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Author Topic: 2.2 Demo Feedback  (Read 37892 times)

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April 02, 2017, 09:40:48 PMReply #20

Offline Bucman55

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Re: 2.2 Demo Feedback
« Reply #20 on: April 02, 2017, 09:40:48 PM »
Ground TIE Fighters may be OP. Playing as Zsinj, I took over 90% of Maldrood's territory using only ground TIEs. Part of the problem seems to be that very few of Maldrood's garrison units will even attempt to fire at them, so they often have free reign going around blowing up whatever they please.

April 02, 2017, 09:49:23 PMReply #21

Offline briG

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Re: 2.2 Demo Feedback
« Reply #21 on: April 02, 2017, 09:49:23 PM »
Yeah the ground TIEs are really good.

Yeah, the NR's unit list already tends to fill those roles and once you get up into the twenties in your available units, there's not much differentiation that's even possible, especially when we're basing it on canon stats (which is why in Ascendancy, we're quite happy the engine only allows us a significantly pared down unit list, while also allowing abilities to vary a lot more than EaW really does). They're more available in this GC for story purposes. This is part of why we don't go along with the oft-suggested "everyone should be able to build [Star Destroyers/Battle Dragons/Mon Calamari Cruisers/Bothan Assault Cruisers/etc] if they capture [Kuat/Hapes/Mon Calamari/Bothawui/etc]." Once we do get into abilities, that will help a bit, although the basic roles will still obviously be the same or similar. The Battle Dragon, specifically, will be getting its interdiction mines, which should actually make it pretty unique (especially among the New Republic, in the few places where it's available to them).

I kind of had the feeling this was the case in light of my own tweaking of the Sacheen's armament today. I gave it a dual heavy turbolaser in place of it's pitiful lascannon, and while it certainly did better, I just kind of thought: I still have no reason to use this unless I made it better than a Dreadnaught. Then I'd just be exchanging one ship for another in the bad/outclassed ship category and that would be absurd. If ships were more strictly confined to more eras there would be a bit different flavor to playing NR where you have access to different ships that fill the same roles of one from a previous era but that wouldn't be in line with the lore.



If it was installed over 2.1, they'd still be there, so that could be it, but I'll check again to make sure.

That would be it.
« Last Edit: April 02, 2017, 09:52:23 PM by briG »

April 05, 2017, 01:14:43 PMReply #22

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Re: 2.2 Demo Feedback
« Reply #22 on: April 05, 2017, 01:14:43 PM »
So I finely played all the way through 2.2 as the alliance. Been playing the game from 2.1 and having a blast but never finishing the game. It always got to a point where my forces just overpowered anything the AI could defend against, and would start a new campaign.

Aside from the Maldrood's Self-Propelled Medium Artillery range being oddly shorter then the Alliances artillery unit, I'm really enjoying the Mod.

The one thing I noticed was the Devs of this mod have not included credits form themselves at the end of the game. I feel they should give themselves credit for all the hard work they have put into this mod.

Thanks

April 06, 2017, 06:46:48 PMReply #23

Offline Bucman55

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Re: 2.2 Demo Feedback
« Reply #23 on: April 06, 2017, 06:46:48 PM »
Ground X-Wings seem a little weak. They feel inferior to the ground TIEs even though they have the same, if not better stats than the TIEs. 4 ground TIEs can defeat a Maldrood rocket squad in 1 strafe, 4 ground X-Wings cannot.

EDIT: I dug around some more in the code and found that the <projectile_damage> tag for the X-Wing was set to 8 while the same tag for the TIE was set to 60. I hope this was not intentional.
« Last Edit: April 07, 2017, 06:42:15 PM by Bucman55 »

April 07, 2017, 08:17:55 PMReply #24

Offline Helix345

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Re: 2.2 Demo Feedback
« Reply #24 on: April 07, 2017, 08:17:55 PM »
I think that ground x-wings are affected by the bug where green lasers are twice as strong as red lasers.

