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I believe I found a bug with the Apache's AIM-92 Stinger missiles: they appear to impact a target, but do not do any damage.
Thanks for the response blahdy. Is there any possibility that additional non-networked artillery units will be added for support in the future?
Hello, will the first release will include all of the factions announced thus far, or is it too early to say? I was also wondering if the development team is planning to implement all of the custom content for each faction before a first release, such as custom icons, etc.? I personally do not care for such content, but I can understand if the developers would like to have a fully polished first release. Regardless, this mod is shaping up quite nicely and I cannot wait to play it! Thank you!
I was wondering why the US ballistic missile launcher is only available as a call in, but is not available for purchase for the support role (the Russian equivalent is)?
Sigh...I wish the Lucrehulks received a realistic fighter complement. :P
I am really enjoying this mod and would like to thank the developers!
Unfortunately, whenever I select the Star Destroyer, the Eclipse, or the Mon Calamari Cruiser, the game crashes to my desktop (I tried all of the versions too).
Thanks for the response. I have never experienced this bug until the latest 1.82 version, but I am sure that the new version should not affect this mod.
I am not sure if I can help, but I encountered this bug while spamming a fleet of Rejuvenators (about 30) while fighting the Empire. Many of the planets I attacked also had gravity well generators of their own. I also noticed in the unit card for the Rejuvenator that it said "hyperspace disabled," in red even when there were no enemy gravity well generators (the Rejuvenators could still hyperspace though).
I believe I found a bug: the gravity well generator on the Rejuvenator Star Destroyer does not appear to be working and ships within its radius can still hyperspace away (I made sure to research it and I am not using the add-on in which the gravity well generators only delay jumps).
Okay, this post will perhaps be the most ridiculous, nit-picky post of all time: I noticed that the Star Destroyer (as seen in the latest news post) is missing a "lights" texture on its lowest layer below the command deck, but above the triangular part of its "body." Both the ISD I and II have the same problem.
I would like to thank you for adding "Carnage Mode"! I cannot wait to play it along with the new "Siege Mode" in the upcoming version (I love the names by the way)!
Wow, this looks great! I cannot wait to play it! :)
The pre-alpha may be the greatest game I have ever played. Indeed, the storyline and gameplay were masterfully designed and executed. Being able to control my favorite charter of all time as he embarked on a journey of epic proportions brought a tear to my eye, as I have never before beheld the degree of perfection demonstrated by this game. I was at a loss for words, only being able to mutter, "pure beauty" as I played. I cannot begin to fathom what I will experience with the first full release. I would like to thank the mod team for making my dreams a reality.
Thank you for the response Corey.
1) I was referring to a generic MC80 Home One type Star Cruiser, and not Admiral Ackbar's specific ship the Independence.
2) I believe that Sins of a Galactic Empire got around the limit by making titans a call in ability rather than buildable, but as you said, balancing will probably be the greater concern.
Thanks again; I cannot wait to play this mod.
Hello, I had a couple of questions regarding this mod and would greatly appreciate a response:
1) Is there any possibility of the Home One being added as a capital ship for the New Republic? I think it would be interesting if it functioned as a command/support ship which would increase the effectiveness of nearby ships through the use of its abilities.
2) Has a decision been made regarding the Imperial Remnant's titans build limit? I personally would like to see a build limit of two while allowing a player to build any combination of the two titans (such as two Executors, a Sovereign and a Executor, etc.) as it would serve the Imperial Remnant's play-style well, but then again it might be too overpowered.
3) How will the fighters be balanced? For example, will there be any advantages to using TIE Fighters over TIE Interceptors or Y-Wings over K-Wings? I would imagine that lower quality fighters will have faster build times and will be available only on earlier era ships, but will certain fighters, such as the TIE Defender, also have build limits on each ship they are buildable on?
I would like to once again thank the development team for this mod, as I love great Star Wars mods. :)
Hello, I was wondering if the Probe droid will be a vehicle, or an equipment?
As for the AT-ST, it is simply the greatest looking one I have ever seen in a game! As for its animation it looks a little stiff to me. Perhaps the thin piece of metal connecting the rest of the leg to the chassis should have a wider arc of motion? That along with a longer stride may help to keep the AT-ST's head more leveled. I would like to hear others opinions though.
Even at this early stage I can tell that this game is shaping up to be the greatest Star Wars game in some time! I would like to thank the development team once again for their time and effort; I cannot wait to see a fully animated AT-AT in all of its high-polygon CryENGINE glory!
