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PR v 1.1 Ship design Discussion


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#21 Tropical Bob

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Posted 04 January 2009 - 09:25 AM

I noticed something during skirmish about the Tector-class: the cluster of three turbolasers in the middle of the spine. I'm not sure if this was intended or not, but only one shoots. Oddly enough, it shoots constantly. It's basically a never-ending stream of turbolaser fire. Maybe like 5 shots per second or so? I guess it's supposed to simulate having all three firing, and maybe to increase performance some, but I kind of find it distasteful. That's just me though.

The Imperial-class's spine turbolasers seem to work fine, and shoot out bursts of four each.

I also noticed that either the Marauder-class and/or the BFF Bulk Cruiser seem to be surprisingly accurate against starfighters with their turbolasers. In a skirmish against the CSA, I was trying to hack into the brick wall of enemy starfighters (Must have been at least 20 squadrons per enemy AI...), but the cruisers that were sitting it out a little behind the wall of fighters were long range bombarding my TIEs, and seemed to cut them down rather nicely before I even reached the fighter wall.

#22 SpardaSon21

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Posted 05 January 2009 - 02:16 PM

In Skirmish vs. CSA as Rebels, build Recusants! Expensive, but fighter death with engines attached, and they have these uber-long-ranged turbolasers that can snipe their VSD's while your Golan tanks. And then just get some Dodonna's and a MC80 or two and you win with an easy steamroller.

#23 coinich

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Posted 05 January 2009 - 03:58 PM

If Imps, I find IPVs, Carracks, and the Super Bulk Transport most effective. IPVs have concussion missiles; some of the closest ships the Imps have to a missile gunboat. Carracks have power to shields, so have some tanking ability, plus a balance between anti-starfighter, and enough turbos to wear down opposition, and building a Super Bulk or two will destroy that fighter wall. The Diamond Borite missiles will utterly tear holes when the main fighter rush hits you. Rush to Golan III, and then build Lancers. They are extremely cheap, quick, and near death for anything the CSA can pull. When in danger of heavier ships, such as VSDs and Dreadnaughts, build a Strike cruiser or two and hold them tight to the Golan; it will take out most of their heavies with little damage. For more effectivness, hyperspace a Tector into the rear of their heavies. Finally, use Scimitars or TIE Bombers to kill their starfighter factory. Now they are on your ground; Imps usually win in a cap fight.

This formula seems to work, but I keep getting exceptions every time I start winning with it... Always the Yavin map. I've had 3 in the past two days.

Edited by coinich, 05 January 2009 - 04:06 PM.


#24 Phoenix Rising

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Posted 05 January 2009 - 10:54 PM

I think a lot of the problem with them being so powerful is that the AI just doesn't upgrade its units.

Actually it should... if it were building star bases more regularly.

I'm pretty sure the heavy quad turbos are firing through the ship.

Yeah. That's a compromise I had to make in order to get turrets to track without having to tell them what to fire at every time. The turret code in EaW just isn't good.

I noticed something during skirmish about the Tector-class: the cluster of three turbolasers in the middle of the spine. I'm not sure if this was intended or not, but only one shoots.

Uh, they all should fire. At least they do for me. Is this a problem for anyone else?

I put the lateral heavy quads from the ISD on the TSD in place of the triple turbolasers as a way of making them different, but still standardized. They upgrade to rapid octuples at IV (zoom in).

I also noticed that either the Marauder-class and/or the BFF Bulk Cruiser seem to be surprisingly accurate against starfighters with their turbolasers.

Well, the BFF only has a double laser at level 8, so it should be accurate against fighters. The Marauder's turbolasers have the same accuracy as any other turreted turbolasers though, so I don't know if it was point-blank or just lucky.

This formula seems to work, but I keep getting exceptions every time I start winning with it... Always the Yavin map. I've had 3 in the past two days.

Always Yavin? Can anyone else confirm?

#25 coinich

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Posted 06 January 2009 - 12:13 AM

Well, the first exception wasn't, but I think that was the old version.

#26 Tropical Bob

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Posted 06 January 2009 - 04:01 AM

I noticed something during skirmish about the Tector-class: the cluster of three turbolasers in the middle of the spine. I'm not sure if this was intended or not, but only one shoots.

Uh, they all should fire. At least they do for me. Is this a problem for anyone else?

I put the lateral heavy quads from the ISD on the TSD in place of the triple turbolasers as a way of making them different, but still standardized. They upgrade to rapid octuples at IV (zoom in).

I did zoom in, just in case I was missing something, but I only saw the one origin of the turbolaser bolts, and it just never stopped firing. Unless they all fire from the same point, and they were perfectly synchronized to fire like that every time something came into range.

