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Comment History  (0 - 30 of 133)
Azron-stoma
Azron-stoma - - 133 comments @ Ultimate Apocalypse Mod (DOW SS)

How do I get tyranids to work with 1.88.5? I'm running out of hard drive space and would rather not download a 2gb file just to get one faction's models to show up.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Empire at War Forces of Corruption Enhanced AI MOD

nevermind I just set the hero units to no longer be targetable by bounty hunters and it worked like a charm, It's incredible that I've never seen Rebel AI make mon cals outside of massive overhaul mods in the 17 years of playing this game.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Empire at War Forces of Corruption Enhanced AI MOD

This is pretty neat, though I'd rather not have to deal with my commanders and even probe droids dying randomly, I like the idea of the enemy being more aggressive and strategic, but I mostly just want them to deploy Mon Calamari cruisers and Star Destroyers rather than endless hordes of Y-Wings and MC-30s in space, and make more use of T4B tanks rather than spamming MPTLs on the ground.

I wouldn't mind the assassination mechanic if there was some kind of defense against it, but the fact that there isn't one makes it unfair, I never assassinate enemy heroes for that reason and I'd like the ability to disable that.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Project Lothal

ISB agent freezes the game when trying to switch to the award pistol forcing me to end task, also probably intentional but those inaccessible vehicles are a tad frustrating... Especially since that other Lothal map has a similar array of vehicles that are fully usable for both sides.

crashed X-Wing wing between posts 1 and 3 has a hitbox that makes it deceptive for cover, trying to aim between the engine and the laser cannon hits an invisible barrier.

Invisible wall around the Gozanti has a gap that trapped me behind it while I was checking the scale, (It looked oversized to me, and sure enough it's way, WAY too big. minor nitpick though, I didn't even bother with the Hammerhead corvette especially since it uses the KOTOR model, like the tatooine buildings as a stand-in for the Lothal buildings, it's fine I guess.) Gozanti is out of bounds anyhow so I don't really see how the invisible wall is necessary.

Overall the map layout reminds me of the Ilum map but smaller and easier to get around. EAW Heavy factory is nice but it would be nice to see more, again like how the Ilum map had the Imperial Barracks and Rebel training center.

Even better if we could get interiors for them, I'm not asking to go full C&C Renegade though (that would be amazing but a bit much to hope for)

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Project Battlefront

Is Ilum being reworked? I can understand if it is. It was too large, the crystals looked... weird, and there weren't enough vehicles to get around, and the vehicles that were there didn't seem to respawn all that often...

Also the new republic sentry droids were tougher than Dark Troopers for some reason...

Also I'd like it if either No TIE Fighters were on the ground, or if they were flyable.

I really liked the use of EAW buildings on the map though, would love to see more stuff like that.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ (WIP-ish) Project Brutality 3.0-compatible Ultimate DoomVisor

yep, had this happen to me after playing some to get my mind off of the fact that I can't beat system shock remake due to crashes every time I go to the flight deck...

Only for, just as I'm really starting to enjoy it, the game crashes every time I go to another level in this game too...

It never ends...

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Romae ad Bellum

Agreed, apparently them adding the new civ gives that "unexpected number of civs" error regardless of if you have the DLC or not.

Hopefully they'll be finished updating it soon, last I heard they were hoping to get it patched/updated this week but delays happen.

Good karma+3 votes
Azron-stoma
Azron-stoma - - 133 comments @ Bullet Time X [1.2.0]

Tried it out a few times along with a whole bunch of other Powerup mods that tend to help framerate during bullet time. But it seems there might just be an issue with that particular map or something (EDAY09 Biolabs) that causes massive framerate drops whenever I use bullet time, it seems unrelated to the number of enemies, it might be due to something else entirely unique (hopefully) to that map.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Bakura-class Star Destroyer

Kinda sad that the best looking ship out of Cracken's fleet dossier was a ripoff of a Sadalahn-class battleship.

Still looks nice though.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Ilum

Played one map on each era, Republic and Empire,

initial thoughts.

Neat idea, not sure about the white grass effect, water is good, distant objects fade weirdly.

I like the inclusion of the EAW Barracks and Heavy Vehicle factory, though the more maps these are added in the more I want to see vehicles spawning at the mouth of the factory and interiors for both the Factory and Barracks (possibly underground for the Barracks given the size.)

Dark Trooper is neat but I'm not sure about the lack of any form of jetpack/rocket boots.
Iffy about the Range troopers but that's just my own feelings about them as part of the canon when Snowtroopers already exist.

not a fan of the Commando and Dark Trooper having no first person mode. This isn't DICE Battlefront where "reinforcement classes" lack first person, only saber heroes and some vehicles are third person only and it makes it harder to aim since the reticle lies, at least the award pistol forces scoped zoom.

