What's your favorite type of fleet to use?
#41
Posted 16 January 2011 - 03:48 AM
#42
Posted 16 January 2011 - 05:34 PM
The answer to your question is that I hyper in the Executor first and a Tector level 4 star destroyer. My reinforcements are two Preators level two dreadnoughts one Tector level 4 star destroyer plus the one mentioned earlier and one Imperial Star Destroyer level 4 and one Ventor level 4 destroyers. The figures are less than the ones mentioned in my earlier post as some ships have been transferred to defense of one of my planets. My total unit capacity is 118/164 due a shortage of land units, I can produce more space units.
Regards,
Dominator
#43
Posted 28 January 2011 - 04:49 AM
It's inexcusable that we don't have better space maps. jdk had them done too... before his hard drive fried.Galatic Empire : I'm so sick of the Capital Ship pathfinding, that I've swapped most of my tactics out for cruiser-based ones.
I think the Tector line is some of my best work at unit design. It was a challenge to come up with stats unique from the Imperial.That's not to say I'm not loving my Tectors, obviously. The IV model's plasma torpedoes absolutely lay waste to shields. Makes double teaming on battleships a cakewalk.
You know what? I bet I could give them an activation chance... say a 50% shot at establishing a lock? I've never liked that there's no defense against tractor beams.DP20s only really suffer from tractor beams, which I avoid like the devil, and always focus on luring the ships equipped with them out for a bomber attack.
The Dominator line is due for an overhaul. It's one of those "loose ends" I have to tie up before the release.Apart from that, the speed values of the different ISD variants are getting really confusing - I mean, come on, a Tector-IV's maximum speed is 48 MGTL, an Imperial-IV's is either 60 or 80 MGTL (been a while since I ended up upgrading the Imperial class), and a Dominator-IV's is 90 whopping MGTL, as if it were the heavy assault variant.
I do believe shields are active, since a ship can take minor fire and have it reflected as shield damage. The multiplier is just so high that often enough, shields are gone before the ship finishes it's reversion.
I just lowered it to 2x for space and land (it was 3x).Wasn't aware of that. *facepalm*
But it still seems to be doing a little too much damage. Thanks for tip anyway.
Edited by Phoenix Rising, 28 January 2011 - 05:06 AM.
#44
Posted 28 January 2011 - 06:06 AM
I hate the pathing too, got to be one of the most maddening problems with even vanilla EaW.It's inexcusable that we don't have better space maps. jdk had them done too... before his hard drive fried.Galatic Empire : I'm so sick of the Capital Ship pathfinding, that I've swapped most of my tactics out for cruiser-based ones.
On subject of Tectors, I am curious to know why they don't have ion cannons.I think the Tector line is some of my best work at unit design. It was a challenge to come up with stats unique from the Imperial.That's not to say I'm not loving my Tectors, obviously. The IV model's plasma torpedoes absolutely lay waste to shields. Makes double teaming on battleships a cakewalk.
I like that idea for tractor beams.You know what? I bet I could give them an activation chance... say a 50% shot at establishing a lock? I've never liked that there's no defense against tractor beams.DP20s only really suffer from tractor beams, which I avoid like the devil, and always focus on luring the ships equipped with them out for a bomber attack.
That is just a stat tweaking thing, the above mentioned pathing problem is worse than that.The Dominator line is due for an overhaul. It's one of those "loose ends" I have to tie up before the release.Apart from that, the speed values of the different ISD variants are getting really confusing - I mean, come on, a Tector-IV's maximum speed is 48 MGTL, an Imperial-IV's is either 60 or 80 MGTL (been a while since I ended up upgrading the Imperial class), and a Dominator-IV's is 90 whopping MGTL, as if it were the heavy assault variant.
I like that change to the damage multiplier.I do believe shields are active, since a ship can take minor fire and have it reflected as shield damage. The multiplier is just so high that often enough, shields are gone before the ship finishes it's reversion.
I just lowered it to 2x for space and land (it was 3x).Wasn't aware of that. *facepalm*
But it still seems to be doing a little too much damage. Thanks for tip anyway.
