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Seatbelt

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  1. Seatbelt

    Diplomacy

    thats fine. Thanks guys.
  2. Seatbelt

    Diplomacy

    Hey there. Back from Egypt and undergrad and after a year finally have time to game again. My friend and I want to play SoGE but we've upgraded to Diplomacy. Is SoGE compatible or do I have to conduct wankery to make it work?
  3. I agree to some extent. Venators are cool. But I hate the rest of the Republic ships. Largely because I'm not familliar with them I think. But I've never liked the red diplomatic cruiser from TPM and a lot of their small ships are based on that fugly design.
  4. I have mixed feelings about it honestly. I would like a free cap ship but they mop up the neutrals too easy. But (as the alliance) any lone mon-cal cruiser you can build doesn't have enough firepower to actually kill the neutrals quickly. So its just better to skip them and build some smaller ships and get the cruisers up later.
  5. The Corellian Gunship gets the scout ability, which is nifty but has some problems. 1: It starts auto enabled. So when you build them they immediately start scouting. I lost 10 of them before I noticed this and I had intended to use them as anti-fighter platforms 2: As a late-game scout it's not terribly useful. Its not fast enough to avoid fire from a defended site. It is not strong enough to take fire from a defended site. Even a squad of them get owned. It lacks meaningful scout abilities too. For scouting potential you're better off with the corellian corvette.. Which has problems of its own. It's not smart enough to always activate the damage immunity ability before taking serious fire/getting killed. When you do it manually, it cancels a move order. So you waste valuable seconds reordering the move.
  6. Seatbelt

    Fleet Sizes

    Ok. My Sins experience usually devolves into one to three big fleets depending on the situation. After a huge engagement like that most of the small stuff is dead.
  7. The executer's range is very long, too. I'm pretty sure all its guns fire from maximum range. I'd say reduce the range of 50% of its weapons (so closing with it really is suicidal) or give it some ability to extend the range of its guns once in a while (maximize the forward batteries...?). This would also make it a little more killable because ships could either flee from it, or you could shell it from long range with missile ships.
  8. The Ion Cannon ability is too powerful. Two of them can keep a super capital like the SSD or Independence on permanent lockdown (which I liked at first, but now idk..). My buddy figured out that it was better to spam a bunch of those in a system (like 6-10) and then reinforce with nearby fleets and other fixed emplacements. He utterly destroyed my fleet (with a few straggler expceptions, all cruisers and the maximum # of capitals, most of them the big, beefy capitals) with fairly insignificant losses of his own. I destroyed the planet's economy but only because I had to cruise around the system and hunt ion turrets for my ships to be effective. Their fire regen rate is really fast and the range is too long. It should have a long range, but not the entire system.
  9. Seatbelt

    Fleet Sizes

    What settings do you play on and what constitutes a "sector fleet?" I play on hard/expert and I try and get by on bare minimum. I'd rather replace a ship than stall my economy to have more ships. You can always replace a frigate. But I'd rather have 8.7 crystal a second than 3.4 when my fleet gets pwned.
  10. Seatbelt

