1.3 suggestions
#101
Posted 06 April 2012 - 08:01 PM
#102
Posted 06 April 2012 - 09:07 PM
I don't really get it with the Imp I. Where exactly do we get the carrier/assault ship role? I have the impression that it has reduced starfighter complement, and it goes along Tarkin doctrine of big, firepower focused battleships. Hence, they discontinued the Venator.
Numerous sources, going back to the original Essential Guide to Vehicles and Vessels have established that Imperial-I Star Destroyers were essentially multi-purpose system domination ships. For space-superiority they carry a wing of starfighters and a few dozen assault shuttles and gunboats. For planetary invasions they carry a division (slightly under 10,000) of infantry as well as dozens of armored land assault vehicles in their hull. That's where much of the internal space of the ship goes to, carrying that assault force.
#103
Posted 06 April 2012 - 09:25 PM
I don't really get it with the Imp I. Where exactly do we get the carrier/assault ship role? I have the impression that it has reduced starfighter complement, and it goes along Tarkin doctrine of big, firepower focused battleships. Hence, they discontinued the Venator.
The Tector and Praetor are the battleships/flagships, the Imperial is the mainline multi-role capital ship, the victory is the mainline heavy cruiser, the Venator is the battle-carrier, the acclamator is the basic assault/support cruiser, the dreadnought is a back-water system occupation and defense ship with anti starfighter weapons, but can be pressed into cruiser service early on. The immobilizer is an interdictor and the dominator a larger combat ready interdictor. The Strike is a updated multi-role cruiser to supplement the victories and fleet action or be the heavy hitter of smaller fleets. The nebulon-b and carracks are light destroyers used for anti-starfighter duty and fleet support, while the MTC is the fleet tender and utility ship. the bulk carrier is the non battle carrier and the lancer is the specialist anti-starfiggter support. the corvettes are used in smaller fleets or to provide fast attack mobility in larger fleets that is heavier than the fighters and transports.
The real tarkin doctrine ships are the Praetor (barely), the Executor, the soviergn, and eventually the eclipse.
think i got them all hope that helps you with questions of role, these are my own opinions but they tend to work very well for me. I do agree that the larger capitals need a smaller number of much heavier guns but i think this needs to be addressed with a new weapon class:"Capital-Turbolaser" with twice the damage and 3/4ths the fire rate of current heavies but 150% of the range.
#104
Posted 06 April 2012 - 09:26 PM
The size ,3,5 vessels just dont seem to be that useful. The size 3 get used a bit at the start before you can make the useful size 4 vessels but once they start to appear there seems little reason to build a size 3. The size 5 are just too big slow and expensive to really bother with. I would rather have 20 upgraded nova wings than a praetor and building 20 novas takes much less time.
Just completed my game on hard in core worlds. Most of the heavy work was done just by using skipray blastboats as in larger numbers there is not really anything the ai has that can handle them. The fact they are unlocked from the start and have an excellent upgrade path means they are just too convenient to ignore. Maybe they need the squad size cutting down to 3 or maybe even 2 to make them a bit more balanced. Either that or they need be either concussion or proton but not both as it means they can all too easily take any size target with both.
#105
Posted 06 April 2012 - 10:15 PM
I've already given my opinion on those various official nonsense, because canon, as in real life canon, just doesn't do it.
They have smaller hangar facilities than Venator (72 vs 420), yet house more troops. Pretty silly for me.
If you are implying that an Imperial I has the same main battery, almost the same shields and hull, much reduced starfighter complement, while being 50% longer, more massive, with a bigger reactor, just to carry additional 7.700 troops and AT-AT instead of AT-TE (20 vs 20) when compared to Venator. And now where exactly does the Tector profit from its role as a battleship when compared to Imps?The Tector I, dispensing with everything except space battle, still the same battery as Venator. Why on Earth would you give away starfighter support? To receive plated bottom? To get some poorly positioned secondary light guns?
Please make my day.
#106
Posted 06 April 2012 - 10:27 PM
#107
Posted 06 April 2012 - 10:42 PM
http://forums.revora...stenciesissues/
#109
Posted 06 April 2012 - 10:45 PM
when you first research a ship wouldn't they put on an armament package that they had already proven and battle tested? Then as time progresses the ships diverge from the basic original load out into their specialized roles. The Tector is for use in fleet action with lots of support, it has heavier armor and a less exposed reator as well as large heavy battery of high damage weapons, perfect for dealing with those pirates that shred fighters with their slugthrowers and disruptors.Hm, alright them, it seems you didn't get my post. Compare those several 22 meter walkers and shuttles +9000 troops with the size of the Star Destroyer. (modern US carriers, a fraction of SW capitals, have 5.700 crew). Really insignificant.
I've already given my opinion on those various official nonsense, because canon, as in real life canon, just doesn't do it.
They have smaller hangar facilities than Venator (72 vs 420), yet house more troops. Pretty silly for me.
