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What's your favorite type of fleet to use?


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#41 engineermdh

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Posted 16 January 2011 - 03:48 AM

now that is a huge fleet Dominator :p not to mention super expensive in both time and credits. Granted if you protect your freighters right and have enough money is a non-issue but throwing that much time into just building and researching boggles the mind. Though it is a huge amount of firepower which looks awesome. my question for you would be which to you hyper in first since the Preators take 40 pop each and the Executor is 80 pop and then which ships are reinforcements ?

#42 Dominator

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Posted 16 January 2011 - 05:34 PM

To tell you truth engineermdh :), yes researching does boggle the mind but for construction of these massive ships is less time consuming as I build the dreadnoughts on Crouscant where I have only level five space stations and so building is faster. Added to that most of my planets now have two or three Preators.
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.
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#43 Phoenix Rising

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Posted 28 January 2011 - 04:49 AM

Galatic Empire : I'm so sick of the Capital Ship pathfinding, that I've swapped most of my tactics out for cruiser-based ones.

It's inexcusable that we don't have better space maps. jdk had them done too... before his hard drive fried.

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 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.

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.

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.

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.

The Dominator line is due for an overhaul. It's one of those "loose ends" I have to tie up before the release.

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.

Wasn't aware of that. *facepalm*
But it still seems to be doing a little too much damage. Thanks for tip anyway.

I just lowered it to 2x for space and land (it was 3x).

Edited by Phoenix Rising, 28 January 2011 - 05:06 AM.


#44 Zeta1127

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Posted 28 January 2011 - 06:06 AM

Galatic Empire : I'm so sick of the Capital Ship pathfinding, that I've swapped most of my tactics out for cruiser-based ones.

It's inexcusable that we don't have better space maps. jdk had them done too... before his hard drive fried.

I hate the pathing too, got to be one of the most maddening problems with even vanilla EaW.

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 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.

On subject of Tectors, I am curious to know why they don't have ion cannons.

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.

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.

I like that idea for tractor beams.

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.

The Dominator line is due for an overhaul. It's one of those "loose ends" I have to tie up before the release.

That is just a stat tweaking thing, the above mentioned pathing problem is worse than that.

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.

Wasn't aware of that. *facepalm*
But it still seems to be doing a little too much damage. Thanks for tip anyway.

I just lowered it to 2x for space and land (it was 3x).

I like that change to the damage multiplier.

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.

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#45 Phoenix Rising

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Posted 28 January 2011 - 06:43 AM

On subject of Tectors, I am curious to know why they don't have ion cannons.

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.

That is just a stat tweaking thing, the above mentioned pathing problem is worse than that.

That's great, but we don't have anyone to do maps for us.

My favorite fleet composition is to get a computer that can properly handle this leviathan of a mod.

PR v1.2 should run about as well as it possibly can.

#46 Shas'la

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Posted 28 January 2011 - 08:42 PM

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 ;)

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?

This is where I'd tell you to give yourself a pat in the back for the Tector (and hell, the mod in general), but I figured I need to stop with the Tector-class.
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#47 Tropical Bob

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Posted 28 January 2011 - 10:42 PM

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 ;)

I believe that change was already set in place for either v1.0 or v1.1.

#48 Phoenix Rising

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Posted 29 January 2011 - 03:17 AM

I can't help but ask, though, what kind of changes can we expect in the Dominator line?

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 believe that change was already set in place for either v1.0 or v1.1.

This is the second time I've changed it. PG had it at 4x in vanilla ;).

#49 Tropical Bob

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Posted 29 January 2011 - 03:28 AM

I believe that change was already set in place for either v1.0 or v1.1.

This is the second time I've changed it. PG had it at 4x in vanilla ;).

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.

#50 sargeantsandwich

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Posted 29 January 2011 - 07:25 AM

Jacen Solo would jump out of hyperspace with his shields up in the Anakin Solo
It's good to hear that the damage bonus for ships jumping in will be lowered again. I never liked it much...

#51 Stormhawk

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Posted 09 March 2011 - 12:51 AM

I believe that change was already set in place for either v1.0 or v1.1.

This is the second time I've changed it. PG had it at 4x in vanilla :p.

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.

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.

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.

#52 Phoenix Rising

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Posted 09 March 2011 - 03:53 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.

#53 Ghostrider

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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 :p



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