    Fleet Sizes

    I feel like this mod deliberately encourages large fleets. Thats the idea. You're right though in that at one point I completely stopped building frigates, because they were pointless. They died so fast I had to constantly replace them. I like that Star Destroyers are "common" though. The Empire had what.. 20,000 star destroyers? I remember reading that number somewhere. They had a preposterous number of capital ships no matter what number you talk about. Death Squadron was an SSD and 12 ISD's + support ships. They may be big and powerful, but they were also plentiful.
  11. I would be happy to help by rewriting the tool tips. I know nothing about modding Sins at all (though I used to do some modding for ST:Armada...) I'll have to play around a little bit with the various ships and *gasp* even delve into the other Civs. But it would be helpful if you or Eville could drop me a line and give me the general direction you were going for in setting up a ship or faction like you did. theesfeld@wisc.edu My friends and I will see what we can do about seriously testing the balance. I think our first goal will be to see how much it really takes to kill an SSD. From what I've seen they are not really killable. Re: Total Anihilation... I played it a looong time ago. I don't know how much its unit selection is like Supreme Commander's.. but if they are similar, Supcom has some variety and while there may be some overlap, I can point at one T2 or T3 assault tank and tell you why I chose it over another tank in a given situation. I'm not sure I can do that in this game beyond rule of cool. Just something to think about. I don't know if they are really midi files. But they have that kind of sound to them. They usually pop up during the combat scenes. I don't expect the entire sound track (that could get you in trouble, anyway...) but what ever those tracks are they seriously take away from the atmosphere. This week is finals week for me, and then I'm off adventuring for a week or so. You likely won't see much contribution from me until after that. But I will definitely help by rewriting the tool tips in word or something, so you can copy and paste them where they need to go.
  12. The Alliance. Sorry but the Trade Fed is dumb. They have cooler ships than the Republic. I simply can't relate to that faction at all. I'm not a Clone Wars fan so all the ships they have are unfamiliar. *shrug* I like the Empire's cruisers and frigates though. I love dreadnoughts and Modular Cruisers.
  13. The Liberator is my favorite hull. The CC96 is my peon ship of choice. AOE damage for the win. Overall most useful ship? The MC30. In Sins missiles = win, it seems. The MC30 has missiles, but also survivability. Of course the Independence is bad ass. I love my Defiance/MC80 super cap. One thing about this mod is that its changed the way I refer to things. There are frigates, cruisers, Star Destroyers/Mon Cals are obviously capital ships. So the things that use up capital ship supply I have taken to calling "super capitals."
  14. So I've played a couple of games and I have a few thoughts. As a preface I really enjoy the mod. I appreciate all the work that went in to this, and I've been watching its progress since sins came out. That game seriously should have been a Star Wars game, and Lucas dropped the ball and should have bought it up as soon as people were aware of it. So all my criticism comes from a place of enjoyment. So things to note: I've only played 4 games. One trial run with a friend to make sure it ran and to "learn how to play." An unremarkable comp stop. Then a comp stomp where me and my friend lost horribly. Finally, a fourth one where we tried again with same settings but different strategies that we managed to win. I've only played the Alliance, my buddy has only played the Empire. We're not terribly interested in the Clone Wars civs (or even the Vong and whatever else is cooking) except to blow up their stuff. My biggest complaint is the redundancy. This mod what I consider a similar problem to the HW2 mod (which I also enjoyed to death). There are too many ships and they are either redundant, or it is not clear enough how they are different. For example the Corellian Gunship and the Nebulon B Frigate are both anti-fighter platforms. They have minor stat differences. As far as I can tell the Neb is a slightly superior ship. It is also cheaper than the Corellian Gunship. I can't figure out why I'd ever want to build Corellian Gunships, aside from the fact that they are cool. Likewise with the Assault Frigate Mk2. I have no idea what role its supposed to fill. I know when I build them they tend to die a lot. They seem to serve no purpose. They are also (IMO) not that cool a hull, so I don't build them. The Assault Frigate cruiser seems pointless too. I build maybe 2 or 3 in the early game and then never again. The MC30 seems to be a more effective ship, and only a little more expensive. The Assault Frigate's speed boost is cool in the early game but in large fleet engagements its a liability, because it closes with enemy ships and then gets killed. Aside from the stat blocs, the tool tips are virtually useless. They give me an in-universe description of the ship. This is cool from a fanboy's point of view. But this is bad game design. As a player I need to know why I should build this ship. "A tough ship with hanger bays" or something similar is used in the description of like every Mon Cal class ship I can build. This is not helpful information when EVERY mon cal ship in the game is "a tough ship with hanger bays." I have no idea what specials ships get from the tool tips, or how many squadrons they get. For example, I had to build one of every Imperial ship to discover which one had the colonize ability. I discovered on accident that one of the Mon Cals gets it. This is bad game design. The tech tree has a similar problem. Ships with locked specials do not tell me how to unlock them. In the tech tree, the "unlock ability" techs do not tell me which ships or abilities they unlock. This is also a problem. The in-universe information is COOL but it is not HELPFUL. This was also a problem in the HW mod. The tool tips were cool (I frequently asked wtf