1.2 First Impressions
#22
Posted 29 March 2012 - 04:18 PM
There's a rather easy, although a bit exploitative way of defeating the rebel fleets...
Spam Skipray blastboats, nothing in the starting rebel fleet can handle a tight ball of 20 skipray squads.
Upgrade to MKII for more speed and concussion missiles, that should be more than enough to give you time to start churning ISD II.
Or... More skiprays if you like
I must say the ground combat is great. I already like the imperial blitzkrieg.
Using AT-ATs as spear head to take out armored units and AT Turrets(X3 light turbolasers are very powerful indeed) . Then send a sweeping AT-ST charge to break soft targets. Finally drop the stormtroopers from the ATAT for mopping up and capture. Repair and repeat. Add bombing runs and planetary bombardments when needed.
I haven't ran into serious air resistance yet so the AA walkers are not in service yet.
#28
Posted 30 March 2012 - 08:05 AM
Tried a new game on medium last night. The advice to combine the best of coruscant and corulag then hit chandrila worked well. Although I got hit by a counter attack while my main for was picking off some new ships that had returned to chandrila and lost the coruscant space battle. As I suspected the golans were largely useless on the defense as they are too far from the stations to provide covering fire. The AI also seems smart enough to leave them until last which is good from an AI point of view but really does show that the golans need a change even if it makes them less canon since at the moment the only good news about losing the space battle is I got to rebuild coruscant with the stations I wanted.
Since you cannot choose to destroy stations I really think that several planets would be better with less pre-placed stations on them. Generally speaking I would not want a planet to have more than 1 level 1 or 2 station since those level units are fast to produce anyway. Same goes for golans really I would prefer no planet to have this structure, maybe replace em with a ground based turbolaser since the game at least lets you get rid of them.
As I get more used to the mod it certainly is becoming more fun thanks for all your hard work on the mod.
#30 Guest_Josh6_*
Posted 30 March 2012 - 02:07 PM
I am currently playing a GFA campaign and I'm in week 56 or so. I was able to defend strongholds like Gyndine, Kuat, Billbringi and Rendilliwith a Imperial I some Victory Is and a my Golan Stations. The first thing I do before building a shipyelard I have to install some Golans. Although they are not mobile, I consider them more valuable than ISDs because the shielding is better, the weapons are better and its comparatively cheaper. With Sage Pestage it's only 5,600 for a III.
What I also found when capturing an independent system is to eliminate everything but the Golans and then retreat. However when you go back into that system's orbit, those Golans are fighting for you for free if an enemy fleet attacks. Unfortunately they are destroyed once you capture a planet.
The only thing I wish you could do is to deconstruct Shipyards or upgrade them instead of building multiple ones.
But on my first impression, this game is like an addicting chess match. I love it!
#31
Posted 30 March 2012 - 03:45 PM
As for the flechette vs the royal guard what would you say the guard are good against then? From the description text it sounds like the guard is supposed to be an elite squad but they really did not seem that elite.
One change I really like with the mod though is the fact the AT-AT now really is tough and doesnt die soon as an anti-vehicle unit starts shooting it. The only thing that seemed to be taking good chunks out one was a turbolaser defence tower and that makes sense.
#34
Posted 30 March 2012 - 11:43 PM
#35 Guest_spencer_*
Posted 31 March 2012 - 12:16 AM
is this meant to be this way? and if so how can u beat these fleets without having a fleet of isd of vector class and above ships? so far im leaving Bespin, and and an astroid field near Naboo alone for all cost because they've destroyed a couple of my fleet with some 6 lvl 4 venators armys of acclmators a few star destroyers and etc...
whenever i find a astroid field or planet, i think the only planet with the advanced weaponry is bespin since it is a Gas Giant/no land,
also what would you advise to do in Galaxy far, far away? usually i start off at kuat go to alderan real quick and capture that, then start at where Muff is? near mustafar and Hoth and usually take over all the planets around there since you have to go through the first planet you have orignally there to get to the rest and can just use them as mining planets for money
i usually use Coroscant as my main research planet and rarely actually make planets-im thinking of starting over my campaign on galaxy far, far away
so any advise of what you seem to like to do in the early staged of PR1.2 would be appreciated
#36
Posted 31 March 2012 - 12:54 AM
pirates with disruptor, slugthrower, mass driver, and dimond-baron weapons are pretty nasty, they ignore shields and tear apart fighters, your best bet is 4 level 3-4 tectors with a hero that gives combat bonus (thrawn is good, or vader in his Preator) and about 10-20 lancers to defend the formation from fighters, don't bother with fighters they arn't able to take the shield shredding weaponry too well. keep the tectors engaged at maximum range to bring down shields and pick off enemy ships and move slowly forward, keeping the lancers in close to stave off fighters with interlocking fields of fire. A modular cruiser in the center with the repair ability will also help absorb any damage the turbodisruptors dish out. Jump in, destroy as many ships as you can until one tector reaches 50% hull, retreat, repeat. keep 2 or 3 reserve MTC if you are using them and as many lancers as you can in reserve to fill the gaps in the defenceon galaxy far far away, im seeing that some planets, for for example, Bespn, its space defences and ships their are EXTREMLY powerd, the ships will tear apart any very easily, even if you have more ships and more advanced ships...and the majority of their weapons are diffrent then yours....
is this meant to be this way? and if so how can u beat these fleets without having a fleet of isd of vector class and above ships? so far im leaving Bespin, and and an astroid field near Naboo alone for all cost because they've destroyed a couple of my fleet with some 6 lvl 4 venators armys of acclmators a few star destroyers and etc...
whenever i find a astroid field or planet, i think the only planet with the advanced weaponry is bespin since it is a Gas Giant/no land,
also what would you advise to do in Galaxy far, far away? usually i start off at kuat go to alderan real quick and capture that, then start at where Muff is? near mustafar and Hoth and usually take over all the planets around there since you have to go through the first planet you have orignally there to get to the rest and can just use them as mining planets for money
i usually use Coroscant as my main research planet and rarely actually make planets-im thinking of starting over my campaign on galaxy far, far away
so any advise of what you seem to like to do in the early staged of PR1.2 would be appreciated
Edited by smashedsaturn, 31 March 2012 - 12:54 AM.
#37 Guest_Spencer_*
Posted 31 March 2012 - 01:08 AM
also how are some of you guys doing your research? i find myself researching possibly too much since i run through my money like crazy, and although you do get better units, without the planets to increase your income i can't seem to make any major fleets other then 1 or 2 at a time-usually at kuat-and that takes ALOT of time to make those fleets
one suggestion, is it posible that in 1.3 or any "patches" you put on 1.2 that when you have for example 1 or 3 level 5 space statons that you can build more then 1 ship at a time or at least decrees the time it takes to build a ship?
#40
Posted 31 March 2012 - 02:45 AM
when you have for example 1 or 3 level 5 space statons that you can build more then 1 ship at a time or at least decrees the time it takes to build a ship?
I do believe multiple space stations of the same type already decrease the time to build a ship. How quickly a ship builds relates to its cost.
Other news: I really enjoy land combat now. The prospect of losing, and actually losing units on the ground now is exciting. Although, I think some heroes may need to be toned down a bit; the only experience I have is against Tarfful while taking Kashyyyk as the Empire. He did a nice bit of damage to my AT-ST x2 each shot. Lost an entire group of them, supported by an AT-AT x2. A few T2-b's showed up, but did negligable damage in comparison. Tarfful finally died after the AT-ST's went down and he was practically dead. AT-AT made wookiee barbeque out of him.
Edited by Balac, 31 March 2012 - 02:46 AM.
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