I'd be fine with the size if more speeder bikes spawned, especially if around the Barracks as a nod to EAW.

while I get the aesthetic, not a fan of unusable vehicles on maps, especially since I love fighters and maps that include them. The Juggernauts I understand due to the sheer size and I might as well ask for flyable Gozanti/GR-75/YE-4s or Corvettes

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Bullet Time X [1.2.0]

yeah that was very surprising to me, I was using it on Extermination Day and it worked great until map 9, very strange since normally Bullet Time mods IMPROVE framerates since it gives the computer more time to work, but right off the bat it was like a slideshow from that point on.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Fighter Combat Rework

I think that would be too radical of a departure from the vanilla game, and something that a lot of other fighter reworks have already done. Much to their detriment as Battlefront 2 is NOT designed to be lore friendly and mods that try to force it to be often causes gameplay to suffer as a result.

Also remember TIE Fighters have been retrofitted with torpedoes and Interceptors with Missiles in numerous games (dating back to the original TIE Fighter game from 1995) and the old expanded universe.

Also mechanically Torpedoes are needed for the fighters to deal any appreciable damage to capital ships (different weapon types do different amounts of damage to different types of targets, Infantry Blasters do 10% damage to vehicles, Fighter blasters do 10% damage to capital ships and structures, same with missiles. Torpedoes do 325% damage to capital ships and Bombs deal 100% damage to capital ships and 200% to fighters and shuttles).

Fighters are meant to be the all-rounders between interceptors (which do next to nothing to capital ships) and Bombers (which do a great deal) The game is designed so that they need torps to do that.

This mod works better than any other fighter rework BECAUSE it doesn't try to shoehorn in lore accuracy to a game that isn't built for it, and instead emphasizes the strengths that each craft has in the vanilla game while also eliminating some of their weaknesses.

a great deal of other fighter reworks remove the ordnance from TIE Fighters and Interceptors, and that's why I don't like them.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ MrBaddass Edit of Combined Arms+ OpenRA mod

This mod so far is absolutely fantastic, but I do wish you didn't remove the Handicap option from Combined Arms, sometimes it's fun to watch wave after wave of enemies be absolutely annihilated on my defenses.

I do love the gates, longer range on the Grand Cannon, the GDI equivalent of the Grand Cannon, the fact that GDI get spies, and the presence of music however.

Also having the issue of the game crashing a lot, haven't been able to finish a skrimish so far.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Soviet Conyard & MCV

it's a shame too because some of the concept art actually looked pretty good.
Cdn.staticneo.com

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Minecraft Sky To Ground

Honestly I wish the Minecraft Star Wars mods had flight mechanics that were identical to Battlefront 2.

Then again I wish the same for all Star Wars mods.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Tatooine Sky To Ground

The artificial gravity should compensate/neutralize it, provided the ship doesn't take too much damage, though it looks like it's missing its sensor globes and deck guns.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ TIE Defender Mod (Replaces TIE Interceptor)

It should also have both TIE Interceptor guns (on the bottom two wings) and TIE Bomber guns (on the top wing) to represent the blasters and Ion cannons. They also had a choice of either a tractor beam or a weapon jamming beam. Though sadly loadouts aren't a thing in SWBF2.

Putting shields on fighters in Battlefront 2 rarely works as it should due to how the engine handles shields, the vanilla method of a flat health with 2% of max hp regeneration per second (if you are playing as a pilot class or have the Technician award bonus, and 4% regen if you have both) works just fine. 99.99% of the time when I see modded maps put shields on fighters it messes up everything. "Tatooine at War" is the only one that managed to pull it off and even that one can be buggy at times (it also I think depends on which version of that mod you are using).

That being said it should have health somewhere in the 7000-10,000 range. 7000 if based on the XWA version and 10,000 if based on the OG "Star Wars: TIE fighter" version.

To put that in perspective the normal health stats for each class is
Interceptor (TIE/i A-Wing, Eta-2 Actis Jedi interceptor, Tri) 1500
Fighter (TIE/Ln, X-Wing, ARC-170, Vulture droid) 2250
Bomber (TIE/Sa, Y-Wing, V-Wing, Belbullab-24) 5000
Shuttle (Theta class, LAAT/i, HMP Gunship) 25,000

TIE Defenders were beasts.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Fighter Combat Rework

I wasn't expecting to like this, since most of these kinds of revamps ruin what makes each Starfighter good, but really I found myself enjoying it! everything is much faster now which is great and if anything each of the starfighters (who all have subtle differences from one another even in vanilla) are even more specialized in what they were already good at.

X-Wing good for dogfighting, feels similar to vanilla except it also seems to have more firepower, taking down interceptors in 2 hits!

