View Single Post
Old 12-11-2006, 11:50 PM   #125
Rust_Lord's Avatar
Join Date: May 2006
Posts: 171
Finish the thread!? We are only getting started :P Just wait till we get our hands on the patch.

Some pretty good suggestions and points made here. I will put in my $10 worth…Since there is two main thrusts I divided this post into two areas.

Rebel Fighters and Balance
From my understanding of everyone’s unhappiness about the quality of rebel fighters, this has more of an impact in GC than skirmish where you have to buy the sdqns, whereas the Imps don’t. Would I be correct? (In skirmish the sqdns are roughly the same price so its not as critical.) YertyL made a good point about having the flexibilty to bring on more fighters than an Imperial force however I can understand a Rebel players point of view that this could be expensive and even if the Rebel force won, the victory could actually be a defeat economically. I guess it depends on how much you have in the bank but I generally dont like a 'meat grinder' strategy.

After having made all the changes to my own XMLs I played a GC with the rebs for the first time since the "update". As usual when I play the rebs I rarely buy fighters at all. Corvettes, Gunships and Marauders, I find, are still much more effective. Personally I think all corvettes are too effective and if they were made alot less effective against fighters, then fighters would have a role and a much bigger part in this game. One thing that annoys me with fighters is that if you lose half the sqdn then they are lost. Its just not cost effective. Why not have it so that once you buy a sdqn, even if it gets wiped out it will still replenish its losses after the battle provided you win or withdraw some of the force. At present I think rebel fighter sdqns are far too disposable. They would prolly have to be increased in price (slightly) otherwise you would have 50 sqdns in a fleet and just cycle through them knowing you are going to get them all back if you win; but really that is no different to having a cruiser with one hardpoint with 10% health left and getting it back to full health straight after the battle. Given the points raised by the apparent disparity between the number of sqdns a Rebel and an Imperial player can field the only other way to balance things is to improve the rebel fighters to such an extent that they can compete with or overcome these odds; if they can’t be better than Imp/ZC craft then they have to have the quantity. Now, if rebel fighters are substantially improved they are going to cost more (which is okay by me) but they will also have the same pop cap as imperial fighter sdqns (in skirmish) which could have imperial players crying foul when they get attacked by a swarm of nothing but buffed bombers and fighters (which can handle 3 to 1 odds). I will just say this about Rebs though in FoC and against the Corsortium. I play Empire over Rebs 80/20 of the time. The first GC in FoC I played (on medium) with them I took over the galaxy quicker than I did when playing with the Empire. I fought only 1 ZC space station, only because I wanted to. I destroyed every other station by using raid forces. This is the best and most important ability of the Rebel and, even if you don’t hold the planet for very long it can cause huge economic damage when a side has to take it back and rebuild. When you play as the Empire you don’t have this option and you have to grind through other factions military the hard way. All you have to do is make sure your raid fleet is led by the right hero.

I’m just putting this out there but I think the xwing/torpedo idea could work. Just make it so that torpedoes will not fire while s-foils ability is active and torps are in flight. Don’t buff the Xwing anymore so it is still not especially strong BUT it will be more dangerous and versatile. Xwings are really nothing special at the mom and they need a definite advantage. Oh yeah and at Yavin, I always thought the pilots there were those that they had on station and not necessarily their best. The DS was already closing in on them and they didn’t have time to call in better pilots; if they had they would have had reinforcements there to help. Vader’s sqdn on the other hand was probably among the very best in the Imperial Navy. This situation was rare however, since as the war went on, more and more reb pilots gained xp and suffered less casualties. I wrote on a thread before but forgot which one, that the Empire was spread out all over the galaxy. Many of its pilots were stationed where they saw no or very limited action. When they finally met the rebels they were still green while the rebs would (generally) be pretty experienced. The probability of dying for a reb would be higher overall as they see more frequent action but for each individual battle its going to be much less because of their experience compared to the Imps.

Anyway, back to the MC…what speed would you like then Shads? 50% increase from its current makes it as fast as a Neb-B? Is that about right? What about you Tears? You want something tangible, what do you think would be a speed to give the MC a definitive advantage in this area if the short burn boost wasn’t the option to take?

Shadow I agree strongly with dispersing the MC-30s torp tubes. Good idea. After the torp tubes are taken out I leave them alone. 2 laser cannons do little damage but tying up 3 pop cap is even more damaging. Just one thing; the ISD and the MC have the same range = 2000.

I agree with most of your suggestions except the Neb-B taking 2 cap. You could get away with that if you left the reb fighters pretty crap. The MC hangar could be done but it looks like that you don’t feel its necessary anymore.

I take it you have all seen the price increases for the ZC upgrades in skirmish? Some of them are HUGE. It will be a real investment and important decision when and whether to upgrade or not. I agree the Aggressor is a pig of a ship; still no Keldabe though. One thing that is annoying is that the ZC is the only faction that gets a capital ship in skirmish at Tech 4. The Imps get one yes but a) it’s a hero, b) its horrendously expensive and c) you cannot mass produce it.

I’ve said it before and ill say it again; all this crap about ZC ships being weak-armored is rubbish…The Aggressor has the same armour as an MC, Keldabe as an ISD, Int IVs have the same armor as an Assault Frig, not a Neb B which would be its equivalent! As for shielding the Aggressor has 200 points less than an MC/ISD but the Keldabe has 200 more and both have about the same refresh rate. Let’s compare their firepower too: Aggressors do same damage as an MC (60) and Keldabes do ISD damage (70). To put this into perspective, the Aggressors mondo weapon does 400 damage, its self destruct does 1500 damage and the plasma cannon on the ZC station does…6000. I’m not going to whinge I’m just putting these figures out there. I still think that with this patch the ZC isn’t going to be too bad BUT my gripe still exists and which happened last night, that when you take out their income in skirmish their must be a script to boost their income because they had no mines (and they took out all my mines after I got theirs) yet were able to bring on 3 frigates, 2 crusaders and 2 Vengeance almost at once when I couldn’t even afford one Interceptor squadron and I only had Vader and Fett…

Valter with the Keldabe I think you only need to nerf the shield leech ability. It’s lost a lot of teeth with its ions and mass drivers getting nerfed. As for the Aggressor, if anything is done, the special weapons should be a bit more on the fragile side. Such weapons wouldn’t have the armour they do and this gives it a nice weakness.
I have to disagree with darthcarth about the Int IVs though…I think they ar superior to both Acclamators and Neb Bs. 1) They are faster 2) They are better armoured 3) Their concussion missile launcher is really nasty and makes Int IV highly effective against starfighters and shielded craft. They fire more missiles than the Acclamator too, plus their special ability makes tem really nasty. Int IVs in a group can really make a mess of capital ships and starbases yet provide their own support.

Question: does anyone know if the self destruct ability affects ZC ships as well? It’s been a while since I’ve played it. If it doesn’t IT SHOULD!

And FunSolo, you do pretty damn good if English is your second language!
Rust_Lord is offline   you may: