- Why do I have to target units before it will fire? It doesn't auto fire like every other ship.
As far as I can tell, just because it's so damn big. EaW starts smoking when it tries to calculate targeting... I'm pretty sure it has a bad motivator.
- Why does the Executor need to destroy other ships first sometimes before it will destroy the ship you want it to destroy?
I'm not sure on this one, but it's probably related to the previous question.
- I love the dead spot on the Executor (near the bridge), but this dead spot is a little bit too big now. I don't think the Empire made such a big ship only to find out that 1km from the front end to the center is already a save position for the enemy.
It probably could use some new rigging, sure. Most of the heavy stuff has to be on the sides though so it can bombard - that's given.
- Why did you removed the Executor II?
Design prerogative. With a true dreadnaught (the smaller ones should more properly be considered "battlecruisers"), there really should be no room in the schematics left for improvement. If it's still not good enough, you historically start over from scratch (Death Star I > Death Star II, Executor > Sovereign). The only exception that comes to mind is the
Knight Hammer, which was hideously expensive. That should probably be thought of as a custom rather than representative of a standardized upgrade though.
- Why is the shield recharge time increased so much compared to 1.0?
I just capped it at 480 when I redid the refresh rates last time. Everyone complains about how long it takes to kill them.
- Why did you decide on removing the individual lasers and make them tied up? Maybe this is done for performance, but I think it actually decreases performance because it has to overlay 8 lasers every time which is GPU intensive.
GPU intensive
? No it's not... the octuples are just eight lasers arranged into one model, which should make it a wash. It
greatly saves on CPU to have seven fewer projectiles (times 500 every three seconds) out there requiring collision checks though. Believe me, space battles across the board got noticeably more smooth as I reduced projectiles in play.
Oh, and, not to mention,
this (read the stats block).
I think the fighters it spawns is more of a problem, it should have the same ability as the EAW Executor which lets you decide on your own on how many fighters you want to spawn (maybe all of them ).
I don't think that would solve anything. Spawn lag seems inherent to the engine; we've perhaps only exacerbated it by doing twelve-unit squadrons and having so many carriers.
A couple of Illegal Blastboats with Magnapulse Torpedoes (which can take down an ISD's shields in 1 hit) will play hell with even the Executor's shield generators.
Yeah... that's a bit of an exaggeration, but I can only assign fixed speed/shot reduction percentages and duration thereof on the particle, so it is what it is. It's just a tad unrealistic to think that no starship, especially a big one, has standard
cap drains.
Another reason to make this video is something weird that occurred during the campaign, I can't select any units at all in battle!
I've gotten that before, albeit rarely. I believe it's a hardware performance issue.
You, sir, are one evil man. You should get a top hat and monocle.
I'm not convinced he doesn't already have one...
Thanks for the warning of avoiding Tepasi by the way. Wal-Mart is bad enough, but armed? My God, what have you done...?
Hah! That's not an unfair analogy
... Orman did effectively take over the Corporate Sector following the Clone Wars.
Edited by Phoenix Rising, 13 September 2009 - 02:50 PM.