TIE Fighter good for strike bombing, the replacement of the 2nd torpedo makes it less suited for dogfighting that it was before, also it got a health nerf.

TIE Interceptor is good for long and medium range. also feels close to vanilla except far faster.

A-Wing good at short range, it loses the missiles but gains a near hitscan weapon.

Y-Wing: good bomber with a top turret, though the turret is less accurate now.

TIE Bomber ... good for taking down shields? admittedly this is the only GCW change I take issue with, while the remote rocket was never terribly useful, relegating the bombs to the second seat makes it far less useful in single or multiplayer.

the Clone Wars fighters have the biggest changes, and most of these are for the better.

Eta 2's missiles were always basically useless, it's better off without them, though I'd prefer if they were replaced with something rather than nothing.

Vulture Droid now has Tri fighter missiles, lower health but feels faster and more maneuverable than the 170.

170 almost identical to vanilla except faster like the rest, has more health than the Vulture droid and with the reduction of damage to the CIS Bomber it won't die in 2 hits anymore. It needs that extra health due to being a rather wide target.

TRI Fighter: while I liked the chaingun on vanilla (it was nearly a hitscan weapon though it took a moment to spool up) the new cannon makes the Tri into a speedy glass cannon and I really like that.

CIS bomber: Even better at most of the things it was already good at (though I preferred the vanilla particle canon) only downside is the longer reload time but I understand why that's there.

V-Wing: actually useful, the shotgun was never very effective and had next to no range, replacing that with pretty much anything else is an improvement.

Other changes I'm iffy about

Auto Turrets/Repeaters: Auto turrets in vanilla have a slower rate of fire but they carry a flak burst, so even if it misses it still deals 100 damage if it was a narrow miss. if Friendly fire is off this is an asset, if friendly fire is on this is a liability.

The Repeater Turrets: changed to become manual auto turrets? the near hitscan and cluster effect the Repeater had was VERY useful for the turrets, these new turrets have a far harder time hitting their target.

Vanilla issues exasperated by the mod

the tendency for Bots making instant 90 or even 180 degree turns is even more egregious with this mod.

I'd really like to see this in multiplayer.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Casting Kyle Katarn

Urban all the way.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Empire at War buildings and props (for modders)

This could be a useful alternative to space to ground conquest maps, space to ground assault where one side has a ship in orbit while the other has a ground base, the ground base buildings functioning the same way as the capital ship components and frigates, with each one giving 18 points if destroyed.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ TIE Aggressor (for modders)

The main benefit of the TIE Aggressor was the Y-Wing like Turret (though it could only fire backwards) making something that is somewhere between a TIE Fighter and Y-Wing for this would be best suited to how it functions in Star Wars Galaxies.

Whether it fires torpedoes or drops bombs? I personally prefer TIE Fighter like Torpedoes since they are heavier than the Torpedoes used by other factions. Particularly given the fact that it's called a "Strike" fighter.

Possibly make it akin to how the ARC-170 functions in some mods that make it a heavier fighter/bomber with a functional rear turret.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ TIE Oppressor (for modders)

As someone who's played a lot of Star Wars Galaxies, which is where this came from. Best option imo is to make it fly like the CIS Bomber, that is to have 1 pilot, drops bombs super fast but with super short range.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ TIE Interceptor Cockpit

There is a limit to how much info can be displayed through there and personally while I love the use of the Star Wars Galaxies cockpit frame, the control yoke and box does obscure more of the vision than I'd like, still not as obtrusive as the Squadrons one mind you. It would be pretty much the perfect size if the displays actually meant anything. Like having the Engine and Weapon power setting display on either side of the octagon there.

I do like that it's more film accurate with the flat bar rather than the pointed version.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ GCW Space v2

Looks great, but sadly the vanilla GCW maps still crash for me in multiplayer.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Instant Space Project

Any possibility for a cross era version? Like GCW Space Mustafar that replaces Republic with Empire? and one for Kamino that replaces CIS with Empire? similar to campaign but unscripted?

Good karma+4 votes
Azron-stoma
Azron-stoma - - 133 comments @ Space battles

Looks like you're making fighter blasters and antifighter guns (the manned turrets are not supposed to be Turbolasers) do 100% damage to structures rather than 10%, not really a fan of that idea. Capital ships are supposed to be very tanky and require torpedoes for Starfighter scale craft to do any appreciable damage.

Shields seem like a good idea in theory, but Battlefront's engine doesn't really work in a way that would make them accurate to the films, Every mod that gives fighters shields causes them to become insanely tough, far more so than they should be relative to everything else. Making a fighter able to withstand absurd amounts of damage when it's on its last sliver of health. If you can find a way to fix that, then I'm all for the use of shields. However I've never found a mod that manages to solve that problem.

