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PR v 1.1 Ship design Discussion


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#1 cromy

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Posted 28 December 2008 - 09:09 AM

Well i know there is a thread that exists for favorite ships and what not for PR v1.0 but now with PR v 1.1 out and the numberous weapon changes have really changed how ships handle in PR.

Anyway with the new star base designs limiting what i can currently build in my current empire game untill i conquer some new planets and build up their infrastructure, i've really taken a liking to a combination of Dreads and Carracks cruisers as my current main stay fleet espically with the added benefit of the starting admiral near Axilla of which that starting fleet with the carracks and dread upgraded to mark III and mark II respectivly as well has having the NebB upgrade for the admiral around there took out the mega fleet over Axilla as i call it (since i havn't seen all the big fleets floating around due to the fact the probe droid does jack )

However aside from the starting fleet slightly upgraded i've been building lots of IPV's and Bayonets since most of my starbases can only handle those and i find them quite effective even if after 10 bayonets and 20 IPV's i've yet to conquer the Kessel CSA fleet probably would have done better if i'd sent in all in instead of half at a time luckily the largest ships left at Kessel are carracks right now (i've been playing the outter rim since its the largest GC outside the GFFA's though i was able to play GFFA lite in PR v1.1 havn't tried it in v 1.1.1)

I'm hopeing to take my new trectors i've researched out for a spin being the only destroy class of ship i've researched look slike with the upgrade to weapons it should be quite devastating aside from the 17k price tag.
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#2 A1Dasdfsdkli4r2

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Posted 29 December 2008 - 08:49 AM

I've been playing core worlds, on tech 1 (never making that mistake agian(, and the Tector, Acclamator, and skipray blastboat squadron are a wonderful team. It's kinda funny on core wordls though because the enemy would rather attack you over the pirates.

#3 Kitkun

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Posted 29 December 2008 - 02:44 PM

I rather like the upgraded Acclamator's hull-eating proton bombs, and the Tector's sheer firepower.

It's kinda funny on core wordls though because the enemy would rather attack you over the pirates.

That's cause the player starts out weaker than the pirates. They weren't kidding when they said the pirates get some nasty stuff.

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#4 Ghostrider

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Posted 29 December 2008 - 03:13 PM

I rather like the upgraded Acclamator's hull-eating proton bombs, and the Tector's sheer firepower.

It's kinda funny on core wordls though because the enemy would rather attack you over the pirates.

That's cause the player starts out weaker than the pirates. They weren't kidding when they said the pirates get some nasty stuff.



OK. But tech up and you get to make mincemeat out of them.

#5 coinich

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Posted 29 December 2008 - 03:34 PM

Me wonders why the Rebels seem to get a Reef Home on Alderan so fast while the Empire can at most get a Dreadnaught or two in a similar amount of time...

#6 feld

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Posted 29 December 2008 - 06:08 PM

I've been playing core worlds, on tech 1 (never making that mistake agian(, and the Tector, Acclamator, and skipray blastboat squadron are a wonderful team. It's kinda funny on core wordls though because the enemy would rather attack you over the pirates.

Really? I've not had that experience. Instead, the AI rebels in my Core campaign raided Corulag...twice. I haven't been attacked yet. But this is on Easy AI. Perhaps it's set to be friendlier.

#7 cromy

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Posted 29 December 2008 - 07:09 PM

Me wonders why the Rebels seem to get a Reef Home on Alderan so fast while the Empire can at most get a Dreadnaught or two in a similar amount of time...

The AI gets a bonus to economy and i assume production instead of boost to hull and stats, besides two dreads can pwn a reef home anyday, so long as you keep the dreads out of range of those puny turbolasers on those mon cal ships since heavy turbo's seem to have double the range and a stock dread has 10 of them.

And yeah after my conquest of Kessel last night and my fleet of IPV8's and Bayonet mark 5's were nearly whiped out by the remaining fighter craft after taking out the remaining ships of the line nearly lost the battle for Kessel again because most of the Y wings were armed with proton bombs vicious little warheads. Yeah if you go for kessel bring lots of Lancers and a Trector or two to handle the big ships (Dread x1 MC40 x1 Carrack x many Maurder x many)

Speaking of which untill i upgraded my Bayonets to Mark 7's i've been using the starting Marauders as a nice little punch but now my Bayonet's are really starting to out gun them badly like by 12 Heavy Turbolaser and 12 laser cannons to i think 8 double turbolasers plus the bayonet's have much better fighters. I'm interested in seeing if anyone has played with the Marauder with the rebels and wither or not it breaks out some of its own Heavy turbolasers.

Also has anyone expierenced high losses compared to PR v1.0 when fighter CSA/Reb/Imp forces? So far my biggest lose has been in, you guessed it Kessel, and its not because of the quality but the quantity of fighter/bombers and the like, I lost the starting fleet in the sector around Kessel, 12 Bayonets, and 27 IPV's taking that planet. Suullist was another big one as they had a nifty MC120 Star CRUISER not a passenger liner >< plus my abhorrent fear of the Victory star destroyer allowed them to sneak 5ish MC40's and 2 MC80 right up onto my battle line thank the Emperor the Trector class when really chewed through those MC80 when they decided to go into the knife fighter, because with turbolaser fire like that who needs ion cannons, which really have plagued me thoroughly through out my conquest of the Outer Rim with all the MC30/40/80's out there those little guys can really stand up to a through Turbolaser barrage.
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#8 coinich

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Posted 29 December 2008 - 08:20 PM

Thats the thing with Rebel ships; their MC shields can be unbelievably/annoyingly strong, especially with the Boost Shields ability. I'd suggest investing in bombers (Scimitar, anyone?) and Acclimators and Tectors; things that can do direct damage.

