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Author Topic: Questions/Comments About 2.1  (Read 69416 times)

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June 20, 2014, 09:49:22 PMReply #40

Offline Lord Xizer

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Re: Questions/Comments About 2.1
« Reply #40 on: June 20, 2014, 09:49:22 PM »
Also a good strategy
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June 20, 2014, 10:29:18 PMReply #41

Offline Carnivore Jacques

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Re: Questions/Comments About 2.1
« Reply #41 on: June 20, 2014, 10:29:18 PM »
On hard difficulty as NR on the big GCs, Isard always ends up travelling everywhere with up to 3 SSDs, which kinda makes the entire game impossible. Is there any way to avoid this?

At the moment shes stuck above one of my planets with 3 SSDS and refuses to move, on week 73 no less. So I can't change the era any more.

I think the mod does a good job of distinguishing the factions from each other with respect to gameplay. Most other factions start with conquering territory and building up a bigger fleet. This doesn't do you any good with the New Republic - any tempo you gain is lost when the SSDs show up. You can't really build a fleet that rivals the Remnant's anyway.
The situation is this: you have two powerful neighbours, and you're only getting weaker.
The avoidance is this: engage the Lusankya directly, as soon as you can, in the most favourable battle you can manage. I usually do this within fifteen weeks of starting, somewhere around Corellia. When I play NR I just can't wait to get Isard alone in a room with a fish tank and an ion cannon and do some nasty things to her, you know?


E:

Above are good suggestions for engaging SSDs directly. Keep in mind: ion cannons take a long time to build and you can only build one per planet. Sometimes you won't get the opportunity to face her over your planet, but if it's early they won't have Hyp-Vs and maybe you'll get the opportunity to fight her alone if you decide to do it over an Imperial system.
« Last Edit: June 20, 2014, 10:36:05 PM by Carnivore Jacques »

June 21, 2014, 09:35:44 AMReply #42

Offline Singularity

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Re: Questions/Comments About 2.1
« Reply #42 on: June 21, 2014, 09:35:44 AM »
Alright, I'm going to build an Ion Cannon on the planet and just throw everything I can at Isard, then escape with whatever ships I have left when she's dead. Thanks for the advice guys  :D.

June 23, 2014, 02:42:41 AMReply #43

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Re: Questions/Comments About 2.1
« Reply #43 on: June 23, 2014, 02:42:41 AM »
Alright, I'm going to build an Ion Cannon on the planet and just throw everything I can at Isard, then escape with whatever ships I have left when she's dead. Thanks for the advice guys  :D.

NR winning strategies. Cut off the head and watch the body die. Repeat
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June 23, 2014, 02:44:09 AMReply #44

Offline Corey

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Re: Questions/Comments About 2.1
« Reply #44 on: June 23, 2014, 02:44:09 AM »
I've been thinking about adding engine hardpoints to a lot of the ships that don't have them, lately. So there's that.
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June 23, 2014, 02:51:52 AMReply #45

Offline Lord Xizer

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Re: Questions/Comments About 2.1
« Reply #45 on: June 23, 2014, 02:51:52 AM »
I've been thinking about adding engine hardpoints to a lot of the ships that don't have them, lately. So there's that.

So...15 engine hardpoints for SSDs then
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

June 24, 2014, 05:01:41 PMReply #46

Offline Drathmar

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Re: Questions/Comments About 2.1
« Reply #46 on: June 24, 2014, 05:01:41 PM »
Just joined and wanted to say great mod. I also had a question/comment as well.

Is the Chaff Frigate supposed to be super good? Started an EotH AoW campaign last night and ended up getting hit by a raid fleet while taking Yaga Minor. My Chaff was lagging behind cause it was the ship I warped in first...

so I turned it around to try and delay the raid fleet of 1 MC80b, 1 MC40A, and 2 Dreadnaughts... and it killed most of them. Only a dreadnaught was left. Which was mostly surprising cause of the inclusion of the MC80b. Or is the MC80b just really really weak? Haven't played much as the NR outside of a short FTGU campaign to try out the mod to see if I liked it so never really used them myself.

Was on the hardest difficulty as well if that matters.

I was just wondering if it was because

1) The Chaff is amazing.
2) The MC80b is really weak.
or
3) Raid fleet ships are weaker versions.
« Last Edit: June 24, 2014, 05:06:03 PM by Drathmar »

June 24, 2014, 06:23:01 PMReply #47

Offline Carnivore Jacques

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Re: Questions/Comments About 2.1
« Reply #47 on: June 24, 2014, 06:23:01 PM »
As a matter of fact, the Chaf is amazing and the MC80b is rather weak as capital ships go. I think it's plausible that one of them could fight three ships. Did you send any fighters or bombers with it?

