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Author Topic: 2.2 Unit Review  (Read 10464 times)

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May 13, 2018, 01:30:10 AMReply #20

Offline Zardnaar

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Re: 2.2 Unit Review
« Reply #20 on: May 13, 2018, 01:30:10 AM »
Idk about blame, maybe thank you because you are totally right. I just think it is weird that the Corona is supposed to be an upgrade from the Nebulon but it has almost the exact same armament.

Yeah let me know what you think. Anyone else as well. I'm curious about what you guys think of the Marauder. It is a difficult to use ship but rewarding I think.

Context, the Corona is really really good, not as good as the Nebulon B perhaps but when you get it you can't build the Nebulon B.

 And E Wings are better than X-Wings. If they were available at the same time the Corona would be marked down.

May 13, 2018, 06:28:43 AMReply #21

Offline Grand Admiral Rufaan Tigellinus

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Re: 2.2 Unit Review
« Reply #21 on: May 13, 2018, 06:28:43 AM »
This is far too harsh on ISDs 1 & 2. They have their flaws, but they get the job done, when you use them right. They work wonderfully in fleets with Praetors, Allegiances, Torpedo Spheres or Secutors. I've completed Endor Aftermath on Admiral as Eriadu, and I haven't lost a single ISD throughout the entire campaign. Just don't expect them to win battles on their own, always make sure that they have support (they themselves function best as support units for battlecruisers, imo), and micromanage pathfinding, so they don't turn their asses to the enemy. Trust me, it's all possible, and is much easier than it may seem.
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


May 14, 2018, 12:45:07 AMReply #22

Offline tlmiller

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Re: 2.2 Unit Review
« Reply #22 on: May 14, 2018, 12:45:07 AM »
This is far too harsh on ISDs 1 & 2. They have their flaws, but they get the job done, when you use them right. They work wonderfully in fleets with Praetors, Allegiances, Torpedo Spheres or Secutors. I've completed Endor Aftermath on Admiral as Eriadu, and I haven't lost a single ISD throughout the entire campaign. Just don't expect them to win battles on their own, always make sure that they have support (they themselves function best as support units for battlecruisers, imo), and micromanage pathfinding, so they don't turn their asses to the enemy. Trust me, it's all possible, and is much easier than it may seem.

Given his requisites, I'd definitely agree with the ISD-I ranking he gives.  They're not worth building.  They're not EXTREMELY cheaper than the ISD-II, but they are far inferior in combat.  And they have absolute garbage fighter/bomber complement.

It could easily be argued (IMO) that the IR ISD-II should get a 3 instead of 2.5, and the Zsinj a 3.5 instead of 3, but I personally wouldn't be willing to argue for higher than that.  Quite frankly, given their poor fighter complement for the IR, they're not fantastic.  They're adequate, but given their cost and fleet cost, they're certainly not anything better than average.  Their popularity in IR fleets is, IMO, more a reflection of the lack of anything truly better until you're quite rich than a reflection of the competency of the ship.  Zsinj is obviously superior given their fighter complement, but they're still only an average or very slightly above that ranking.
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May 14, 2018, 04:55:47 AMReply #23

Offline kucsidave

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Re: 2.2 Unit Review
« Reply #23 on: May 14, 2018, 04:55:47 AM »
I would argue for the Victory I to be a 2.5 or even a 3. Those missiles are very effective against both frigates and fighters, the fighters they bring are still not terrible and they are much more multi role than the VSDII, which means if you don't want a specialist fleet but a generalist they are a much better choice than the VSD II.
They don't stand a chance against capitals as much as the VSD II, but they are not meant to be.
I myself use VSD Is more than VSD IIs, especially against the NR and EotH, who have much better fighters than I have, and instead of having to bring 6-7 dedicated anti-fighter ships, I only have to bring 2 if I have VSD Is instead of IIs, and therefore gain 4-5 pop I can use much better, like bring in extra strike cruisers instead, which I agree to be 5/5.
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May 14, 2018, 05:16:31 AMReply #24

Offline Grand Admiral Rufaan Tigellinus

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Re: 2.2 Unit Review
« Reply #24 on: May 14, 2018, 05:16:31 AM »
Given his requisites, I'd definitely agree with the ISD-I ranking he gives.  They're not worth building.  They're not EXTREMELY cheaper than the ISD-II, but they are far inferior in combat.  And they have absolute garbage fighter/bomber complement.