April 09, 2017, 03:42:26 PMReply #25

Offline HobbesHurlbut

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Re: 2.2 Demo Feedback
« Reply #25 on: April 09, 2017, 03:42:26 PM »
Got finally to try out Demo. As Greater Maldrood.
Less framerate intensive, SSD's weapon fires are actual laser bolts instead of fire hoses vomiting lasers.

Gladiator looks interesting, the choice of locations for torpedoes and lasers are a bit weird though. It feels like the launchers should be at the prow and the laser cannons in back on the top structure.

Looking at what the setting is saying about Arquitens cruisers, it seems like it's to be used in place of Carrack like on the cartoon Rebels. I feel that it's better to have one or the other rather than having both on the roster. I suggest for the Arquitens Cruiser to stay. Also no concussion missiles?

April 09, 2017, 07:12:25 PMReply #26

Offline Director Krennic

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Re: 2.2 Demo Feedback
« Reply #26 on: April 09, 2017, 07:12:25 PM »
@ etra_kurdaj personally you need to remember a lot of the issues corey has talked about like the fighter issue which corey has adressed countless times.
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April 09, 2017, 08:05:08 PMReply #27

Offline Helix345

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Re: 2.2 Demo Feedback
« Reply #27 on: April 09, 2017, 08:05:08 PM »
Gladiator looks interesting, the choice of locations for torpedoes and lasers are a bit weird though. It feels like the launchers should be at the prow and the laser cannons in back on the top structure.

I never thought about it, but I completely agree with you.

April 21, 2017, 02:41:10 PMReply #28

Offline GreyStar

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Re: 2.2 Demo Feedback
« Reply #28 on: April 21, 2017, 02:41:10 PM »
I'd like to make a remark to Brig and say T3Bs are better then T4Bs and T4B lasers are terrible, the proton torpedoes, higher speed, and higher laser damage is fun. I'm assuming they're unchanged from 21.

X-Wings on the ground are... Strange. Health and less damage compared to a TIE fighter (wut) cost more then an Escort Carrier (makes sense) and the Skyhopper has shielding (wait what) where as the X-Wing doesn't.

ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.

The False 181st despite being composed of average pilots, droids, and a hologram actor survived the onslaught of two Assualt Frigates and 10 X-Wings all ganging up on it, despite being a TIE-Fighter hero.

April 21, 2017, 09:57:26 PMReply #29

Offline Bucman55

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Re: 2.2 Demo Feedback
« Reply #29 on: April 21, 2017, 09:57:26 PM »
ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.
I can see an argument for shields but why wouldn't ARC-170s have stronger hulls than X-Wings? The X-Wing was designed for all purpose space combat (though mostly geared toward dogfighting) while the ARC was designed to be more like a Bomber/Heavy Starfighter. ARCs weren't known for being exceptionally slow (though they are said to be quite slow), unlike Rebel Y-Wings which are said to move like a "sleepy Hutt". In the code, ARC-170s fire 2 torpedoes per volley whereas all other bombers only fire 1.

April 21, 2017, 10:48:16 PMReply #30

Offline briG

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Re: 2.2 Demo Feedback
« Reply #30 on: April 21, 2017, 10:48:16 PM »
I'd like to make a remark to Brig and say T3Bs are better then T4Bs and T4B lasers are terrible, the proton torpedoes, higher speed, and higher laser damage is fun. I'm assuming they're unchanged from 21.

X-Wings on the ground are... Strange. Health and less damage compared to a TIE fighter (wut) cost more then an Escort Carrier (makes sense) and the Skyhopper has shielding (wait what) where as the X-Wing doesn't.

ARC-170's do not make sense to me, despite being a 20 year old ship they have stronger hulls and shielding compared to X-Wings. Unless this is canonical I am stumped. In addition they appear to move faster then Rebel Y-Wings and are able to penetrate a CR90's shielding in one pass and destroy it in one pass with two squads, where as the modern New Republic Y-Wing cannot penetrate the shielding in one pass of a CR90.

