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not to mention how i avoided getting into other complaints about things like pop cap balancing because i dont wanna come off too much like im whining, just wanted to point out mainly how inherent mod features basically skew the gameplay fairly significantly towards the CIS, and how i'd hope that can get fixed if only by situational means/smart gameplay
This update adds a lot of role playing elements, especially with the new fleshed out garrison system. I think your feedback should be ignored, honestly, and I feel strongly about that.
We'll have to disagree. I disagree with everything you said. This update is the greatest.
Mission rewards and ship market mechanics are the way to get these things in while still limiting access to them, otherwise these units would likely not be in the mod at all. I understand frustration with RNG but units like that should be taken as more fun bonuses to get for doing content more than an end goal to achieve in of themselves. The CIS having access to bigger ships more consistently point I would also argue fits with that,. We don't think that just because the Republic doesn't have access to a Praetor consistently that it's thaat much harder to beat a Lucrehulk variant with Assault/Carrier Acc/DHC flotillas, if anything that's the easiest way to take them down.
Also FYI CorSec Troopers are influence on Corellia so you can build them in any GC that features them.
I haven't tried the update yet (tho from what it sounds like my gripe persists), the other thing I do agree with is rare units being a little too rare. Mission reward units, at least the ones that are liable to die or be destroyed in combat pretty quickly, should be influence units on certain planets or with certain buildings dedicated to them.
I've done a fair amount of galactic conquests with this mod (mostly as the GR) and while my gripes with it aren't enough for me to put it down, it does make me go into the files and change some things around occasionally.. the C9979/Hardcell thing specifically since I believe that it rewards the CIS a little too much for very little cost and resources.
And sure, it IS possible to win as I have done so over a dozen times as the Republic at this point, but it feels so tedious for varied reasons, ranging from the start to the middle of your campaign where you're just hoping not to get swamped by large vessels, to the late game where those last few necessary conquests are taking much longer because you have to take the time to replace Venator and Acclamator losses or else you'll lose whatever fleet anchor ships you do have and risk the CIS making a tide-turning breakthrough.
As I said in the original suggestion though, if the CIS had a mirrored version of the KDY market mechanic I believe it'd be a lot more fair and more fun when you are fighting against those larger ships, knowing the CIS wouldn't be able to easily replace a Lucrehulk like how you can't easily replace a Maelstrom.
I really do appreciate the attention to lore and the balancing so far in the new update. As for the sheer number of CIS starfighters, I think this complaint is largely overblown and somewhat obtuse. The Republic has more than enough counter-measures and fighter spam of its own to balance what can seem like overwhelming odds; whether that be more late game corvette options like the newly added lancer frigate, or a carrier heavy composition using accumulator spam. I would even postulate that the republic offers more diverse play-styles than the CIS.
That's also not to even consider that some of the CIS ships providing the most fighters are things like Lucrehulks, which are specifically designed so they are purely bad in situations where they're put up against true battleships - which you can't get without a tedious amount of waiting. As a result they're dotted to the brim with laser cannons that just make using fighters and all your variety of light ships like Chargers and Arquitens and even sometimes Acclamators a little painful-to-pointless against them.
And the 'just spam acclamators or venators' argument is stupid. For the price of one acclamator you can get like 5 C9979s which will deliver like 8x the amount of fighters. Dial it up to full fleet scaling, that's like maybe 15 or so acclamators out at once vs like 50 C9979s. Direct engagement obviously aside if you're playing as the CIS here, I'm sure you can do the fighter math. Nevermind the fact that the droid carrier is an inherent anti-fighter-anti-missile ship.
Once again I am not saying that it is impossible to win as the republic because I definitely have. The problem is just that it's such a long and tedious process where nearly every other faction in their other mods don't really have this issue with attrition. And sure, maybe they designed it this way intentionally. If that is the case then hard be it for me to argue how modders should design their factions, since I definitely don't know how much time and effort goes into it. But there's also that chance this isn't their vision, and it helps to give communal input for their own sake of clarity.
And again as far as the Republic not having access to the tier 4 yard ships without the market goes, that's how we limited them to make the Republic not spamming those an issue. Having the Republic lean on Praetors especially for the AI isn't really something that was desired for the Clone Wars mod, while Lucrehulks in comparison fit to see more of from the CIS. Lucrehulks shapes and circular weapon emplacements also leave them more vulnerable compared to other larger ships as focusing on them from a single angle can really tear through them quick. An unsupported Lucrehulk Battlecarrier for example can be dispatched with 4-5 Acclamator Carriers or 6-8 DHCs alone if you position them right and don't overextend, which still amounts to less pop than the Lucrehulk. Combined with that you can build these smaller ships on more planets at once compared to a single Lucrehulk and the math leans there way as it does with smaller ships in general for EaW. This might just be my experience but I don't have an issue with attrition as Republic except when playing something masochistic like Cruel Admiral.