I tried the scouting thing with a Nebulon B Frigate and an IPV to figure out what forces were there. To my dismay, there were a MC-80, an Invincible class, and a CC-7700 that often used its gravity well generators. :(

Edited by coinich, 29 December 2008 - 08:24 PM.


#9 A1Dasdfsdkli4r2

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Posted 30 December 2008 - 04:15 AM

I alyways recommend only jumping in 1 ship because the ai will swarm that 1 ship, and you can hyperspace in the rest of your fleet behind them, and the enemy will constantly jump in spot.

Edited by Ba Boracus, 30 December 2008 - 04:16 AM.


#10 coinich

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Posted 30 December 2008 - 01:51 PM

I did that once, and still lost. :(

The core world fleets are nasty.

#11 Fox83

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Posted 30 December 2008 - 02:59 PM

The core world fleets are nasty.


Not realy, 2x preator II SBC + 12x skipray and any core world is at your merci. :evgr:
Actualy this fleets are quite good source of income if you have Axxila, Despayre (pirate) and Kalist VI (Rebels)

#12 Phoenix Rising

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Posted 30 December 2008 - 08:13 PM

Also has anyone expierenced high losses compared to PR v1.0 when fighter CSA/Reb/Imp forces?

That's the AI getting gradually smarter with every release. Starfighters used to almost never engage you before... now they intercept you.

Actualy this fleets are quite good source of income if you have Axxila, Despayre (pirate) and Kalist VI (Rebels)

Exactly. Ghorman has the Imperial bounty, by the way.

#13 Dalmp

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Posted 31 December 2008 - 02:11 PM

Not realy, 2x preator II SBC + 12x skipray and any core world is at your merci. :evgr:

That would certainly do it :D

I've been using a single praetor, myself, with the rest of the fleet consisting of dreadnoughts. The praetor serves to shield tank anything that might kill a dread before they can bring it down. Kept close together, the intense overlapping fields of fire of the dreads take care of pretty much everything else.

Just goes to show there's more than one way to crack an egg - one of the things I always loved about PR.
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#14 feld

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Posted 31 December 2008 - 03:15 PM

Actualy this fleets are quite good source of income if you have Axxila, Despayre (pirate) and Kalist VI (Rebels)

Exactly. Ghorman has the Imperial bounty, by the way.

Wanted to ask how that bounty-system works. I've noticed the little credit markers going up and the icon on the right of the screen...but it's unclear to me what I did/captured to deserve it.
Does this mean that when I hold Axxila, Despayre, Kalist VI or Ghorman, I get a bounty for blowing up ships? Do I get it only for a certain "nationality" (i.e. if I hold Kalist I get a bounty for blowing up Rebels). Or is it a general "blow up enemy" bounty?

Edited by feld, 31 December 2008 - 03:23 PM.


#15 cromy

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Posted 01 January 2009 - 03:00 AM

At the end of combat under the time it took to execute it it lists your salvaged credits. Most of the Sluis sector will net you around 39k in the outer rim campagin
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#16 Phoenix Rising

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Posted 02 January 2009 - 01:57 AM

Wanted to ask how that bounty-system works. I've noticed the little credit markers going up and the icon on the right of the screen...but it's unclear to me what I did/captured to deserve it.
Does this mean that when I hold Axxila, Despayre, Kalist VI or Ghorman, I get a bounty for blowing up ships? Do I get it only for a certain "nationality" (i.e. if I hold Kalist I get a bounty for blowing up Rebels). Or is it a general "blow up enemy" bounty?

There may be a couple other planets that have that advantage too (Orinackra), but yeah. It's only against certain factions, as it says in the description. I believe you can hover over the icon in tactical to check what it's good against also.

#17 trenthowell

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Posted 03 January 2009 - 04:16 AM

I've found that fully upgraded Dodonnas are just ridiculously powerful. My habit is to send a pair of MC80Cs and 10-12 Dodonnas in, and just proceed to rofl-stomp pretty much anything there is. Those quad heavy turbo lasers just devastate any and everything. They can be a little weak in some of the longer battles where the AI may have 10+ Star Destroyers, but since they almost never upgrade, I don't really see heavy losses with this setup. The beautiful thing about this is that I don't even need to bother with fighters, as the Dodonnas just destroy those, too.

#18 Phoenix Rising

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Posted 04 January 2009 - 01:58 AM

I've found that fully upgraded Dodonnas are just ridiculously powerful.

Hopefully I didn't overdo them, but they are practically as big as a destroyer. I guess I'll have to double check the upgrades.

#19 trenthowell

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Posted 04 January 2009 - 02:14 AM

I think its pretty well balanced on that regard. All the upgrades to the Dodonnas before the final upgrade do absolutely nothing to the weapons whatsoever, so you really have to spend your time researching and upgrading to get them to be just that awesome. I think a lot of the problem with them being so powerful is that the AI just doesn't upgrade its units. I'm sure tector3/4's or whatever they upgrade to (haven't played imp yet) would handle the Dodonnas a lot better than the I's I was facing.

#20 Kitkun

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Posted 04 January 2009 - 03:40 AM

Just tried the Dodonnas out. Sheesh, that's a lot of firepower.
I'm pretty sure the heavy quad turbos are firing through the ship.

Tector IV would probably smash a whole set of Dodonnas, though.

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