Weak infantry
#21
Posted 29 August 2012 - 06:29 PM
Imperial players get the Talon, which is a good urban dogfighter and the Alliance get the Airspeeder as seen in ESB. Even fully upgraded they can't match in firepower.
They are amazing at strafing though but don't put these troop dropships anywhere near a Turbolaser Emplacement or they get splatted.
#25
Posted 07 September 2012 - 06:03 PM
What other ships, for either side, could be used in this role if only we had the models?
#27
Posted 08 September 2012 - 12:12 AM
Either Corellians Engineering transports could make possible transports in theory though I don't know how effective they would be. The Falcon at least had the under mounted (blaster) cannon that would be effective against infantry/land targets. We could assume that would be a standard upgrade to Rebel YT-1300 models. I'm rather against the idea of transports for land in anything but a support role though. It would require a second version of the unit to make it work efficiently I think.
There is no passion, there is serenity. There is no death, there is the Force.
#28
Posted 13 September 2012 - 07:25 PM
There are plenty of other real units that fill this rolem but none of them are modelled, requiring many hours work to justify a single addition.
DX9's are Stormtrooper transports and are there to land troops so again, using them as air support is not relevant as their primary role is ship-to-ship boarding actions from blasting through airlocks to boring holes in starship hulls - something the mod does not support.
Are you looking for Air support or infantry carriers? There is a big difference between both. The Laati is very unusual in combining both in a single ship.
#30
Posted 14 September 2012 - 05:43 AM
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#31
Posted 04 October 2012 - 07:27 PM
2.The other thing is speed. Infantry with range between 20-30 km/h (v. 1.2) is rather useless in offensive. Maybe it will be wise to set those 20-30 as higher?
3. Standard infantry is useless because no firepower and very slow movement but Phase II Dark Troopers have good firepower, but are still slow.
4. The price of things should reflect their value. If AT-AT is absolutly amazing on battlefield and very helpful - should be pricey and build on choosen planets only.
Edited by Hanti, 04 October 2012 - 07:28 PM.
#32
Posted 05 October 2012 - 12:17 PM
Yes. Laati's are Clone-Wars leftovers. Once they die, they are GONE. Make sure you test the environment with disposable aircover before risking your Laati's.
What about Empire-era MAAT?
http://starwars.wiki...sault_Transport
AFAIK the MAAT's model is used in Nomada's "Alliance" mod, so this could be IMHO rather easily obtained from the model's creator..
#33
Posted 05 October 2012 - 06:05 PM
Speeds versus equipment load needs some finesse work.
Infantry shouldn't be so easy to kill and their grenade arcs are broken.
The price of things should reflect their cost. Time should reflect value.
#35
Posted 06 October 2012 - 06:24 PM
Not sure what you mean on point one, but if you're talking about Take Cover modifying accuracy against, it's not possible.
Speeds versus equipment load needs some finesse work.
Infantry shouldn't be so easy to kill and their grenade arcs are broken.
The price of things should reflect their cost. Time should reflect value.
1. Yes. That was what I thought. Pity then.
2. The prices of things on Byss at the start of campaign Operation Shadow Hand.
After the price reduction: AT-AT squad costs little more than just stormtroopers (375 to 267).
#36
Posted 09 October 2012 - 10:54 AM
Literally I had only one unit on strategic map and started the battle with it (I thought planet was empty)
Here you can see 4 squads of rifles (one of them is command squad with officers), 3 squads of machine guns and rocket men.
This unit (platoon) has enough firepower to stop light vehicles and other infantry (unless outnumbered).
Edited by Hanti, 09 October 2012 - 10:56 AM.
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