice as much damage to Shield_Frigate compared with Shield_Capital. :)

Yeah I've definitely noticed a significant drop in durability of the Kariek since I changed it to shield_frigate, the Kariek's still tough but it's not just sitting there shrugging off fire from 4 strike cruisers to its face.

June 09, 2013, 09:09:16 PMReply #507

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #507 on: June 09, 2013, 09:09:16 PM »
I have a great suggestion I think could adding in fleets be possible? I mean you have units like death squadron yes got destroyed so irrelevent but propose a possible option like kuat sector fleet other Imperial fleets NR squadrons things such as that I would love to see this come into ICW.

June 10, 2013, 01:21:34 AMReply #508

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #508 on: June 10, 2013, 01:21:34 AM »
I have a great suggestion I think could adding in fleets be possible? I mean you have units like death squadron yes got destroyed so irrelevent but propose a possible option like kuat sector fleet other Imperial fleets NR squadrons things such as that I would love to see this come into ICW.

you mean like starting the PA with Scourge Squadron so to speak?
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June 10, 2013, 06:18:27 AMReply #509

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #509 on: June 10, 2013, 06:18:27 AM »
you mean like starting the PA with Scourge Squadron so to speak?

something like that yes I mean Imagine you could build a few fleets within them containing far ranging capital ships and cruisers and what not I've always found there isnt enough diversity in these games and the ones that do often the gameplay kinda sucks like alliance so many models and tactics but the gameplay is horrendous in my mind. Enough of that though so yea fleets or even being able to name your own fleet and ships I think it would ramp up the players interaction a little bit.

June 10, 2013, 04:11:44 PMReply #510

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #510 on: June 10, 2013, 04:11:44 PM »
I feel there is decent diversity at the moment, each faction has their own feel and tactics, NR is fighter and carrier based, IR is Heavy cap ship based, PA is a balance between them and the EotH is well rounded in all cats. Plus every faction in the game is playable at one point or another.
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June 10, 2013, 08:09:30 PMReply #511

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Re: Suggestions for 2.1
« Reply #511 on: June 10, 2013, 08:09:30 PM »
Fleets don't really add anything new though, they sort of just take away choice. You're really just building a package deal of predetermined ships that already exist in the mod.
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June 10, 2013, 09:58:43 PMReply #512

Offline Senza

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Re: Suggestions for 2.1
« Reply #512 on: June 10, 2013, 09:58:43 PM »
They also do weird things with build limits if you call them in using abilities, you can get them killed and this will subtract from the current build limit without actually having less of the ships, allowing you to build more than you should be able to.

June 11, 2013, 12:53:20 AMReply #513

Offline Lord Xizer

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Re: Suggestions for 2.1
« Reply #513 on: June 11, 2013, 12:53:20 AM »
They also do weird things with build limits if you call them in using abilities, you can get them killed and this will subtract from the current build limit without actually having less of the ships, allowing you to build more than you should be able to.

Thus removing the strategic value of said ships from the tactical realm
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June 14, 2013, 03:49:04 AMReply #514

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #514 on: June 14, 2013, 03:49:04 AM »
Fleets don't really add anything new though, they sort of just take away choice. You're really just building a package deal of predetermined ships that already exist in the mod.

could make some "special fleets" with the only ships of that class added abilitys such like that.

June 14, 2013, 06:59:17 PMReply #515

Offline Crisiss

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Re: Suggestions for 2.1
« Reply #515 on: June 14, 2013, 06:59:17 PM »
could make some "special fleets" with the only ships of that class added abilitys such like that.

You know they'd be more expensive than an Eclipse, right?
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June 19, 2013, 02:43:21 AMReply #516

Offline pincuishin

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Re: Suggestions for 2.1
« Reply #516 on: June 19, 2013, 02:43:21 AM »
Also could I possibly reccomending something for the tector like assault power to weapons seems dumb since it has no cover of its self to waste its shields but it would be nice to have an ability for it.

June 19, 2013, 01:09:07 PMReply #517

Offline frogoverlord

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Re: Suggestions for 2.1
« Reply #517 on: June 19, 2013, 01:09:07 PM »
could it be possible to name ships? or original game makes it impossible?

June 19, 2013, 01:11:18 PMReply #518

Offline Settra

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Re: Suggestions for 2.1
« Reply #518 on: June 19, 2013, 01:11:18 PM »
could it be possible to name ships? or original game makes it impossible?

If I'm not mistaken the capital ships of the IR and NR have names and if you wish to edit them you'd have to edit the config file that has the names in it.
How do I even

June 19, 2013, 02:15:17 PMReply #519

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Re: Suggestions for 2.1
« Reply #519 on: June 19, 2013, 02:15:17 PM »
Yes, shipnames files in the ICW folder.  Because I added the name "aardvark" for the ISD-II way back when.  :D  Because Aardvarks, like bow ties, are coooool.  Always meant to add it for the Praetors instead...
« Last Edit: June 19, 2013, 02:25:52 PM by tlmiller »
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