Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Them not being able to hit corvettes is intended, because we wanted to make corvettes more viable, whereas previously bigger ships tended to just be better in almost every case. TIE bombers on the other hand are excellent against corvettes.
I personally am playing through an empire campaign fielding 4 ISD1s (or 5 if i have Vader) and two ton falks, and that's proving able to tear through most enemies without too much of an issue.
To address your main point though, we are having internal discussions about the strength of capital ships and we may well adjust them, including the pop cap they take up. For 2.9 we wanted all ships to be useful rather than capitals being the best, but we may have overshot that slightly.
I appreciate the response man. You guys are still doing great work keep it up, Best mod I've had for EAW
You can still feel like the Empire, the composition of the starting fleet works great. But I normally go
x2 ISD I
x2 Victory I (or 1 i forget)
x4 Arquitens
x2 Dreadnought
x2 Carracks
Then Ton Falks or Gozantis to make up the difference.
This shreds pretty much everything. And makesure to get the advance loadouts for your ships, each Punisher bomber is worth like x4 regular TIE bombers. You can always go into the Factions.XML and change to Tactical Battle Pop limit to whatever you want for each faction. I find 400 for each side doesnt lag the game engine too much, just dont change the ground limit or the game bugs out.
The thing I'm having trouble with is... The Gozantis themselves are REALLY good. Like really really good. The Falks are better carriers and give you more fighters for the same pop as 2 gozanti units, but the gozantis shred enemy fighters, bombers, gunships and small corvettes and it's like im using the gozantis as my fighters and the actual fighters to support them, not the other way around. Especially since the AI fighters seem to primary my own TIEs and basically the TIEs act as an extra health bar for the Gozantis.
Reading The Viking of D14 argument of a distinct 'imperial faction' playstyle - which fits to lore and real life - here's an idea:
if one wants to simulate asymmetric 'naval' battles, why not raise the 'tactical population' price for non-capitals - while reducing it for capitals at the same time ?
Simulating hubris, or some sort of corruption that undermines the empire as it did the CIS...
The 'alert imperial officer' will notice that a fleet of capitals isn't sustainable against 'torpedo boat' swarms and will learn to make do with less as e.g. suggested by MuSHr00mpiCKl3s' fleet composition.
I'm not familiar with e.g. the Thrawn novels, but the 'Clone War' animation seems to characterize him as such - and to imitate exploiting tactical advantages as a strategy could be a rewarding goal for the 'imperial' player.
Just my impression.