It could easily be argued (IMO) that the IR ISD-II should get a 3 instead of 2.5, and the Zsinj a 3.5 instead of 3, but I personally wouldn't be willing to argue for higher than that.  Quite frankly, given their poor fighter complement for the IR, they're not fantastic.  They're adequate, but given their cost and fleet cost, they're certainly not anything better than average.  Their popularity in IR fleets is, IMO, more a reflection of the lack of anything truly better until you're quite rich than a reflection of the competency of the ship.  Zsinj is obviously superior given their fighter complement, but they're still only an average or very slightly above that ranking.

I wouldn't build ISD1s, of course, it's ISD2 all the way, or better yet Tectors, if it's Eriadu, or era 4-5 Remnant. But you usually get 3 or 4 ISD1s in your starting forces, also some of the heroes have them, and I wouldn't exactly say that they do horribly in battle, for my tactics, at least. I don't rely on fighter/bomber swarms, as I said (Maldrood is the exception to that, with ARC-170s, Skiprays and Scimitars, that's just too good to waste), so their compliment doesn't really bother me that much. And I give ISD1 props for their Ion cannon prowess, they're actually better at taking down shields than almost any other capital ship for Imperial factions. I see ISD2s (and ISD1s, by proxy) as a backbone of any Imperial fleet. And for me, someone who uses Star Destroyers, Battlecruisers and SSDs for their firepower, that's a backbone I'm happy with, because it always works for me. And I'm not a fighter/bomber guy, at all. I prefer killing them with lancers/raiders/IPVs/CR90s, etc. And I never play as the NR, where I think I'd have to use strikecraft, whether I like it or not, since it's that faction's primary strength.
"To live is to suffer, to survive is to find some meaning in the suffering" - Friedrich Nietzsche

"Maybe those nihilist philosophers are right; maybe this is all we can expect of the universe, a relentless crushing of life and spirit, because the equilibrium state of the cosmos is death" - Arthur C. Clarke

"We even ignited the first atomic bomb on the day commemorating the transfiguration of Christ, thus unconsciously signaling that we intended likewise to transform the world, not only after the light but after darkness - with a blast that burned several times hotter than the surface of the sun." - Stanislav Grof, "Human Survival and Consciousness Evolution"


May 14, 2018, 09:08:53 AMReply #25

Offline Zardnaar

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Re: 2.2 Unit Review
« Reply #25 on: May 14, 2018, 09:08:53 AM »
This is far too harsh on ISDs 1 & 2. They have their flaws, but they get the job done, when you use them right. They work wonderfully in fleets with Praetors, Allegiances, Torpedo Spheres or Secutors. I've completed Endor Aftermath on Admiral as Eriadu, and I haven't lost a single ISD throughout the entire campaign. Just don't expect them to win battles on their own, always make sure that they have support (they themselves function best as support units for battlecruisers, imo), and micromanage pathfinding, so they don't turn their asses to the enemy. Trust me, it's all possible, and is much easier than it may seem.

its because almost every other capital ship in the 6 point slot is better than an ISD II IMHO. The only ship its better than is the ISD I.

 Its not terrible that is why I gave it 2.5 which is average. I have upgraded the GM ISD II to a 3 and the Zsinj version to a 3.5 as it launches TIE Raptors and those things are to good.

 BTW IR gets Tectors era 1 now, Alleginces era 2 and 3, Tector returns era 4 and 5.

 ISD II is quite good for Zjinj also due to a lack of better options like the Tectot (IR and EA) and the various 4 point cruisers and carriers the GM and PA get.

 Upgrading the Marauder to a 3.5, I was using them wrong before.

 Updates Marauder, ISD IIs, Lucrehulks, Quasarfires (Zsinj).