It is my pleasure; I thank you as well as the rest of the development team for the time and effort invested in making this great mod. :)
I am personally not a fan of the new changes to shield regeneration, and increased shield strength (although I like the idea of faster shield regeneration in command points and shield pickups). I feel that gameplay wise, is mod is further distancing itself from the Mass Effect Games. In those games, weapons are very lethal and you can die very quickly. While I do not think that this mod can and should be a one to one copy of the games, I wish that it would be more similar than it currently is. I would much rather prefer if all units regenerated both their health and shield, and if all units received a reduction of health and shield points by 20-30%. While I enjoy the current mod very much, I would enjoy it even more if the gameplay was more reminiscent of the games. I apologize for the long post, but I strongly believe that such changes will improve the combat in this mod.
On another note, I found a bug in which armored units, such as the Geth Juggernaut, cannot heal on wall-mounted first-aid stations while they can be healed by those on the ground (I observed this bug on the Coruscant map).
Thank you for the response. I am looking forward to such an update if it is to occur. :)
Hello, is there any chance for an update this month?
I cannot wait to play this mod as well! It looks incredible and it is by far one of the most unique mods for Star Wars Battlefront 2. I wish the development team the best of luck in making it.
I noticed that both the Assault Carriers and the DDS Carriers for the Covenant get one-shotted in my game as well with the latest version. Perhaps it is a bug?
I will admit that I do not know much about actual real world tactics, but I assumed that any unit would be able to request artillery support, including helicopters and tanks, but I apparently was wrong.
As for the "shared vision," I assume that it was a realism sacrifice for gameplay purposes as you do not need to hit a key to "radio" teammates on enemy positions and that it occurs automatically. I never thought of is unrealistic, because I assumed that in the real world, all military units communicate with each other regarding enemy movements and engagements, but once again I may be wrong. I personally believe that making a player click a button with a radio icon is not any more realistic than the old system, as I felt that it implied that every unit on the frontline is a forward observed radioing enemy positions, and not that their shared vision is the result of magic.
Please do not take my posts the wrong way. I greatly appreciate all of the time and effort the development team has taken to research and develop this mod. I have made these posts because of how much I enjoy playing this mod. I will admit that I am ignorant of real-world military communications, but once again, I personally feel that such changes have limited player interaction with the vast majority of artillery units, thereby hurting the gameplay with the support role.
There usually is a forward observer, as artillery is usually used on targets that are revealed in the fog of war. I think that it is currently less realistic is since only Humvees and infantry can currently request artillery.
Regarding the "noob" units I believe that the current rocket artillery units are just that. They require no input from the player at all, and artillery play devolves to placing Humvees and infantry around the map. Manual artillery units require the player to predict enemy movements, time attacks, and actively manage reload times; all such aspects of play are currently absent.
I know that there are some artillery units that can fire manually, but I wish that I could actively use all of the units that this mod has do offer. I apologize for the long post, but I believe that an overall lack of player interaction with the support role has made it less fun to play. It is in sharp contrast with the other roles, especially armor and air, which this mod has made incredibly fun to play with the depth of tactics involved.
Does anyone know if 3.5 is the final version of this mod? I certainly hope not, as this is easily one of the best COH mods.
I would like to thank the development team for the new version! I am thoroughly enjoying it, and I love the new models! If I may make a humble suggestion, has the development considered adding an "expert" version of the rocket artilleries (such as the M270) that do not automatically fire with an artillery request, but instead must but manually fired with an attack ground command (such as the K-9 thunder)?
Also, out of curiosity, why did the development team choose do use the K-9 Thunder instead of the M109A6 Paladin?
I found a bug in the star bases xml file while adding ships to skirmish battles. There is a comma missing after the MC30 frigate in the New Republic skirmish star base unit list. As a result, ships such as the MC80 Liberty Mon Calamari Cruiser are not buildable. I love the new version of the mod, by the way. :)
Thank you for the responses; so I am guessing that you can only have one Super Star Destroyer, one Viscount, etc.
I saw a screen shot that showed two Super Star Destroyers fighting a Viscount, so I was wondering if there will be a different limit for titans for each the faction?
Thank you Unikraken and Sloosecannon for the responses. There is no need to apologize, I understand that the files are in bin format for good reason. As for the capital ship slots, I only played as the Covenant and the total ship slots is 16, which I thought was the same as vanilla sins, but I must be mistaken.