GC Landing Troops
#1
Posted 28 September 2011 - 06:31 PM
Now I'm all for a good fight, don't get me wrong, but the inability to get boots on the ground kinda precludes that possibility.
#2
Posted 28 September 2011 - 07:04 PM
Ok, I've vaguely figured out how to work the space stations... sorta. But how am I supposed to land troops when an AT-ST is fully capable of accurate fire ACROSS THE MAP? I am at least thankful that they have to get line of sight on me, but across the entire map?? really? I was unaware that an AT-ST mounted artillery cannons. And speaking of the AT-ST, I've seen speeder bikes move across the map slower. I'd be thankful that they at least need line of sight to fire across the map if only their spotters weren't at my LZ within 10 seconds.
Now I'm all for a good fight, don't get me wrong, but the inability to get boots on the ground kinda precludes that possibility.
As you appear to have discovered, ground combat in this mod is basically unplayable. It's definitely a work in progress, so I'd just autoresolve all ground combats for now.
Edit: Also, welcome to the mod!
Edited by Stormhawk, 28 September 2011 - 07:05 PM.
#3
Posted 28 September 2011 - 07:15 PM
Has anyone considered a manual or tutorial? there's not a lotta EAW left in PR, and from what I've read, looking to be even less in 1.2
Other than that, I'm running headlong into the limits of the GUI when it comes to ship production and ship research. I seem to recall a mod having mentioned a GUI overhaul, but don't quote me on that having been successful. Any suggestions for how to manage the GUI would be greatly appreciated as I'm still feelin rather swamped by the mod
Edited by sevrun, 28 September 2011 - 09:03 PM.
#6
Posted 29 September 2011 - 12:17 AM
Ok, I've vaguely figured out how to work the space stations... sorta.
If you still have a question about this, I wrote a kind of summary post here:
http://forums.revora...feet-wet-in-gc/
The 11th post down.
#7
Posted 29 September 2011 - 02:44 AM
Has anyone considered a manual or tutorial? there's not a lotta EAW left in PR, and from what I've read, looking to be even less in 1.2
I remember that there's been some talk about using the black fleet crisis as a tutorial. For now you just have to figure things out... and from what I understand there's some stuff only PR knows about!
#8
Posted 29 September 2011 - 07:05 AM
Has anyone considered a manual or tutorial? there's not a lotta EAW left in PR, and from what I've read, looking to be even less in 1.2
I remember that there's been some talk about using the black fleet crisis as a tutorial. For now you just have to figure things out... and from what I understand there's some stuff only PR knows about!
We realise that V1.2 has changed a lot from vanilla, and the situation is on the radar.
#10
Posted 01 October 2011 - 02:06 PM
Just to comment on this point specifically, yes, land combat in v1.1 is unadulterated canon. That is the actual effective range of its cannons according to d20 roleplaying, although supplementary systems like the targeting computer and sensors are more a matter of conjecture.But how am I supposed to land troops when an AT-ST is fully capable of accurate fire ACROSS THE MAP? I am at least thankful that they have to get line of sight on me, but across the entire map?? really? I was unaware that an AT-ST mounted artillery cannons.
#11
Posted 01 October 2011 - 05:26 PM
And if the AT-ST has that kinda range then the AT-ATs range... Yeah
the Reb infantry did ok against the things but getting any kinda boots on the ground would require either range nerfs or a freakin huge map. And I'd really hate to see the maps that have been done already go to waste. Yes, I've been going into the base Layouts to at least see what my planets look like Other than the initial gutcheck from that first planetary assault, I've found the mod quite enjoyable (in some cases enough so to skip out of a class or two of my online courses)
Had to scratch my head to figure out where the REbs got so many different types of Destroyer class ship by week 8 when I was just starting research on my Venators (love those things) but nothing an HVG and 418 couldn't resolve At some point I'll work up to trying the Rebs again now that I have a clearer understanding of WHY I got my backside stomped in those battles.
#12
Posted 01 October 2011 - 06:19 PM
Had to scratch my head to figure out where the REbs got so many different types of Destroyer class ship by week 8 when I was just starting research on my Venators (love those things) but nothing an HVG and 418 couldn't resolve At some point I'll work up to trying the Rebs again now that I have a clearer understanding of WHY I got my backside stomped in those battles.
In 1.1, the a.i. literally starts out with more forces than you do. Significantly more. I remember a Core Worlds battle when I had to hold Couruscant againt MC80's with a couple of Acclamator Star Frigates. That probably explains what you're seeing. Also, Venators take forever to build.
#13
Posted 01 October 2011 - 07:27 PM
The AI doesn't appear to have a clear idea of how to react to that event in 1.1 though every once in a while it'll react with a full blown counter assault that is one HELL of a show.
#16
Posted 04 October 2011 - 01:39 PM
That's correct. Acceleration also seems to be broken on certain locomotors, so instead of ten seconds to top speed, you're seeing instant top speed.Egad... that would imply that the AT-ST's animations aren't really capable of supporting it's actual speed
They started firing shortly after being spotted on Hoth and the RPG numbers are pretty close to reflecting that.And if the AT-ST has that kinda range then the AT-ATs range... Yeah
Ha!Other than the initial gutcheck from that first planetary assault, I've found the mod quite enjoyable (in some cases enough so to skip out of a class or two of my online courses)
We've attempted to address that in v1.2.Had to scratch my head to figure out where the REbs got so many different types of Destroyer class ship by week 8 when I was just starting research on my Venators
#17
Posted 04 October 2011 - 09:04 PM
#18
Posted 05 October 2011 - 05:43 PM
They started firing shortly after being spotted on Hoth and the RPG numbers are pretty close to reflecting that.And if the AT-ST has that kinda range then the AT-ATs range... Yeah
Isn't that one of the reasons AT-ATs are so massive? The guns have got incredible range, but obviously can only fire as far as they can see (which would usually be the horizon). Therefore, making the vehicle bigger (with the guns higher from the ground) equals making them capable of shooting further.
#20
Posted 08 October 2011 - 09:56 PM
There's a definite tactical advantage having a gun 20 meters off the ground opposed to only a couple meters. Effective range also has to do with the cannon and how rapidly the bolt loses punch after it's fired (Df rating), although that's usually a matter of kilometers. On the other hand, it's very hard to miss an AT-AT.Isn't that one of the reasons AT-ATs are so massive? The guns have got incredible range, but obviously can only fire as far as they can see (which would usually be the horizon). Therefore, making the vehicle bigger (with the guns higher from the ground) equals making them capable of shooting further.
Generally not as large as Hypori, but bigger than most of the EaW ones. A map should never be so big that you can get lost in it trying to locate the enemy.and what are your plans for the maps? Are you guys going to make them much larger?
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