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FoC Patch 1.2 suggestions thread


wedge2211

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I'm starting this up in the hopes that the Petroglyph guys come back from their holiday breaks and check out the forums. Same drill as the EaW ones...let me start it off with:

 

1) Please fix Aggressor destroyer pathfinding.

 

Perceived issue:

Often, when given a fire or move order, Aggressor-class destroyers feel the need to spin in a complete circle before moving in the right direction or aligning their guns. It looks almost like they are turning in the wrong sense to get to the point where the player issued the move/attack command.

 

Suggested fix:

Whatever coding thing is necessary!

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Stop Keldabe shield drain from working vs stations

 

Make Luke a space skirmish hero unit with lucky shot ability

 

Reduce the range of mass drivers. Vengeance cruisers especially

 

Make Boba's seismic charge work properly vs starvipers (many times it does nothing at all)

 

Increase the effectiveness of rogue squadron's special ability. The duration is way too short and I haven't noticed much of a damage increase. This unit is not worth using in skirmish without an increase in effectiveness

 

Fix the strange issue with lasers completely missing Bossk and sometimes IG-88. And defilers when playing GC. For some reason lasers miss them quite often; I've seen defilers and Bossk last an entire battle because all lasers would miss them even when being chased by the millenium falcon and tons of fighters.

 

Make acclamator/victory/ISD TIE fighter and bomber hangar units follow it's ship when it moves. Currently they'll spawn fighters, but the fighters stay where they are as the ship moves.

 

Make the AI play the empire faction when making custom demo maps for the main menu battle cinematic. Currently on the rebels and consortium factions get played; empire doesn't move it's ships or send in reinforcements.

 

Fix the problem that nobody can change teams when a custom skirmish map is hosted!

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Doctor_Aap, specific suggestions are better than general complaints.

 

Solid Snake, what do you mean? They basically do.

 

- When a space fleet retreats from a battle in a GC, they should retreat to the nearest planet with friendly units in orbit rather than the nearest planet with friendly units and buildings on the ground. I'd taken a chunk of Rebel territory by conquering only the space above several planets. One was attacked and I repelled the assault, but the retreating Rebels went to one of the planets I had cordoned off from above rather than to the planet in secured Rebel territory that they started from. I had to fight the remnants of this fleet over many times in a row as it "bounced" from one orbit I controlled to another.

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-Fix the bug that enables AA towers to shoot ground units

How about also removing this from AT-AA as well, and give them some Defensive blasters like the Artillery Walkers have for ground units. At the very least decrease AT-AA flak damage to things like MDU buildables etc..
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Doctor_Aap, specific suggestions are better than general complaints..

 

Starvipers and Skipray's are too powerfull and have too much armor (my opinion).

 

The space station is too strong.

 

The Candarous tanks are WAY too strong. only an ATAT or DT3 can defeat it in a 1 vs 1 fight. And if the tanks were expensive but they arent. 3 candarous tank squads are almost not stoppable.

 

Of course this is all just my opinion.

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<list>

<li> Make the hero dissapear bug happen less often (I couldn't win as I "lost" red squadron since it dissapeared from the game and the other player built the DS2).

Or at least on multiplayer campign have the unplayed faction move around or attack (or open it up for 3 player campaign)

<li> For some reason, when I sent emperor palpatine to another one of my planets, it had to(in GC) take the route through ENEMY planets to get there (which is why I lost him) when It could have not(by taking the two-step click and drag route I got it there) since I had a route it could have travled that was controled by me...of corse the reason was that dagobah was hidden if not controoled by you, but that should not mean it should go there.....some pathing error...

Map is clusters

<li> Enable random events please.......

<li> tune down consortium....(their powerful units), I have included some possible methods and their problems as of now. Below:

<li> fix consortium cap ship pathing...really messed up... as for consortium cap ship overbalanced, might want to add a cap ship limit.....for all factions for balance..and make consortium buy the special weapon as a tech...

Or turn down bomber cost for other factions....

<li> consortium canderous tanks should be lowered cost(I'm sorry but 2000 credits is way too much), but lowered effectiveness as well.., and they have to buy it as a tech (the better tank),

make it more succeptable to anti-viecle turrets. for petes sake, one of them can kill a anti-viecle turet with 50% health remaining...how is that supposed to be logical?

Or if must be another option is: boost strength of the single tank, and shield, but reduce tank number down to 1 tank per squad, and increase pop cap.

<li> Consortium should be like in campaign have some sort of catch to acess to their capitol ship. They should have to corrupt some planet, or have to buy the tech(or special ability, or special weapon hardpoint, whatever gives the unit its edge)...

</list><br>Main Point starting placeshave a circle next to them.

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I dont think it's a bug of the AT-AA. It's meant to act like that..like...what stops an anti air weapon from shoting ground units? sure, it was built for anti air, but can shoot ground units also.

What stops groud weapons from shooting air? Balance. AT-AA towers have an extremly good range and splash damage - they're better vs. infantry than Anti-infantry towers are.

How about also removing this from AT-AA as well, and give them some Defensive blasters like the Artillery Walkers have for ground units. At the very least decrease AT-AA flak damage to things like MDU buildables etc..

Hmm, I don't think that's a realistic request. IMO a damage reduction vs. MDUs would suffice anyways.

# consortium canderous tanks should be lowered cost(I'm sorry but 2000 credits is way too much), but lowered effectiveness as well.., and they have to buy it as a tech (the better tank),

make it more succeptable to anti-viecle turrets. for petes sake, one of them can kill a anti-viecle turet with 50% health remaining...how is that supposed to be logical?