June 24, 2014, 07:30:15 PMReply #48

Offline tlmiller

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Re: Questions/Comments About 2.1
« Reply #48 on: June 24, 2014, 07:30:15 PM »
As a matter of fact, the Chaf is amazing and the MC80b is rather weak as capital ships go. I think it's plausible that one of them could fight three ships. Did you send any fighters or bombers with it?

Yup.  IMO, Chaf is quite possibly the best heavy frigate in the game, and while the shields of the MC80B are fantastic, it's offensive potential is quite underwhelming, although vastly improved over the MC80's.
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June 24, 2014, 08:14:43 PMReply #49

Offline Thuellai

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Re: Questions/Comments About 2.1
« Reply #49 on: June 24, 2014, 08:14:43 PM »
Just joined and wanted to say great mod. I also had a question/comment as well.

Is the Chaff Frigate supposed to be super good? Started an EotH AoW campaign last night and ended up getting hit by a raid fleet while taking Yaga Minor. My Chaff was lagging behind cause it was the ship I warped in first...

so I turned it around to try and delay the raid fleet of 1 MC80b, 1 MC40A, and 2 Dreadnaughts... and it killed most of them. Only a dreadnaught was left. Which was mostly surprising cause of the inclusion of the MC80b. Or is the MC80b just really really weak? Haven't played much as the NR outside of a short FTGU campaign to try out the mod to see if I liked it so never really used them myself.

Was on the hardest difficulty as well if that matters.

I was just wondering if it was because

1) The Chaff is amazing.
2) The MC80b is really weak.
or
3) Raid fleet ships are weaker versions.

Little of everything.  Chafs are really solid, with good guns and conc missiles - their weapon layout is pretty similar to the VSDI, which is another fantastic ship in that class.  The MC80b is tough, but in terms of offensive firepower it lags a bit.

June 26, 2014, 03:50:04 PMReply #50

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Re: Questions/Comments About 2.1
« Reply #50 on: June 26, 2014, 03:50:04 PM »
Should AT-PTs be re-scaled? Because I think they're actually bigger than AT-STs in the mod.

July 03, 2014, 03:23:37 PMReply #51

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Re: Questions/Comments About 2.1
« Reply #51 on: July 03, 2014, 03:23:37 PM »
I like the purpose and direction of the mod but I don't like the way it plays.
My major beef with the mod (and the vanilla game) is that I expected the ship combat to be more destructive and faster particularly with larger ships like SSDs and ISDs vs smaller ships-corvettes, frigates, and so on. The reason for that is larger ships have huge weapon arrays, shielding and hull. These small ships don't have those.

Why are the small ships taking massed barrages of heavy turbolaser fire from a huge capital ship before losing shields and becoming seriously damaged?

The visual strain of the mod crushes my PC and makes the space battles play slower and worse than vanilla, a problem that wouldn't be so bad if the damage tolerances of the ships were different.

July 03, 2014, 06:20:32 PMReply #52

Offline Vulcanus

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Re: Questions/Comments About 2.1
« Reply #52 on: July 03, 2014, 06:20:32 PM »
I like the purpose and direction of the mod but I don't like the way it plays.
My major beef with the mod (and the vanilla game) is that I expected the ship combat to be more destructive and faster particularly with larger ships like SSDs and ISDs vs smaller ships-corvettes, frigates, and so on. The reason for that is larger ships have huge weapon arrays, shielding and hull. These small ships don't have those.

Why are the small ships taking massed barrages of heavy turbolaser fire from a huge capital ship before losing shields and becoming seriously damaged?

The visual strain of the mod crushes my PC and makes the space battles play slower and worse than vanilla, a problem that wouldn't be so bad if the damage tolerances of the ships were different.

From a game balance perspective it does not really make sense to make smaller ships weaker than they already are, because then they wouldn't be worth building anymore. Alternatively, if their build cost was also reduced to match their reduced power, it wouldn't make them any easier to destroy, since you would be facing potentially dozens more small ships in space combat.
For the player, more powerful and expensive frigates and corvettes also means they are easier to control in combat.

Drastically increasing ship firepower would also turn space battles more arcade-y and make speed-based tactics meaningless.

July 03, 2014, 07:32:28 PMReply #53

Offline Lord Xizer

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Re: Questions/Comments About 2.1
« Reply #53 on: July 03, 2014, 07:32:28 PM »
agreed
"I do not intend to be the Emperor's servant forever..."-High Inquisitor Jerec

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July 03, 2014, 08:42:57 PMReply #54

Offline tlmiller

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Re: Questions/Comments About 2.1
« Reply #54 on: July 03, 2014, 08:42:57 PM »
Very true.  most of the reason that the larger ships seem to spend so much time shooting at smaller ships without taking out their shields is due to trying to hit moving objects...then it seems to take them forever to choose a new target because of the limitation of the game engine where you can't choose a new target mid-salvo, so the current firing salvo must finish before it moves to the next target.  It happens with the smaller ships too, but much harder to see simply because they don't have so very many hardpoints firing at a single ship at once.
People should not be afraid of their government...governments should be afraid of their people.