is this ship??!? and the tool tip told me) but they did nothing to help me make informed decisions about my units. I don't know if this is just my poor play style or if its a function of the game. Maybe the Requiem mod has tainted me? By the time I get to high level play I can craft fleets that are virtually indestructible. I either lose very few ships or all of them. But in this game ships seem softer. I have to replace them more often. Thats fine for frigates, they are all very cheap and build very quickly. Which I like - it allows for large space battles and just straight up more ships to patrol my worlds. Cruisers though, suffer a similar problem but they are all somewhat expensive and time consuming to build. This is not a problem exactly, it's just something I've noticed. I can't speak for the other Civs, but the Alliance needs a healer type unit. Ships I think do way more damage than they did in unmodded Sins or in Requiem, and while they also have more shields they have paper thin hulls. So my ships die a lot. In one match, my level 7 MC80 battleship capital ship caught with its shield restore ability down and it went from full health to dead in less than a minute and there wasn't a darn thing I could do to save it. The enemy fleet was of equivalent size (if not smaller actually) and it was focusing on my capital ship. I didn't expect it to survive, to be honest. But it would have made me feel better as a player to know there was a unit somewhere I could have used to restore some shields or hull or something. Even if it only bought me a few more seconds to try and maneuver away. A dedicated bomber unit would be very helpful too. I know it's not really cannon for the Alliance to have one. But there are a select few Rebel ships that can bomb planets and they all suck at it. Sometimes cannon has to make exceptions for playability. Taking a world, especially late game with all the planet strengthening techs and upgrades etc, grinds gameplay to a halt. My friend who plays Empire has had a similar experience, although more of his cruisers can bombard a planet. I DO like that Starbases are gone, but fixed emplacements are stronger, and hanger bays cost like 3x as much. A Starbase in a system essentially ment you couldn't take it without serious losses. It slowed gameplay in an already slow game. I also can't spam hangers anymore because they are so expensive. but I don't feel bad building a bunch of turrets. But they could do with having a few more HPs. Just my own opinion there. I LIKE that they get more special abilities (even if they are broken ATM. At least the broken button is there telling me it might have it.. or it might get it in a patch later). They FEEL more useful. I also really like the Golan as an intermediary. More HP, more damage output, more expensive. But not the giant road block that a star base represented. Also not the giant money sink. I do miss the ability to expand my trade lanes or put a token defense in a nebula or something to guard against random colony ships jacking my collectors, or act as forward recon. I hope a more durable version of the Golan appears that allows me to do that in uncolonizable systems. But it doesn't need to be an unstoppable battle station. Just an outpost. I like the super capitals. The executer is really cool. Its a win button, essentially. If you build one, you're probably going to win. It breaks fleets and lines by itself. Supported, it is ungodly. But if you managed to build one, you probably were going to win without it. So its not that big a deal. I like that with two ion cannon emplacements you can lock it down almost completely. That at least gives you a prayer of escaping or destroying it. Building a capital ship now feels like a big deal. My fleets feel better for having one or two in them. I just wished they had more hull points. If the shields drop, its essentially dead. Which is kinda lame. I guess it makes sense for the smaller ships, given the SW flavor and all. Shields down = dead. But I feel like large capital ships should be more durable. They're still ballin' though. I love the "Its a Trap!" ability of the Independence. Which reminds me. Dead levels. The way capital ships level up means there are some dead levels. The two early game capitals have like 2, and 4 dead levels each. They keep getting stronger but they have nothing to put points in. I feel like this needs to be dealt with some how. In the late game it makes it hard to tell which ships have leveled and which ones just have floating random ability points. Some of Requiem's mod enhancements might be good here too. Colonizeable gas giants, more world types, and more random planet traits would be really neat and help the Star Wars atmosphere. But I can live without them. The midi Star Wars music is terrible and has to go. I don't know who likes it or who thought it was a good idea... Most of these comments are negative. So I'm sorry. But I really do enjoy the mod and it will probably replace Requiem as my mod of choice. I know it's still a WIP. But I wanted to share my thoughts and experiences. I know a lot of times people will just polish your knob because they don't want to be offensive. But that doesn't help an artist improve and thats all I want to do. Edit: In response to this quote in this thread: http://warlords.swrebellion.com/forums/viewtopic.php?f=587&t=27342 My comments on tool tips and such, I agree that rock paper scissors gameplay is lame and I'm glad its not there. I like it when the "anti fighter" ships can engage frigates and not horribly fail. Or when capital ships can actually damage fighters. But it would be helpful if the game explained to me, even if its only just a line, why I would build a corellian gunship over a Neb B. Or why I want assault frigates at all? "This is an anti fighter frigate" and "this is an anti fighter frigate that sacrifices some anti fighter weaponry for more robust ship-to-ship weapons." Tells me that if there are lots of fighters, X is better. But if the enemy has a mixed fleet with some fighters, Y is better. Right now I don't have a clue. Edit: After reading through the rest of the forum I sound like an ass. So I'm sorry.

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