My favorite fleet composition is to get a computer that can properly handle this leviathan of a mod.
Edited by Zeta1127, 28 January 2011 - 06:11 AM.
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
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Clone Marshal Commander Zeta 1127 of the 89th Legion
Admiral Zebulon Wilhelm of Task Force Mystic/Fleet Junkie
#45
Posted 28 January 2011 - 06:43 AM
The Imperial is a generalist; the Tector is specialized for anti-starship action. Plasma torpedoes do the job better. Mostly, though, to be less like the ISD.On subject of Tectors, I am curious to know why they don't have ion cannons.
That's great, but we don't have anyone to do maps for us.That is just a stat tweaking thing, the above mentioned pathing problem is worse than that.
PR v1.2 should run about as well as it possibly can.My favorite fleet composition is to get a computer that can properly handle this leviathan of a mod.
#46
Posted 28 January 2011 - 08:42 PM
I can't help but ask, though, what kind of changes can we expect in the Dominator line? Is it's speed getting reduced to match the others, the others' speed getting increased to match it's own, or, perhaps, all 3 speeds being tweaked to a value around that of the Imperial-class?
#47
Posted 28 January 2011 - 10:42 PM
I believe that change was already set in place for either v1.0 or v1.1.Great news all around, PR, especially the hyperspace modifier. It ought to make the AI's habit of hyperspacing in at a set spot less abuseable. The carnage of spawnkilling the hordes of Dodonnas the AI tends to send at me with my Tectors will be missed, still
#48
Posted 29 January 2011 - 03:17 AM
I'll start over from scratch. The two-wave gravshock device will be gone... it didn't really work that well with Force Crush. Other than that, I don't know yet. I don't consider the ISD and TSD to be broken, so their stats won't be affected, only the DSD.I can't help but ask, though, what kind of changes can we expect in the Dominator line?
This is the second time I've changed it. PG had it at 4x in vanilla .I believe that change was already set in place for either v1.0 or v1.1.
#49
Posted 29 January 2011 - 03:28 AM
Whoops, then. I knew you had mentioned changing it at some point. Good to know you've done it again, as it might have been a tad too strong, though I definitely don't want to see it disappear completely. Canonically, ships have to revert from hyperspace to activate shields. As far as I know, at least. I think it might have been BFC, which I reread recently, that mentioned that, if no other sources do.This is the second time I've changed it. PG had it at 4x in vanilla .I believe that change was already set in place for either v1.0 or v1.1.
#51
Posted 09 March 2011 - 12:51 AM
If memory serves, this is mentioned at the Battle of Coruscant during the Thrawn Campaign. General Bel Iblis mentions that Star Destroyers, while executing the Thrawn Pincer, would be vulnerable for a moment after real-space reversion due to lack of shields and firing solutions.Whoops, then. I knew you had mentioned changing it at some point. Good to know you've done it again, as it might have been a tad too strong, though I definitely don't want to see it disappear completely. Canonically, ships have to revert from hyperspace to activate shields. As far as I know, at least. I think it might have been BFC, which I reread recently, that mentioned that, if no other sources do.This is the second time I've changed it. PG had it at 4x in vanilla .I believe that change was already set in place for either v1.0 or v1.1.
Back on the topic of this thread, I've noticed that heavy bombers can demolish capital ships extremely quickly, so as rebels I've started to try a more fighter and bomber heavy mix instead of my more standard transports.
#53
Posted 09 March 2011 - 09:34 AM
If you don't bring adequate fighter support to a battle, it can get really ugly for your capitals at some of the independent worlds. Frigates can only handle so much! Sometimes it makes sense to use bombers that can dogfight in a pinch, like Star Wings.
I Concur with that. Hit Kessel with the First Fleet, in Operation Shadow Hand in recent campaign testing. Took out the capitals just fine. Then a swarm of pirate fighters and bombers hyped in and took out Lando's Emancipator in about 3 minutes despite a reasonable number of DP20 gunships and Ardent d's in escort.
Ouch
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