The False 181st despite being composed of average pilots, droids, and a hologram actor survived the onslaught of two Assualt Frigates and 10 X-Wings all ganging up on it, despite being a TIE-Fighter hero.

The lasers and missiles of the T3B and T4B are exactly the same. Whatever difference in performance you believe them to have is imagined. I've since modified my T3Bs to be slower, have more HP and swapped their projectiles for the ones the AV turrets use and increased the speed of the T4Bs.  I might have tweaked the pulse count per burst as well for the T4Bs so I'm not 100% certain but I believe they also have less firepower than the T3b in the laser department and definitely less than the T4b when it comes to the rockets. They fire 6 missiles every time they fire, T3b only fires 4.
« Last Edit: April 21, 2017, 10:55:55 PM by briG »

April 21, 2017, 11:11:43 PMReply #31

Offline the_trots

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Re: 2.2 Demo Feedback
« Reply #31 on: April 21, 2017, 11:11:43 PM »
Rebel Y-Wings which are said to move like a "sleepy Hutt".

Thanks for the memories.  Much of my youth was spent playing N64 "Rogue Squadron"

Still, I never bought "slow" Y-Wings.  Maybe sluggish in regards to maneuverability but not slow.  RofJ shows Y-Wings keeping pace and shooting down TIE Interceptors.   :o

April 22, 2017, 05:00:19 AMReply #32

Offline kucsidave

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Re: 2.2 Demo Feedback
« Reply #32 on: April 22, 2017, 05:00:19 AM »
I can see an argument for shields but why wouldn't ARC-170s have stronger hulls than X-Wings? The X-Wing was designed for all purpose space combat (though mostly geared toward dogfighting) while the ARC was designed to be more like a Bomber/Heavy Starfighter. ARCs weren't known for being exceptionally slow (though they are said to be quite slow), unlike Rebel Y-Wings which are said to move like a "sleepy Hutt". In the code, ARC-170s fire 2 torpedoes per volley whereas all other bombers only fire 1.
The largest advantage of the ARC is the backwards facing laser cannon. It is a huge advantage that they can shot at fighters much faster and more manuvearable than them.
But yes, they still need to be nerfed and we are looking at it at the moment to get them more in linewith the other fighter squadrons of the mod.
Thanks for the memories.  Much of my youth was spent playing N64 "Rogue Squadron"

Still, I never bought "slow" Y-Wings.  Maybe sluggish in regards to maneuverability but not slow.  RofJ shows Y-Wings keeping pace and shooting down TIE Interceptors.   :o
Well, rougue Squadron never was the most reliable source. It many times had information that went against many other sources. X wing alliance on the other hand had the Y-wing considerably slower than the X-wing which was actually slower than both the TIE fighter and especially the Interceptor.
For me, if I wanted to shot down a Y-wing as a TIE interceptor I had to take my engines down to about 60% so I won't just fly past it or right into it. It has shields, TIEs... not so much.
As for RofJ which I presume Return of the Jedi, sometimes pacing needs some cheating
« Last Edit: April 22, 2017, 05:06:05 AM by kucsidave »
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April 28, 2017, 12:32:56 AMReply #33

Offline the_trots

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Re: 2.2 Demo Feedback
« Reply #33 on: April 28, 2017, 12:32:56 AM »
Well, rougue Squadron never was the most reliable source. It many times had information that went against many other sources. X wing alliance on the other hand had the Y-wing considerably slower than the X-wing which was actually slower than both the TIE fighter and especially the Interceptor.
For me, if I wanted to shot down a Y-wing as a TIE interceptor I had to take my engines down to about 60% so I won't just fly past it or right into it. It has shields, TIEs... not so much.
As for RofJ which I presume Return of the Jedi, sometimes pacing needs some cheating

My family's Packard Bell Pentium 75mhz could not run xWing Alliance but yes the Y-wing has always been described as slow.