Well, AT-AT and T4B can take a tower down with 100% of their health remaining (greater range). IMO the bigger issue is whether or not they are counterable by units. And I'm generally against making units or factions similar just for the sake of them being equal - I think it's relatively OK that the ZC generally has fewer but more powerful units.

# Consortium should be like in campaign have some sort of catch to acess to their capitol ship. They should have to corrupt some planet, or have to buy the tech(or special ability, or special weapon hardpoint, whatever gives the unit its edge)...

Well, restricting it to one planet or tech would be a heavy disadvantage. I think the most arguable point is whether or not Aggressors should be restricted to "cap ship building planets" as well.

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I wasn't saying tech. I was saying make the special weapon hardpoint like special ability so that it balances it out early in the game, so they can make the consortium buy it....and that if they don't make aggresors not count as cap. ships, they should make a requirement for corrupting some planet.(still buildable on all planets but..)

Also, artillary units can kill the canderous tanks easy.

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Ive whinged ad naseum about a variety of things that, if PG read the threads, would mean I dont need to repeat myself. I must affirm what Wedge says about the Aggressors pathfinding. I know its supposed to be unmaneuverable but giving it almost random navigation is a bit much!

Please fix the bug where you win a land battle in GC and your force disappears requiring a reload.

 

The ZC imbalance issues are most prevalent in skirmish and having played with my brother who specialises with the Rebels and having our asses handed to us by two ZC AIs I can agree with those of you on these forums who play as rebels and feel like your bashing your head against a wall. I firmly believe that in space skirmish it is not so much a question of OP units but more their cost and therefore their rate of production, but in land skirmish its the units that are OP. I dont mind ZC having cutting edge units and tech but the rate they produce them is too great, especially considering the results of the tests I conducted with the ZC ships clearly superior. I recommend reducing the credit multiplier on Medium to 0.9 and Hard to 1.1. Reduce the Space AI contrast multiplier on Medium to .95.9 and on Hard to 1.1/1.05. I wouldnt mind so much if I had to fight such nasty ships as long as they didnt outnumber me! I really have no idea of how to rebalance the rebels against the ZC in skirmish. The rebels fighters are simply not durable enough and are too expensive for what they do.

 

Land units that I think need to be addressed include the Canderous tank (reduce unit size to 2?) and the effectiveness of proton turrets. I think that MAL launchers and Pulse tanks are also pretty powerful but probably dont need to be changed. I am just amazed at the casualties the ZC can dish out on land. I do think SPMA artillery should be available at tech 2.

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I think overall the rebels need a upgrade....even rebels vs empire is hard....rebels need some sort of new CAPITAL ship(not m-cal 30b)if not unit power decrease for consortium..and maybe some sort of middling ship for consortium, therfore after Agressor counts as capitol ship, consortium can still fight(becasue it jumps from weak(intcep frig IV) to super strong(agressor))..also the ai needs fixing by ALOT..try No ai cheating(as in huge fleet miraculously reappearing after I just killed one, or managing to build huge fleets with no credits, or both) while still having the Ai creating the better units...the AI is a old issue...

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My feeling is there is no consideration for another patch. Not yet anyway. And if one is released in the short term it will only be a bug fix and not change units. I havent seen too much cheating in the way of GC although I have heard of some nasty stories from players playing on hard. Sure the AI likes to use big fleets but they are not invincible. Its skirmish that the AI does not play fair. It seems that even if you take out all the enemies mines and even supply depot, they receive decent income to keep them competitive. I have seen instances where they have been without income for some time and still been able to call in reinforcements such as Vengeance frigates and aggressors which are not cheap (let alone being able to upgrade tech). I went looking for such a script but couldnt find anything.

 

Just one other thing about the AI that i remembered; enemy rebel AI never seems to produce Mon Cals. I played a huge game recently and was at tech 5 halfway through and running around with SSD and DS2 and despite throwing huge fleets at me the only MC I saw was Ackbar. Keldabes get produced but are rare. To be honest, I dont recall the Empire AI building many ISDs either, though in the game i played they were being bled white by the ZC.

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actualy i jhink it is weak, and think of the tech level it has to be to construct it.

The ai does cheat in skirmish(also online) when we were consortium, the empire players quit, we had all the mines, and killed supply depo, and they managed to jump in:

5 ISD's

7 Interdictors

4 VSD's

 

(the other side left before they reached tech level 3)

I still have the screenshots...

http://www.putfile.com/pic.php?img=4468336

http://www.putfile.com/pic.php?img=4468341

http://www.putfile.com/pic.php?img=4468340

http://www.putfile.com/pic.php?img=4468339

I've actually seen mon cals(on all difficulty levels) being produced, and being attacked by them before day 20 is over..

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That is weird...there seems a disproportionate amount of ISDs used compared to other ships....only 15 Int Sdqns and 4 VSDs lost compared to 5 ISDs? AI must have gone for broke and teched up fast.

 

Before day 20 youre fighting MCs?? Are you starting on tech 5? I only ever start on the default tech.

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no, starting on default tech level 3(the GC map I played default tech was 3)

 

AI HAD NO MONEY that was the point. We had all of the mines(or at least AI had none) and had killed the supply depot(we sticked around for like 5 minutes to see what the Ai could do, and suddenly 3 ISD's and 2 VSd's appear out of nowhere(the other SD's jumped in at differant times later)..basicly proof of ai cheating...

and it was not 15 int, it was 45(FOURTY FIVE), doesn't show up clear on putfile because they auto resize it...

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