Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Author Topic: INF Combat, a bit broken  (Read 7171 times)

0 Members and 3 Guests are viewing this topic.

August 03, 2015, 03:06:55 PM

Offline gerfand

  • Brevet Admiral
  • ****
  • Posts: 36
  • Approval: +0/-0
    • View Profile
INF Combat, a bit broken
« on: August 03, 2015, 03:06:55 PM »
the problem w/ the inf combat now is that it's looks like a bf player bitching about COD!

is a question of who shoot first win the battle... this because of the time for an squad stop, aim, and shoot(and the majory of the times the enemy retreat one foot and stop, while you avance one foot and get rekt)

what I will suggest is give the take cover ability back, but w/ no bonus for heath, because the don't need to stop and aim on this stance

August 03, 2015, 05:27:09 PMReply #1

Offline Pali

  • Tester
  • Admiral
  • *
  • Posts: 790
  • Approval: +39/-2
    • View Profile
Re: INF Combat, a bit broken
« Reply #1 on: August 03, 2015, 05:27:09 PM »
That's why your infantry companies should have an infiltrator or equivalent squad with them.  Four or five infantry companies with snipers attached will wreck anything other than anti-infantry vehicles.

August 03, 2015, 05:38:30 PMReply #2

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: INF Combat, a bit broken
« Reply #2 on: August 03, 2015, 05:38:30 PM »
the problem w/ the inf combat now is that it's looks like a bf player bitching about COD!

is a question of who shoot first win the battle... this because of the time for an squad stop, aim, and shoot(and the majory of the times the enemy retreat one foot and stop, while you avance one foot and get rekt)

what I will suggest is give the take cover ability back, but w/ no bonus for heath, because the don't need to stop and aim on this stance
I don't know if you noticed, but this is a strategy game. Like Pali said you should use strategies, and not just send your men forward(into their death).
And as Corey said, Ground battles are less than salvageable in this game.
« Last Edit: August 03, 2015, 05:40:18 PM by kucsidave »
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 03, 2015, 05:45:59 PMReply #3

Offline Corey

  • Mod Leader
  • Administrator
  • Emperor
  • *****
  • Posts: 7,520
  • Approval: +410/-80
  • Dream Crusher
    • View Profile
Re: INF Combat, a bit broken
« Reply #3 on: August 03, 2015, 05:45:59 PM »
It can be a strategy game and still have broken components that would be better if they were changed. That being said, the take cover ability doesn't actually change the way that works. Making the infanty have turrets does, but we already did that for most of them. We can't change actual game behaviours, it's not moddable.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


August 03, 2015, 07:39:39 PMReply #4

Offline Pentastar Enforcer

  • Vice Admiral
  • ******
  • Posts: 252
  • Approval: +8/-2
  • Hi everyone!
    • View Profile
Re: INF Combat, a bit broken
« Reply #4 on: August 03, 2015, 07:39:39 PM »
My strategy is usually in space spam Skipray blast boats and TIE hunters to destroy the SSD spams, and on the ground have a squad of infantry and LAAT gunships capture all points, then send a horde of Hailfire Droid tanks to kill everything in their path (and trust me they do, unless the enemies are rebel scum and use V-Wing airspeeders or Snow Speeders, ATAA's fix those.
The Galactic Empire - The best thing to happen to the galaxy since Midichlorian counts.


August 03, 2015, 08:19:22 PMReply #5

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: INF Combat, a bit broken
« Reply #5 on: August 03, 2015, 08:19:22 PM »
and how is it coming to the subject?
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 05, 2015, 09:17:18 AMReply #6

Offline Revan0123

  • Brevet Admiral
  • ****
  • Posts: 62
  • Approval: +4/-0
  • 50% Pentastar. 50% Alignment. 100% Badass!
    • View Profile
    • My Channel
Re: INF Combat, a bit broken
« Reply #6 on: August 05, 2015, 09:17:18 AM »
My strategy is usually in space spam Skipray blast boats and TIE hunters to destroy the SSD spams, and on the ground have a squad of infantry and LAAT gunships capture all points, then send a horde of Hailfire Droid tanks to kill everything in their path (and trust me they do, unless the enemies are rebel scum and use V-Wing airspeeders or Snow Speeders, ATAA's fix those.
What does that space strategy got to do with the OP? He was specifically talking about ground combat only.