I also noticed that either the Marauder-class and/or the BFF Bulk Cruiser seem to be surprisingly accurate against starfighters with their turbolasers.

Well, the BFF only has a double laser at level 8, so it should be accurate against fighters. The Marauder's turbolasers have the same accuracy as any other turreted turbolasers though, so I don't know if it was point-blank or just lucky.

Maybe it was the BFFs then. They were pretty far away from my TIEs, maybe a screen's length? I only saw a couple BFFs, so I thought that maybe the Marauder-classes were adding to the death.

#27 Phoenix Rising

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Posted 06 January 2009 - 05:31 AM

I did zoom in, just in case I was missing something, but I only saw the one origin of the turbolaser bolts, and it just never stopped firing. Unless they all fire from the same point, and they were perfectly synchronized to fire like that every time something came into range.

Aha! I did the custom models at the last minute and forgot to update the bones. They worked fine for me with the old quad models. Good eye.

#28 Tropical Bob

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Posted 06 January 2009 - 05:47 AM

I did zoom in, just in case I was missing something, but I only saw the one origin of the turbolaser bolts, and it just never stopped firing. Unless they all fire from the same point, and they were perfectly synchronized to fire like that every time something came into range.

Aha! I did the custom models at the last minute and forgot to update the bones. They worked fine for me with the old quad models. Good eye.

Yay me! :unsure:

#29 Kitkun

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Posted 06 January 2009 - 08:10 AM

Get K-Wings. Upgrade them to max. Build four to six squadrons. Go killing.

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#30 Phoenix Rising

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Posted 06 January 2009 - 10:05 PM

By the way, did you notice that I gave them flechette missiles? Only starfighter in the game with an area-effect weapon... and they still explode if hit by a flare.

#31 coinich

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Posted 06 January 2009 - 10:09 PM

I might have. I'm impressed with Scimitars ATM. Very effective.

#32 feld

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Posted 07 January 2009 - 01:11 PM

I might have. I'm impressed with Scimitars ATM. Very effective.

I'm frankly still messing with Nova Wing and Avenger tactics...

#33 coinich

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Posted 07 January 2009 - 01:14 PM

One way to stop skirmish fighter swarms is to nuke their X7-9 factory. 5 Scimitars can take that in one pass, maybe two if there is some sort of enemy presence.

#34 Kitkun

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Posted 07 January 2009 - 07:11 PM

By the way, did you notice that I gave them flechette missiles? Only starfighter in the game with an area-effect weapon... and they still explode if hit by a flare.

Yeah those things are nasty pieces of work. Even when I turned off shield bypassing without giving a damage boost, four squadrons took down a pirate Victory with one pass. Same with a Golan I, although the ISD required two passes. More than enough to capture the planet without losing a single squadron.

Between the flechette missiles and turreted laser weaponry, they also shred fighters and bombers. They're to PR 1.1 as the XM-9 Nova Wing was to PR 1.0.

Edited by Kitkun, 08 January 2009 - 05:30 AM.

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#35 Phoenix Rising

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Posted 08 January 2009 - 01:21 AM

Even when I turned off shield bypassing without giving a damage boost, four squadrons took down a pirate Victory with one pass.

Might've been a salvaged one, but still...

#36 feld

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Posted 08 January 2009 - 02:22 PM

Even when I turned off shield bypassing without giving a damage boost, four squadrons took down a pirate Victory with one pass.

Might've been a salvaged one, but still...

Do the pirate VICTORY class have different stats?

#37 coinich

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Posted 08 January 2009 - 03:01 PM

From a quick glance at the XMLs, it seems so. They have different stats, as well as different hardpoints.

#38 Kitkun

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Posted 08 January 2009 - 05:15 PM

Pirates get three different versions of the VSD.
First is a standard one, just with blue turbolaser fire.
Second is the salvaged one, which is weaker.
Third is a VSD-II with blue turbolasers.

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#39 feld

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Posted 08 January 2009 - 06:49 PM

Pirates get three different versions of the VSD.
First is a standard one, just with blue turbolaser fire.
Second is the salvaged one, which is weaker.
Third is a VSD-II with blue turbolasers.

Thanks and thanks. Looks like I really need to take a page from everyone else and start opening XMLs up myself and reading the things...

#40 Tropical Bob

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Posted 08 January 2009 - 08:35 PM

Bah. Who needs to read XMLs!?

Whimps, that's who!

The only reason I'm going to look at the XMLs is to find out where those super-Dreadnaught-class ships are so I can cream it. Bwahahahaha!



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