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Author Topic: Small adjustment ideas for 2.2  (Read 16467 times)

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August 31, 2016, 12:14:02 AMReply #40

Offline Pali

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Re: Small adjustment ideas for 2.2
« Reply #40 on: August 31, 2016, 12:14:02 AM »
Fairly certain that having the KDY facility up means nothing so far as ATST production speed goes.  Having more light factories will speed it up, which gives an incentive to specialize non-front line planets.

Also, anywhere with a level 3 shipyard and 5 Golan spots is somewhere you defend in space, not on the ground.  Give Kuat a pair of HVGs and it will tear up fleets.
« Last Edit: August 31, 2016, 12:15:36 AM by Pali »

August 31, 2016, 03:28:42 AMReply #41

Offline kucsidave

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Re: Small adjustment ideas for 2.2
« Reply #41 on: August 31, 2016, 03:28:42 AM »
While the AI is idiotic as Hell, using their Vehicles to guard their base, instead of fighting you, you don't necessarily have one armed force like this... and you need to use what you have, may this be AT-STs, or a XR-2 Battle Droid
In the early game, a T-2B spawn planet can prove very difficult to take, and It costed me at least 2 AT-ATs(and a plent of other vehicles, especially Imp Drop.), as even w/ a fleet in orbit,
Interesting... Usally of I have an AT-AT I don't loose a thing in battle
Try composing your forces differently and not using your AT-ATs as you do, since if you use them correctly they will almost never go down. The air units are the only ones that could mean trouble, but then keep a squad of AT-PT with them which are also killing infantry like hell and you're done...
Also having a specialist like I said before and that AT-AT will never go down.
Also
But the point is not the use of tactics, which, is useless because of how the game works... But is how this affect gameplay... for example, as NR you can defend every single planet, if you have at least a Barrack and a Light vehicle factory, and the problem is not the 8 slots planets, but the respawn ability of the vehicles and troops of that planet.
Now I suggested the less slots per planet because of how factories works(of Course This is what I did not wrote :-\\), as they build everything very slowly, which make the production of some planets w/ only one type of factory, so you can mass produce anything, and I tested it, takes 8/10 of a week to build a AT-ST, in Kuat w/ KDY.
So a better build time would mitigate this, and while some people would still do that, it would not be required, to mass produce vehicles.
KDY does not affect the build time of any ground units. It is a spaceship producing company which gives you price reduction on KDY ships.(ISDs, SSDs, etc.)
And if you catch what you say, limiting the factories won't even solve this problem:
for example, as NR you can defend every single planet,
Also you said that this is not about the tactics. This is ALL about them.
And tactics include force composition, preparation(meaning you don't have to assault a planet with your starting forces right away), planning out how your attacks would matter the most and finally execution. this is true on both GCs, Space and Land battles. Especially on land, because petrogllyph messed it up, but this is a different story. But some people already feel like ground combat is too easy at the moment.(myself included)
And though you say you would always change tactics to a good XR-2 "spawn" which I think want to be spam, then maybe you're right, but I never used them. If you think a unit is too OP in a player hand then don't use it and problem solved. I never use hailfires, XR-2s, V-wings and Air Seekers for this very reason. so the game remains a challenge.
"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 31, 2016, 01:49:25 PMReply #42

Offline gerfand

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Re: Small adjustment ideas for 2.2
« Reply #42 on: August 31, 2016, 01:49:25 PM »
Interesting... Usally of I have an AT-AT I don't loose a thing in battle
Try composing your forces differently and not using your AT-ATs as you do, since if you use them correctly they will almost never go down. The air units are the only ones that could mean trouble, but then keep a squad of AT-PT with them which are also killing infantry like hell and you're done...
Also having a specialist like I said before and that AT-AT will never go down.
Well, I despite EaW, as it is a very unfinished game, so I don't get it to serious... but, now that I remember, I lost the AT-AT for my own bombardment  ;D
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Also KDY does not affect the build time of any ground units. It is a spaceship producing company which gives you price reduction on KDY ships.(ISDs, SSDs, etc.)
And if you catch what you say
It does, as you can see on the manual, or the main page, as they are produced by KDY
http://thrawnsrevenge.com/features/other-changes

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limiting the factories won't even solve this problem:
EDIT- it would solve my problem if you have fasters factories. and after playing a little bit more, I think some planets don't need to get less slots, but still there should be a minimum of 3 for every planet

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Also you said that this is not about the tactics. This is ALL about them.

And tactics include force composition, preparation(meaning you don't have to assault a planet with your starting forces right away), planning out how your attacks would matter the most and finally execution. this is true on both GCs, Space and Land battles. Especially on land, because petrogllyph messed it up, but this is a different story. But some people already feel like ground combat is too easy at the moment.(myself included)

yeah, I know, Tactics is how you fight a war, but, because of  the idiotic AI, you can spam( thx) a certain type of unit and you will still win, even if its a t-2b... instead of the combine arms that you would see in other games, or at least a situation where you don't have a cheap, do everything unit. returning to the t-2b, it can destroy everything the empire has, w/ the exception of air units, and probably plex, w/ only micro, as the 2 units that are supposed to counter that are weak, w/ the "Stronger" being weaker than the first one
Quote
And though you say you would always change tactics to a good XR-2 "spawn" which I think want to be spam, then maybe you're right, but I never used them. If you think a unit is too OP in a player hand then don't use it and problem solved. I never use hailfires, XR-2s, V-wings and Air Seekers for this very reason. so the game remains a challenge.
Well I am doing this because of how tedious, and broken Land battles are in EaW, especially when you get attacked every 5 minutes by the AI
And F* if the unit is OP I am going to use this, until it is fixed, and I would be happy to see something fixed.
« Last Edit: August 31, 2016, 01:55:15 PM by gerfand »

 

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