August 05, 2015, 09:42:42 AMReply #7

Offline Pali

  • Tester
  • Admiral
  • *
  • Posts: 790
  • Approval: +39/-2
    • View Profile
Re: INF Combat, a bit broken
« Reply #7 on: August 05, 2015, 09:42:42 AM »
Also, since you can't build either TIE Hunters or Skiprays, I'm wondering how you spam them.  Unless you mean you spam their carriers, which is a painfully inefficient use of them.  You'll win, sure, but you'll take heavy losses against anything other than small fleets.

True victory is destroying your enemy, but losing nothing.  You can only do that with a well balanced fleet, and even then, you need to use it right.  The AI's not very bright, but it can and will decide to focus fire on ships, allowing kills if you're not cautious.

August 05, 2015, 11:47:27 AMReply #8

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: INF Combat, a bit broken
« Reply #8 on: August 05, 2015, 11:47:27 AM »
Also, since you can't build either TIE Hunters or Skiprays, I'm wondering how you spam them.  Unless you mean you spam their carriers, which is a painfully inefficient use of them.  You'll win, sure, but you'll take heavy losses against anything other than small fleets.

True victory is destroying your enemy, but losing nothing.  You can only do that with a well balanced fleet, and even then, you need to use it right.  The AI's not very bright, but it can and will decide to focus fire on ships, allowing kills if you're not cautious.
Exactly. For example you can bring in 4 Preators, but they will be cut into pieces if the enemy have LOTS of carriers and corvettes(or fighters, especially in NR's case).
In a fleet you have to keep balance, and use every ship as it supposed to act.
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 05, 2015, 06:01:32 PMReply #9

Offline Revan0123

  • Brevet Admiral
  • ****
  • Posts: 62
  • Approval: +4/-0
  • 50% Pentastar. 50% Alignment. 100% Badass!
    • View Profile
    • My Channel
Re: INF Combat, a bit broken
« Reply #9 on: August 05, 2015, 06:01:32 PM »
Exactly. For example you can bring in 4 Preators, but they will be cut into pieces if the enemy have LOTS of carriers and corvettes(or fighters, especially in NR's case).
In a fleet you have to keep balance, and use every ship as it supposed to act.
Yeah, it's like in a real war. I know I'm going off topic here for a second but, for an example, Tiger tanks were devastating to Allied forces since their guns could penetrate anything the Allies had. However, without adequate protection from fighters and interceptors, they were easily destroyed by Allied aircraft and artillery.

August 05, 2015, 06:56:03 PMReply #10

Offline tlmiller

  • Tester
  • Moff
  • *
  • Posts: 2,363
  • Approval: +56/-9
  • Don't turn around you moron, ATTACK!!!!!
    • View Profile
Re: INF Combat, a bit broken
« Reply #10 on: August 05, 2015, 06:56:03 PM »
Yeah, it's like in a real war. I know I'm going off topic here for a second but, for an example, Tiger tanks were devastating to Allied forces since their guns could penetrate anything the Allies had. However, without adequate protection from fighters and interceptors, they were easily destroyed by Allied aircraft and artillery.

Or just stay away from them until the transmission or tank wheels broke...make a Tiger chase you for an hour, and the Tiger will break.
People should not be afraid of their government...governments should be afraid of their people.

August 05, 2015, 09:49:13 PMReply #11

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: INF Combat, a bit broken
« Reply #11 on: August 05, 2015, 09:49:13 PM »
ah, I love WW II so much(as a History topic).
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 06, 2015, 01:36:25 AMReply #12

Offline Pali

  • Tester
  • Admiral
  • *
  • Posts: 790
  • Approval: +39/-2
    • View Profile
Re: INF Combat, a bit broken
« Reply #12 on: August 06, 2015, 01:36:25 AM »
Which makes sense for a Star Wars fan, since Star Wars combat was specifically based off of WW2 combat, as well as sharing other parallels (stormtroopers, for example).