Good karma+1 vote
Azron-stoma
Azron-stoma - - 133 comments @ Improved Sides Mod 2.1 + Skin Changer BETA

After having actually updated this mod properly (I was afraid I was going to break everything) I have to say thank you for fixing the first person view on the droid fighters, visibility is vastly improved and I feel like a Terminator now.

I would however still like to request that the Y-Wing/V-Wing be toggled in the Skin changer however.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Suun Ra: Desert City v1.1 Update (Sky to Ground)

fun map but I have a few issues with it.

I never like it when the imperial fighters are redesigned/rebalanced, I feel like they were perfect in vanilla, I understand the desire to remove the torpedoes from TIE Fighters to be true to the lore, (though even in the original TIE Fighter game, TIEs could be retrofitted with torpedo launchers if the need arose) I just prefer how the TIE functions in vanilla. At the very least include some form of secondary fire for them, if nothing more than a vanilla Bomber particle shot or something along those lines (similar to the snowspeeder alt fire perhaps?)

Landing on various areas and disembarking from the fighter causes instant death. such as landing on top of capital ship hulls (regardless of whether or not they have shields) this includes the hangars of other ships.

the boundries of the map seem too small, smaller than the clearly oversized capital ships in this map, I like the new venator model, but it's VERY apparent that it's far too big.

Good karma0 votes
Azron-stoma
Azron-stoma - - 133 comments @ Duro: Orbital City 2.0 (11.03.2018)

Pros

Finally having the Hangars in the right spot for the Star Destroyer, been wanting that for years upon years, that the TIE Fighters launch from the correct spot too is even better.

I like that I can land anywhere on the platform, far too many of these space/ground maps have arbitrary criteria on where I can and can't land and no visual distinction requiring trial and error.

The platform is interesting and fun to fight in.

Cons

Medic class loses his rifle when the Award rifle is given, leaving him only with the fusion cutter. Haven't tried out the other custom classes.

Nebulon B does not explode when "destroyed"

MC-80 Liberty cannot be damaged at all, and is too small.

Each TIE Fighter launch bay is separated, so if there are few fighters left you can see one or more on the other side of the hangar area, but have no way of getting to it other than suicide and try again. It also would make it impossible to chose a fighter/interceptor/bomber as Empire, forcing you to effectively roll a dice. (if anything other than fighter spawned) Lack of interceptors or Bombers on Imperial side would give too much of an advantage to Rebels in multiplayer. TIE Fighters lose health and explode in their launch bays.

There's no real benefit to the space combat at all, outside of bombing/strafing runs on enemy infantry, or "deep striking" to capture a command post. However, the problem with the Medic class prevents this from being effective as the Empire. The total lack of fighter spawns on the platform itself makes it a one-use-per-spawn ability as well (unless someone in multiplayer brings a Y-Wing to pick up the other player.). Destroying the bridge, Engines and heavy turrets on the capital ships gives no benefit. Capital ships don't have their sensors or communications either (though the Star Destroyer's globes could serve as such with some scripting.)

The lift at control point 2 is nice, but goes nowhere interesting
The lift at the center of the map doesn't let you go down all the way (though it lets you back up if you fall down there somewhere else), the character walks on air and there are invisible barriers blocking blaster fire everywhere. Sometimes enemies get stuck here, which can drag out the map.

The far Mon Cal Cruiser's hangar covering is misplaced, allowing fighters to fly inside of it and target the hangar.

Some areas on the platform cause infantry to get stuck (an area in the center at the fountain, there's an alcove that I got stuck in)

The landing platforms beside capture point 5 have invisible walls at the door, so I cannot get to the point that way...

Control Point 6 and 7 cannot be captured, though I understand that this may be because the AI isn't smart enough to land troops from fighters onto the platform.

Final thoughts and suggestions:

A map with tremendous potential, and the Hangar change to the Star Destroyers is something I would love to see improved upon. It's what first drew me to this map.

Connect all the launch bays, prevent the TIEs from damaging themselves in their bay, have an Interceptor and Bomber spawn in a bay on either side, so out of the 4 bays on either side, 2 spawn fighters, 1 spawns interceptors and the other spawns bombers.

Place another large bay at the other end of the hangar, and some "teleporter" Turbolift looking things to instantly take you from one big hangar to the other, Have the big hangar at the back spawn shuttles and the one at the front destroy fighters after they are left unattended as if it was on the platform (since I don't think it's possible/feasible to script a crane picking them up and cycling them back to a launch bay). That way we have fighter bays, shuttle bays and a landing bay.

Good karma+2 votes
Azron-stoma
Azron-stoma - - 133 comments @ Saga Edition

I have gunslinger on legendary and it tells me I have the precision pistol, but I can't switch to it, is this a bug or have reward weapons been removed entirely?

Good karma+1 vote