 
« Last Edit: May 14, 2018, 09:33:00 AM by Zardnaar »

May 15, 2018, 11:05:39 AMReply #26

Offline turtle225

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Re: 2.2 Unit Review
« Reply #26 on: May 15, 2018, 11:05:39 AM »
I'm a bit curious about your 4/5 Tie Defender rating. Admittedly I have not used them and rarely see them against the AI but here's the thing. I just noticed that they are a 2 pop unit which sounds outrageous to me. Even if they are the best fighter in the game I don't think I could ever justify spending two pop points on one. I'll just bring two lancers if I need flak support or a carrack if I want more damage. Is it two pop because a fleet of 60 Defenders would break the game?

Also You mention that you don't like BACs because of bad experiences in From the Ground Up. When I play FtGU I'm in Era 2 as the NR which confuses me as to why there is a discrepancy there. When I play Remnant they are in era 2 as well, not 3 like it says.

May 15, 2018, 12:30:21 PMReply #27

Offline Zardnaar

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Re: 2.2 Unit Review
« Reply #27 on: May 15, 2018, 12:30:21 PM »
I'm a bit curious about your 4/5 Tie Defender rating. Admittedly I have not used them and rarely see them against the AI but here's the thing. I just noticed that they are a 2 pop unit which sounds outrageous to me. Even if they are the best fighter in the game I don't think I could ever justify spending two pop points on one. I'll just bring two lancers if I need flak support or a carrack if I want more damage. Is it two pop because a fleet of 60 Defenders would break the game?

Also You mention that you don't like BACs because of bad experiences in From the Ground Up. When I play FtGU I'm in Era 2 as the NR which confuses me as to why there is a discrepancy there. When I play Remnant they are in era 2 as well, not 3 like it says.

 I just noticed the TIE Defender thing I think they got nerfed in the 2.3 update (2.1 perhaps?). They are now 2 pop and lost the boost weapons ability so yeah they are not that good any more.

 Preybirds just got alot better now. CC VSD's also got nerfed I don't think they launch fighters but I will have to double check that.

 I like BACs they are just squishy. I gavce them a 3.5 IIRC. I think I like Majestics better though way more durable and sometimes so many fighters is overkill. Less losses is always nice. Tweaked the ratings to account for the changes. CC VSD may lose a half point as well.

 Nope I was wrong CC VSD have a Preybird and TIE Interceptor.
« Last Edit: May 15, 2018, 09:21:36 PM by Zardnaar »

May 21, 2018, 04:08:38 PMReply #28

Offline turtle225

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Re: 2.2 Unit Review
« Reply #28 on: May 21, 2018, 04:08:38 PM »
So unlike SSD's, the Vicount still doesn't have any poppable engines. Is that an oversight or intentional?

May 22, 2018, 06:15:41 PMReply #29

Offline Zardnaar

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Re: 2.2 Unit Review
« Reply #29 on: May 22, 2018, 06:15:41 PM »
So unlike SSD's, the Vicount still doesn't have any poppable engines. Is that an oversight or intentional?

 I have only built 1 of them and lost it in its 2nd or 3rd battle so did not notice.

May 23, 2018, 01:27:31 AMReply #30

Offline DemonKingDan

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Re: 2.2 Unit Review
« Reply #30 on: May 23, 2018, 01:27:31 AM »
Actually the Dreadnaught is exactly the same for both NR and Empire and there has been no change to hull, shields or PtW on any of them since 2.1.  Comparing the two versions of the mod side by side the only change to the Dreadnaught is the proportional cut to projectile counts in common with every other unit.  Of course that doesn't mean it doesn't feel relatively weaker compared to other units as those have changed of been added between versions.

  I see now, still, It might because I play with the default Space Battle Speed.
  Also, I think I'll change my Ship suggestion. I change it to the Katana Fleet Dreadnoughts over the regular standard ones. With that Said, Katana Fleet Dreadnoughts had/have Stronger Shielding than that of the Standard Models (Enough to rival a VSD II) and had Heavier Weaponry. This makes them Better than Strike Cruisers AND VSD I's! Katana Dreadnoughts Reign Supreme in my Book!
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