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CaptainMazerolle

Member Since 24 Nov 2010
Offline Last Active Feb 27 2011 04:26 PM

Topics I've Started

Progress

13 December 2010 - 06:36 PM

So how is 1.2 coming along? Any E.T.A?

Executor class star dreadnought

28 November 2010 - 09:12 PM

Ok so the Executor. This thing is a beast and I freakin' love it :shiftee2: This baby allowed me to single handedly destroy a New Republic fleet consisting of over 16 mon cal cruisers, 2 MC120 dreadnoughts, 2 Bulwark dreadnoughts, and literally hundreds of other smaller cruisers and frigates as well as thousands of starfighters, bombers, and armed freighters all in a single battle! The only support I had was a Interdictor cruiser and fighter compliments. The shields on the monster only dropped to around 20% towards the end of the battle. This was played at hard difficulty. Defiantly the best representation of this ship's power I've seen in any mod.

Now however I have noticed that this ship has a few problems, which by the looks of it seem to be bugs.
The ship's armament is listed as the following:
2000 turreted heavy turbolaser cannons
2000 turreted turbolaser cannons
250 turreted heavy turboion cannons
500 turreted light laser cannons
250 (30) heavy concussion missile launchers

In game I'm only seeing the ship use it's heavy turbolaser cannons, heavy turbo ion cannons, and it's 250 heavy concussion missile launchers.
No where am I seeing it's 2000 turbolaser batteries, nor it's 500 light laser cannons. The heavy turbolasers are presented as octuples, like on the Imp II and above.
Unless I am missing something here, there isn't 2000 turbolasers firing and there is no 500 laser cannons. Is this some sort of bug?

Another thing I have seen with this ship, is that it requires extensive micro-management in order to use properly or even at all depending on her position.
What I mean is that if the ship is facing its bow to the enemy (which it usually is) then the weapon batteries won't fire at all unless directly ordered to.
When the ship is broadsiding the enemies, the guns will fire at will like any other ship. I assume this is also a bug?

Any way I thought I should share this with you even if you already know, or maybe I'm just a lunatic that doesn't know what he's talking about. Your pick :D

TIE Defender

24 November 2010 - 11:17 PM

Hello everyone! Ok well first of all I would like to congratulate the mod team on a great mod, a mod that I think is very unique and realistic, as well as being a whole lot of fun to play! So now on to talking about the reason why I created this topic... the TIE Defender. The Defender--as per Star Wars canon--was considered the most advanced starfighter available to the Empire, and likely the most advanced in the galaxy for the time. It had heavy shielding and firepower, blazing high speeds and incredible maneuverability and outmatched all of the fighters the Rebels/New Republic had at the time. For the most part it is well represented in your mod however it's armenant , particularly it's laser canons are rather weak and ineffective. I've noticed that the TIE Defender in vanilla FOC is also rather lacking in it's ability to quickly destroy ememy fighters before they can take down the Defenders shields. In fact the TIE Interceptors seem to outmatch the TIE/D's dogfighting skills in vanilla due to their more effective laser canons. It seems that both the TIE Defender in both vanilla FOC and in your mod fire their lasers too little, and their ion canons too much. I believe this may have to do with why the TIE/D's seem somewhat lacking in their ability to dogfight. I remember a squadron of my TIE/D x9's engaged in a nearly 5 minute long battle against a squadron of R-22 Spearheads! Meanwhile a squadron of TIE Avengers could destroy a similar adversary in less then a minute, which shouldn't be as TIE Defenders are superior to them. Anyway I hope you may be able to do something about this for version 1.2 and I would like again to congratulate the mod team for a awesome mod.