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Speaking of balance. Rusur Dungeon Ships heal very strongly. Even a bot uses a bug to stack 4 or more of these ships that heal each other, it is very difficult to destroy even with a fleet twice as large. You have to select all your ships and specify that they shoot at one module of the enemy ship, otherwise it is not killed.
I found the hyper velocity cannon way too nerf in space battles. I know this one has been hard to fine tune. Either being so strong it could handle an entire fleet... At current damage, I would like it to charge two to three times as fast. As a planetary defense with upkeep, I would like it to have a truly meaningful impact.
They had shields, so yes. A lot of the KOTOR era units had shields.
Even elite infantry had shields. If you are wondering why later era infantry didn't have shields, it's because blaster tech advanced, and they became useless.
I'm talking legends.
1)Currently the sith roster is a bit overpowered due to having access to starforge units and republic-origin units right off the bat. I know this is likely to be changed in the future via some form of progression mechanic, but I just wanted to throw it out there.
2)In space tactical battles, there is a huge hole in Republic roles in that they lack any real counter to Assault Concussion missiles. The courier point defense is a bit too slow for it. As I seem to understand it, this is because Republic relies more on its powerful Aurek fighters to deal with bombers instead of corvettes, which is pretty cool, but it does make fighting those hutt missile ships extraordinarily difficult for their pop cost.
My suggestion, to fit in with the high-mobility high-micro playstyle of the republic, is to give foray corvettes a sensor jammer ability: one that's on a short enough cooldown that pairs of them could be cycled back and forth. Currently, forays are okay multirole corvettes, but lack any real niche.
3)On the ground, the morut gun platform feels very VERY weak. It only holds 2 bubbles worth of troops, has very bad firepower, and is made of wet paper. There's never much reason to use them.
Adding to point 3, I think the garrison for mandalorian light factories during ground battles should produce something other than moruts as to not double-down on pure anti-infantry.
4)In the grander/strategic scale(meaning the general map and not tactical battles), Mandalorians have it disproportionately more difficult than sith or republic, being sandwiched between both and constantly under attack at both ends. With the wealth of the republic starting worlds in any given era, the republic tends to snowball very quickly. The sith aren't as quick to attack since they're much poorer, but do become a problem later. This means the mandalorians will have to take a defeat for nearly every victory, and can get to the point of being unplayable as one is constantly under an endless barrage of invasions - can't even move fleets around often times.
I have fully completed progressive GC's as both Republic and Sith without much issue, but Mandalorians are proving exceedingly difficult to break out of a stalemate with just due to their overall map position. In tactical battles, they're great(and have the best soundtrack IMO.) Some tuning to the republic world income levels and mando starting forces could probably smooth things out to create a more 'fair' playing field.
5)I've noticed the republic AI likes to spam swiftsure 2's a bit too much: more so than any other ship.
6)I've noticed, more so than in TR and FotR, that the AI sends incredibly overwhelming forces. A level 1 station and heavy frigate yard does not warrant a 160+ pop fleet invasion. A level 5 station does not warrant a 700+ pop doomstack. I get the AI deigns to attack based on what it 'thinks' will win, but there is a difference between that and impossibly overwhelming. This happens regardless of faction played.
Thing is, gampelay wise, there is no counter to a swarm of them and they are fairly cheap.