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Author Topic: Making Leader ships more manageable?  (Read 1981 times)

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March 24, 2018, 05:08:21 PM

Offline Drex143

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Making Leader ships more manageable?
« on: March 24, 2018, 05:08:21 PM »
So I just finished up a Empire divided campaign, played through about 250 in-game weeks. I had a pretty good time, and this was my first real time going through the campaign.

I ran into a few issues, however. The most glaring one being how overpowered the pentastar allignment is at the beginning of the game. They start with 2 MASSIVE leader ships, which can only be destroyed when ever single one of it's (50?) hardpoints has been destroyed. I needed 8 capital ships at the end game focusing on just one ship to take down it's shields, and just getting the shields down took what seemed like 5 minutes. This seriously needs to be nerfed, as  I would routinely be attacked by that one single ship (I forget the leader's name), and it made the first 1/3 of the game pretty frustrating.

I would make a little headway into fighting the empire, and then "enemy fleet approaching". aaaaand of course it's that one guy coming to destroy my fleet of 3 capital ships. Absolutely nothing I can do about it other than retreating. There goes another planet.... This isn't fun. Whether thematically correct or not I didn't like it lol.

Also, it would be great if you could pick your ship's starting location, at least when defending. My ships would constantly be put WELL in front of the Golan stations, causing them to get picked off as they were heading back to get supporting fire.

Finally, I felt that the map sizes in general were just a bit too big. I understand the increase in size. But waiting 2-3 minutes at the beginning of every battle for your ships to make it over there is pretty tedious.


Overall though, I enjoyed the mod. Thanks for all of your hard work! I'll be following the updates here in the future.

March 24, 2018, 05:31:21 PMReply #1

Offline Bucman55

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Re: Making Leader ships more manageable?
« Reply #1 on: March 24, 2018, 05:31:21 PM »
In 2.2, the PA no longer gets two free SSDs from the start. Kaine shows up at around week 20 and Jerec has been separated from the Vengeance. Captain Sysco is now in command of the Vengeance and is a recruitable hero for them. SSDs in general have also been adjusted. They are significantly more vulnerable to fighters and bombers in 2.2 than in 2.15. They also have received engine hardpoints so you can prevent them from retreating.

Picking your ships starting positions isn't possible.

When on offense, pathfinder slot. Use it. Makes things much better. Can't really do anything about that on defense.

As a side note, this should probably be moved to the Imperial Civil War section as opposed to the Fall of the Republic section. Moved ~ Slornie
« Last Edit: March 24, 2018, 06:15:46 PM by Slornie »

March 25, 2018, 07:39:04 AMReply #2

Offline Zardnaar

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Re: Making Leader ships more manageable?
« Reply #2 on: March 25, 2018, 07:39:04 AM »
Just killed Jerec on the ground and Kaine died for the loss of 3 starfighters.

 Fleet composition was around 50/50 TIE defender and scimitar assault bombers. I caught Kaine napping.

 Generally when the SSD has back up I focus on support ships 1st and brute force it. If you can't build sciitar assault bombers era III+ just build TIE defenders.

March 25, 2018, 03:03:09 PMReply #3

Offline Arvenski

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Re: Making Leader ships more manageable?
« Reply #3 on: March 25, 2018, 03:03:09 PM »
If a super star destroyer attacks you, I'd normally recommend you get out of there, because fighting one of those monsters head-on against all those turbolasers is going to be painful. Retreat, then get a strong fleet together and get ready to attack. In my experience, it's best to fight those things on your own terms. When you zoom in on your fleet on the galactic map, put a corvette or something else that's small and expendable in the box in the top left of the area where your units are shown. Then move your fleet to where the SSD is. The expendable unit will jump into the battle alone. Try to skirt the edge of the map with it and wait for the SSD to turn away from the direction that your ships will jump in from, and then pause and bring in the rest of the fleet right in close behind him. Your ships will be safe in the SSD's 'blind spot' as long as they stay behind it, because few, if any, of its turbolasers will be able to fire on them. The SSD will try to maneuver, so keep at eye on your ships, and keep them in firing range of the SSD and preferably behind it. If the SSD is able to focus its fire on one of your ships, try to get your ship out of there before it gets cooked. Also, tell all your bombers to focus on the SSD as well; they make a big difference.
« Last Edit: March 25, 2018, 03:17:47 PM by Arvenski »

 

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