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The bubble shield ship, the Justice class, has half as many turbolasers as other classes and in trade it gets a z-95, an r-41 and a y-wing. The -75 has -no- large-grade turbolasers, a flight of z-95 and a y-wing. It has 12 light untargetable close-range turbolasers and some torpedo tubes.
If you hit a fleet like that with some isd, it absolutely will melt, and likewise if you garrison some frigates and gunships to help counter the bombers they are going to be more or less matched by a couple victories. And if you see any x-wings at all in that fleet you are playing the wrong version :p
I should also point out that black sun has a much stronger fighter presence than empire does. And saying, "I played empire and I lost to the rebels so they are overpowered and need a nerf" is not the same as saying, "I played rebels and their traditional strength, fighters, has already been nerfed so hard it's not viable any more." Empire has tons and tons of tools to deal with fighters already. And if you're worried about quasar cheese (queso?) just implement a per-fleet limit of like 3 instead of making fighters suck, carriers suck and the whole faction into an Empire clone.
The intention is that a quasar is a one time investment to have some extra fighter support throughout many battles, but if you want a strong fighter presence (encouraged as rebels) you should build individual squadrons. Rebel fighter tactics are absolutely still viable, you just have to pay for them now.
What I'm hearing is that you don't -want- carriers to be especially viable as rebels, and that's working as intended. But ultimately, it greatly devalues the whole idea of freeing sullust, since these ships are basically a quest reward for a quite difficult ground battle.
And since that wasn't enough they're now also locked behind a 30k credit, 10-minute timer to get a ship that is intentionally full of suck. Thanks!
Proposed fix: Global build limit 3 each for quasar fire and liberator carrier. Lock the Dauntless behind a sullust-only planetary shipyard like the Bakuran Destroyer and the Corellian Battleship. Then lock the Liberator behind a 20k-cost, t2 upgrade for that one shipyard.
Now you have a rare ship that can only be built on one planet, and you can make it awesome instead of intentionally bad. I'd rather have -one- global limit quasar fire and liberator, and have them be fantastic ships, than have these awkward wannabe-carriers that don't do anything well.
Anyway, thanks for the mod, I've been playing it to exhaustion the last few days. I don't have any problems with the MC-80 line being battleships first and carriers a distant second and that's how I've done my current playthrough (week 105 and down to the last 9 planets I need to clean up).
I still don't see the point in spending two or three weeks' income on paid fighters that I will use once, and then the enormous amounts of flak, corvettes and interceptors that the ai always has will absolutely wreck them. I can't even take stations with them - all the stations have flak. And as far as I know you can't win this game by playing defensively. You -have- to go out and wreck stations. I generally can deploy my pre-built fighters only once, and that tells me that the economics of buying them just doesn't make sense. The empire can build star destroyers faster than I can build (and lose) fighters.
There is one exception to that - this game I've built a handful of z-95's to help beef up my borders and deter ai attacks. It sort of seems to work. If nothing else, they're the closest thing to free.
On the second, I think you just need to change your tactics. Black Sun turrets really aren't that great and in 2.10 they can't be rebuilt, so I don't see the issue with them. Rebels get great vehicles that only need to worry about the torpedo turrets.
Until we get a hyperspace retreat for carriers, i just dont use them, its a useless unit.