Get rid of artillery and push back speeders in the tech tree
#1
Posted 29 March 2008 - 03:14 AM
Perhaps the issue is with how far you can see on a map, very tiny area, and so you end up being ambushed by artillery again and again with little to no recourse.
Honestly at this point it's a point of frustration when playing as the Empire. Rebels always attack with a unit of arty and speeders. Talk about stupidly overpowered. God forbid you happen to get jumped when you have zero funds and can't build an air defense turret and are forced to retreat or die slowly or worse try to defend a planet where infantry is not allowed vs speeders.
Lots of issues with balancing here. Why bother building anything other than these two units over and over and over. With all the other units available you should get a chance to actually play with them but there is no point.
It's a lot more fun to have a slug fest between two armies rather than a one sided kick to the groin again and again and again.
So for sake of fun please dump the arty on both sides and push the speeder up the tech tree so you don't give a massive advantage to the rebels.
#2 Guest_Kitkun_*
Posted 29 March 2008 - 08:58 AM
P.S. I'd register, but the system doesn't seem to like me right now.
#5
Posted 29 March 2008 - 06:20 PM
It's true that you can use the speeder bikes against them but they are killed usually on a single strafing run from a speeder and it takes so long for the thermal detonator to explode that you have to be lucky to get the arty with them. You could place them in front of the arty and ensure they blow up if they aren't defended well but that would require you to see a larger part of the map. If you try to adjust to where to put the detonator after you find them it's very possible to end up putting it where the arty won't even go to or your unit is killed by rocket soldiers/speeders in short order.
Anyway it's an exercise in frustration. The game mechanics just don't work well with artillery.
#6
Posted 29 March 2008 - 06:31 PM
#7
Posted 29 March 2008 - 07:29 PM
Have you ever played as the rebels? The imps can use artillery just as well, but if you only play as one side, then you don't notice it. It is probably a good idea to make artillery less effective against vehicles, but that doesn't mean we should remove it entirely. An alternitive would be to make it so that artillery can switch from AP to AV mode, but is weak to the one it isn't specialized against. The only real rebel artillery advantage is the spotter droids.
You missed my point. I asked for artillery to be removed. Period. I didn't ask for only rebel artillery to be removed.
Again game mechanics are not suited for artillery in this game. At all.
#8
Posted 29 March 2008 - 10:02 PM
[sorry for offtop; hopefully it won't be removed ]
If you want to remove artillery from PR, you can do it yourself:
1) Open YOURFOCDIR\Mods\Phoenix_Rising_Space\Data\Xml folder
2) Find GroundCompaniesEmpire.xml, open it with notepad/any other wordeditor
3) Find line
<GroundCompany Name="Imperial_Artillery_Corp">
4) Add
<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>
just below and save
5) Find GroundCompaniesRebel.xml
6) Find line
<GroundCompany Name="Rebel_Artillery_Brigade">
7) Add
<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>
and save.
And voilla! You just got rid of artillery companies for both sides :]
Remember to make backup for both files
#9
Posted 29 March 2008 - 11:43 PM
Well, it seems I'm not the only one who doesn't like artillery. You might be interested in my mod which I'm slowly developing (old topic here: Realistic Star Wars; I didn't start new one, mod is far more advanced right now, yet still far till release)
[sorry for offtop; hopefully it won't be removed ]
If you want to remove artillery from PR, you can do it yourself:
1) Open YOURFOCDIR\Mods\Phoenix_Rising_Space\Data\Xml folder
2) Find GroundCompaniesEmpire.xml, open it with notepad/any other wordeditor
3) Find line
<GroundCompany Name="Imperial_Artillery_Corp">
4) Add
<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>
just below and save
5) Find GroundCompaniesRebel.xml
6) Find line
<GroundCompany Name="Rebel_Artillery_Brigade">
7) Add
<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>
and save.
And voilla! You just got rid of artillery companies for both sides :]
Remember to make backup for both files
Wicked! Thank you thank you thank you!!!
This should make the game so much more fun. Going to go try it now.
#10
Posted 30 March 2008 - 06:39 AM
The rebel artillery I like better, but I greatly prefer the Loratus Torpedo Launcher from Force Commander, as it feels more..."canon" to me.
Generally everything created for Force Commander feels more canon to me than things created for Empire at War for some reason...though I'll be one to theorize it may be more due to nostalgia than anything else.
Or it's because the creators of Command & Conquer made the vehicles for Empire at War...yeah that's part of the reason.
#11
Posted 30 March 2008 - 03:54 PM
Pity that I didn't play Force Commander, as I'd like to go a bit more 'feel' of technical stuff of SW. The problem with EAW land combat is that it doesn't give 'feel' of Star Wars - blaster-armed inf dies instantly becouse of artillery, and we don't get many squads, either.The artillery given in Empire at War sucks...SPMA-T especially. I mean, it says it's a "turbolaser" but it's clearly not, and since when can they arch? Makes absolutely no sense. It's just ugly.
The rebel artillery I like better, but I greatly prefer the Loratus Torpedo Launcher from Force Commander, as it feels more..."canon" to me.
Generally everything created for Force Commander feels more canon to me than things created for Empire at War for some reason...though I'll be one to theorize it may be more due to nostalgia than anything else.
Or it's because the creators of Command & Conquer made the vehicles for Empire at War...yeah that's part of the reason.
#12
Posted 30 March 2008 - 04:28 PM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#13
Posted 30 March 2008 - 06:12 PM
So what? Imperial ATATs cost 1000, take forever to build and are easily destroyed by Rebel PLEX Squads/Speeders which are way cheaper.Artillery Needs to be in the mod! It is canon and in is infulental in any battle. Yes the rebels artilery is way over powered but the imps get ATAT's. The Imps artillery should be the SPHA and the SPMA
#14
Posted 30 March 2008 - 09:38 PM
On artillery, it (all three of em) should be nerfed a little. faster rate of fire, longer range, and less (like a third of it's total damage) is what I think. But this less damage against vehicles idea seems strange. It's artillery, it's supposed to be fragile but a battle winner. But it shouldn't devastate anything it hits, because it's indirect fire and therefore inaccurate.
#15
Posted 31 March 2008 - 12:48 AM
#17
Posted 31 March 2008 - 01:10 PM
To get the final artillery, make the following changes. Reduce damage by about 50%, but make sure it has enough to kill infantry. Reduce damage against vehicles by another 25%. Increase range. Decrease artillery speed and hit points. Add some sort of airspeeder early to allow counter-artillery missions, possibly atmospheric TIEs and Z-95s. Theses are strong against artillery.
#18
Posted 31 March 2008 - 03:15 PM
Maybe trebuchets that launch giant thermal detonators?
I see a lot of comparison to today's world, but IMO you're missing the point. We see artillery only in recent movie (AoTC); whereas in classical trilogy - not at all. During Rebellion time most battles were fast, relying more on speed & hit-n-run tactics then anything else. Even the most powerful weapon (AT-AT) is quite mobile... It's SW world, with it's own rules...
We also see masses of infantry in SW. Artillery makes them totaly obsolete - even single artillery can easily decimate like 10 enemy squads, since it takes 1 shot to eliminate a squad. That's not the case with other units: it still takes a while to kill AT-AT with PLEX squad, or to kill inf with Swampspeeders. If inf have like 3:1 numerical superiority they can even kill Swampspeeder. Try the same with artillery So even proposed changes won't solve everything - they'll simply make AT-AT + Art combo unbeatable, and we'll require another patch...
Therefore artillery: uncanonical, unbalancing, dead
#19
Posted 31 March 2008 - 06:57 PM
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