July 04, 2014, 12:50:41 AMReply #55

Offline Thuellai

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Re: Questions/Comments About 2.1
« Reply #55 on: July 04, 2014, 12:50:41 AM »
I like the purpose and direction of the mod but I don't like the way it plays.
My major beef with the mod (and the vanilla game) is that I expected the ship combat to be more destructive and faster particularly with larger ships like SSDs and ISDs vs smaller ships-corvettes, frigates, and so on. The reason for that is larger ships have huge weapon arrays, shielding and hull. These small ships don't have those.

Why are the small ships taking massed barrages of heavy turbolaser fire from a huge capital ship before losing shields and becoming seriously damaged?

The visual strain of the mod crushes my PC and makes the space battles play slower and worse than vanilla, a problem that wouldn't be so bad if the damage tolerances of the ships were different.

Welcome to 'The best reason to bring an ISD1'

Nothing says lovin' like nailing a small ship with the tractor beam and watching it crumple about a billion times faster.  It's mostly tracking against small, fast ships that creates lots of inaccuracy - capital ship damage is actually pretty intense.

Apparently 2.2 is going to reduce particle size and increase particle speed, which should increase performance AND make ships a little more accurate against moving targets (I think)

July 04, 2014, 03:07:24 AMReply #56

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Re: Questions/Comments About 2.1
« Reply #56 on: July 04, 2014, 03:07:24 AM »
From a game balance perspective it does not really make sense to make smaller ships weaker than they already are, because then they wouldn't be worth building anymore. Alternatively, if their build cost was also reduced to match their reduced power, it wouldn't make them any easier to destroy, since you would be facing potentially dozens more small ships in space combat.
For the player, more powerful and expensive frigates and corvettes also means they are easier to control in combat.

Drastically increasing ship firepower would also turn space battles more arcade-y and make speed-based tactics meaningless.

Disagree. The game and battles would be balanced by bringing your own capital ships to counter theirs while your lighter escort vessels deal with ships they are designed to deal with, and by having larger ships take longer to build than the smaller ships. The concentration of force and concentration of resources in a capital or super cap is in itself a reason to build smaller, more mobile ships. "Speed based" tactics have no real place in a battle full of cap ships and space stations, that are supposed to be able to shrug off and dish out huge amounts of firepower, where the point is to establish and keep control of the space and planet.

July 07, 2014, 02:50:07 PMReply #57

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Re: Questions/Comments About 2.1
« Reply #57 on: July 07, 2014, 02:50:07 PM »
I don't know if this has been suggested but, I think it would be cool if all the ships where scaled down just a bit. Also, I think It would be nice to have your fleet closer to your space station or defensive platforms when you are defending against an attack, as well as the opponents ships when you are attacking, and why are the ships so spread out, just wondering. I've had fleets that are so spread out when I am defending that by the time I regroup my fleet I lost half of my support ships.

Just a suggestion guys, I still really like this mod and I appreciate all the hard work you guys are putting into it.  ;D ;)

July 07, 2014, 06:14:57 PMReply #58

Offline Thuellai

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Re: Questions/Comments About 2.1
« Reply #58 on: July 07, 2014, 06:14:57 PM »
I don't know if this has been suggested but, I think it would be cool if all the ships where scaled down just a bit. Also, I think It would be nice to have your fleet closer to your space station or defensive platforms when you are defending against an attack, as well as the opponents ships when you are attacking, and why are the ships so spread out, just wondering. I've had fleets that are so spread out when I am defending that by the time I regroup my fleet I lost half of my support ships.

Just a suggestion guys, I still really like this mod and I appreciate all the hard work you guys are putting into it.  ;D ;)

I think the defensive formations are hard-coded.  And if they made the ships any smaller, it would take them even LONGER to get into formation.  I think the scale is generally pretty good where it is.  I suppose a small reduction wouldn't be too bad, might make the super-ships a little bit more maneuverable, but as they are it feels good to see that enormous SSD roll in.

July 07, 2014, 10:38:11 PMReply #59

Offline Lord Xizer

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Re: Questions/Comments About 2.1
« Reply #59 on: July 07, 2014, 10:38:11 PM »
It is truly sad the Defensive formations are hard coded, they have cost me more problems than a dozen raid fleets put together
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"The New Order has never fallen. Only the Emperor."-Grand Moff Ardus Kaine

 

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