It's just something that has always bummed me out.  Those two big ass engines, chasing down TIE Interceptors in Return of the Jedi...

April 30, 2017, 07:00:18 AMReply #34

Offline PhoenixC279

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Re: 2.2 Demo Feedback
« Reply #34 on: April 30, 2017, 07:00:18 AM »
Ok, a couple of things.

1. The Allegiance Battlecruiser is extremely slow.

2. The new individual infantry is annoying and makes infantry way less fun to use and less usable due to deployment times

3. THE CORONA IS STILL FIRING BACKWARDS WITH 1 turbo and 1 lasercannon.

4. there was another thing..
[Edit]
Oh yeah. I LOVE the new models for the ships. they are amazing

GrimDark Indeed

April 30, 2017, 10:19:22 AMReply #35

Offline kucsidave

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Re: 2.2 Demo Feedback
« Reply #35 on: April 30, 2017, 10:19:22 AM »
The individual infantry is actually in progress of getting fixed. We are grouping them up.
They had to be taken out of squads to implement the turret effect on the guns, so that they can shoot while moving. Not all of the infantry was fixed up though, this was meant to be a test, but we are grouping them back together with a little bit different method.

The Allegiance was meant to be a slower ship than most. It is a slower, but deadlier ship, with no real counter for fighters.

About the Corona, I don't know if it is intentional or not... Sadly my work lies elsewhere...
"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

April 30, 2017, 12:00:51 PMReply #36

Offline PhoenixC279

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Re: 2.2 Demo Feedback
« Reply #36 on: April 30, 2017, 12:00:51 PM »
I see. hen that's all good

And the corona problem is because of 2 fire bones pointing backwards, effectively cutting its firepower in half

GrimDark Indeed

April 30, 2017, 12:39:56 PMReply #37

Offline GreyStar

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Re: 2.2 Demo Feedback
« Reply #37 on: April 30, 2017, 12:39:56 PM »
Where is everyone getting Coronas?

April 30, 2017, 01:06:46 PMReply #38

Offline PhoenixC279

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Re: 2.2 Demo Feedback
« Reply #38 on: April 30, 2017, 01:06:46 PM »
I check the code.


GrimDark Indeed

April 30, 2017, 06:36:06 PMReply #39

Offline RevanTheFireMage

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Re: 2.2 Demo Feedback
« Reply #39 on: April 30, 2017, 06:36:06 PM »
Things that are good with 2.2

1. The new laser graphics make the game run at a faster rate and it's enjoyable to play and watch as ships get obliterated very rapidly

2. The Arquitens is a great all around frigate and I like how it's set up already as well as some other Clone Wars era units.

3. The Allegiance is a very powerful ship and it's a very powerful asset although it's range should match more of the Praetor's than just an ISD (in my opinion)
 Now some of the things I disliked.

1. The lack of heroes for the Greater Maldrood, Especially land heroes, the lack of heroes made it very bland at times but that's a minor complaint.

2. The Pirate Asteroid can only build two units, I wish there had been more of a pirate rough element to the Maldrood and I felt this could've happened with more pirate units such as Star Vipers,  or pirate ground units such as mercenaries.

3. The Hapan Battledragons seem very weak for some reason and I think they should be buffed and moved up to capital ships rather than frigates.

4. This is just a minor one but why can't the Maldrood have the Venator as a frigate/carrier? They have Arquitens and ARCS already. So it could make sense for them to have it in their roster as a patrol ship for some of their outer territories

That's all I have for now, and yes this is just a demo so I know things will be a lot different in the full 2.2 version. So other than that I like the direction that this is going. I could also do voice work if the modding team needs some voice lines.

"Rule through fear of aggression, not aggression itself." -Grand Moff Tarkin
"History is on the move, and those who cannot keep up, will be left behind"
"Fire Torpon Portedoes!"

 

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