If you are implying that an Imperial I has the same main battery, almost the same shields and hull, much reduced starfighter complement, while being 50% longer, more massive, with a bigger reactor, just to carry additional 7.700 troops and AT-AT instead of AT-TE (20 vs 20) when compared to Venator. And now where exactly does the Tector profit from its role as a battleship when compared to Imps?The Tector I, dispensing with everything except space battle, still the same battery as Venator. Why on Earth would you give away starfighter support? To receive plated bottom? To get some poorly positioned secondary light guns?
Please make my day.
#110
Posted 07 April 2012 - 04:01 AM
Again, the problem isn't specifically Skiprays, but the mechanic itself.
The Venator carries something like 9400 men; the Imperial something like 47000. You're also ignoring the volume of the transport complement on the ISD.
Look, I can't really defend the space rules right now because they're slated for changes. Land, for the most part, isn't, so I'd rather respond to critiques on that.
#111
Posted 07 April 2012 - 04:49 AM
#113
Posted 07 April 2012 - 11:43 AM
When ship upgrades improve shielding do they also improve shield recovery rates?
The rebels need a ship that is more of an adequate counter to the empires SSD's. A ship that would not perhaps be an exact match, but one that with support would be capable of taking down the empires SSD's
The rebels need a large fighter carrier; the Empire has this in the form of the ventor
I know this isn't the right place but has anybody else noticed that the Empire AI seems to love Ventors? They're the most common ship I fight.
The AI is just too stupid in tactical battles (especially space) to actually give you a real sense of how ships are to be deployed and used, as well as how powerful they really are.
point proved
sorry if there are any English mistakes but I use dictation software because I have cerebral palsy and therefore can't type quickly. There are always one or two mistakes that you may miss.
Edited by predator30, 07 April 2012 - 11:58 AM.
#114
Posted 07 April 2012 - 12:34 PM
The reason the AI likes Venators so much is their price/performance ratio, and that they are the first destroyer available without research. If you play campaigns where the Imperial-class has been unlocked from the start, you'll find the AI is more likely to field them in battle.
#115
Posted 07 April 2012 - 02:53 PM
A Dreadnaught-class is an equal to Victory II;
you need 12 Venators to take on a Lucrehulk, while on the Venator article it says a few can easily take down Lucrehulk's shields;
you need around 1000 Recusants to take on a Mandator II (still weaker than an Executor-class)
you need around 4-6 Recusants to take on a Venator, BUT if you count the Recusants listed armament, its: "an oversized heavy turbolaser", 4 heavy turbolaser, 6 heavy turbolaser turrets five turbolaser cannons, thirty dual laser cannons, twelve dual light laser cannons, and sixty point-defense laser cannons., which is what the Mk1 in-game has. Oh and it says a Venator has 52 (!) dual lasers or turbo-lasers (!) as point-defence. Note how they generalize everything into the same class: the Recusants single and Munificient's double oversized are named the same as some rather smaller other guns; while the "turbolaser" is used as a generic term covering everything from close-defence to heavy battleship armament. This is just a glimpse of how stupid these articles are, and how hampering for actual balancing they are.
My question on blaster weaponry was why is an infrantryman more capable of hitting a distant infrantryman than a distant vehicle, which is obviously much bigger? This doesn't seem right. You might want to set a single circular area value against all targets, except against airspeeders, as you have already said they are limited in operating height. For example, AT-AT's secondary batteries have a higher chance to hit a single person than a T4 tank or a structure at the same distance. Or a scoutrooper missing buildings, while hitting infrantry more often? Just imagine, you are aiming a blaster, I doubt you could hit a person more often than a vehicle or a building.
#116
Posted 07 April 2012 - 03:13 PM
The reason the AI likes Venators so much is their price/performance ratio, and that they are the first destroyer available without research. If you play campaigns where the Imperial-class has been unlocked from the start, you'll find the AI is more likely to field them in battle.
my point is that they use them as the be all and end all. even against fleets full of fighters and bombers and they are not good at engaging these and yet they are still the most common ship in their fleets.
#117
Posted 07 April 2012 - 03:20 PM
@ predator Well, the Venator is a battlecarrier and so it has a large fighter complement that can deal with fighters and bombers. I understand what you're saying though, and it's a difficult problem that could only be addressed by "teaching" the AI a unit's strengths and weaknesses, not an easy task.
#118
Posted 07 April 2012 - 06:31 PM
That's not the issue, Subjugator. Some of your points are valid, but I can't discuss how v1.3 might differ before we actually do it and post news. How you want something to work and what the engine allows are usually two different things.
Assume infantry can't stand still when facing off against vehicles. Buildings include everything from a Barracks to a XX-10 tower, so, yeah, it's weird against unarmed ones. That could be tweaked at some point.
#119
Posted 08 April 2012 - 06:06 PM
It is relatively cheap for a ship it's size but for it's size and performance it's firepower and armor is about that of a medium cruiser at best. The only real strength it has is when upgraded it launches nearly endless volleys of proton torpedos and concussion missiles.The Invincible is almost entirely designed to tank incoming fire. At that job, it excels. It also shreds any smaller craft that get close. It's more of a statement of power for its owners than a viable combat ship.
Comparably an MC-40 is a much, much more effective vehicle; which is saying something considering it's relative size.
Edited by Kacen, 09 April 2012 - 08:28 PM.
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