August 06, 2015, 10:03:06 AMReply #13

Offline gerfand

  • Brevet Admiral
  • ****
  • Posts: 36
  • Approval: +0/-0
    • View Profile
Re: INF Combat, a bit broken
« Reply #13 on: August 06, 2015, 10:03:06 AM »
First, I know how to use my INF, and I support w/ a variety of units depending on planet, my enemy...

It can be a strategy game and still have broken components that would be better if they were changed. That being said, the take cover ability doesn't actually change the way that works. Making the infanty have turrets does, but we already did that for most of them. We can't change actual game behaviours, it's not moddable.

when I mentioned the Take Cover ability I was saying that the Inf can stop and be ready to shoot very fast, and  especially they will not get kill if I leave then alone for some seconds while I am buiding defenses, for example.

August 06, 2015, 12:05:09 PMReply #14

Offline Revan0123

  • Brevet Admiral
  • ****
  • Posts: 62
  • Approval: +4/-0
  • 50% Pentastar. 50% Alignment. 100% Badass!
    • View Profile
    • My Channel
Re: INF Combat, a bit broken
« Reply #14 on: August 06, 2015, 12:05:09 PM »
Or just stay away from them until the transmission or tank wheels broke...make a Tiger chase you for an hour, and the Tiger will break.
That too, can't believe I forgot about that  :\'(

August 06, 2015, 12:09:23 PMReply #15

Offline Revan0123

  • Brevet Admiral
  • ****
  • Posts: 62
  • Approval: +4/-0
  • 50% Pentastar. 50% Alignment. 100% Badass!
    • View Profile
    • My Channel
Re: INF Combat, a bit broken
« Reply #15 on: August 06, 2015, 12:09:23 PM »
Which makes sense for a Star Wars fan, since Star Wars combat was specifically based off of WW2 combat, as well as sharing other parallels (stormtroopers, for example).
I thought Stormtroopers, in Star Wars, got that name from their WW1 cousins?

August 06, 2015, 12:38:12 PMReply #16

Offline kucsidave

  • Mod Team Member
  • Grand Admiral
  • ****
  • Posts: 1,018
  • Approval: +44/-4
  • Don't fear your Demons. Make them fear YOU.
    • View Profile
Re: INF Combat, a bit broken
« Reply #16 on: August 06, 2015, 12:38:12 PM »
I thought Stormtroopers, in Star Wars, got that name from their WW1 cousins?
The Empire was originally designed to be based on the Nazis. Everything Empire is something Nazi...
But they wrote them so cool that they became the most beloved villains of all Movie history :D
"He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee." - Friedrich Nietzsche

August 06, 2015, 07:59:03 PMReply #17

Offline Pali

  • Tester
  • Admiral
  • *
  • Posts: 790
  • Approval: +39/-2
    • View Profile
Re: INF Combat, a bit broken
« Reply #17 on: August 06, 2015, 07:59:03 PM »
I thought Stormtroopers, in Star Wars, got that name from their WW1 cousins?

https://en.m.wikipedia.org/wiki/Sturmabteilung

Very specifically part of the Nazi Party. EDIT: Only had a second to browse at work, which left me fairly wrong here.  Further reading shows you're right that the term originated in WW1.  The Nazi's "stormtroopers" served as a paramilitary group backing the Nazis and were highly influential in the rise of the Nazi party, but when the Nazis took over the govt., the SA made the political mistake of attempting to fold the German army into its ranks.  The SS was partly created to serve as a control over the SA, and personal/class/ideological differences between the two caused tension as well.  Eventually Hitler was convinced to arrest and slaughter the leadership of the SA in a Red Wedding-style move, though it continued to serve as an anti-Jewish group doing horrible things, and by WW2's start much of it had been folded into the Wehrmacht (the official military).

That said, the use of it in Star Wars was an intentional link to the Nazis. http://www.starwars.com/news/from-world-war-to-star-wars-stormtroopers

Re Gerfand: try using the attack move command for infantry instead of the usual move command.  I find it pretty effective.  While I don't mind the idea of giving back take cover to infantry, I just don't think they need it - they are already by far the most cost-effective ground unit (even moreso if you have Wayland), and the only real counter to massed infantry is a lot of artillery or other AoEs.
« Last Edit: August 07, 2015, 07:19:39 AM by Pali »

 

Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!