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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.
Hello Sins of the Prophets Development Team,
After playing the alpha, I have come to the conclusion that this is one of the greatest mods that I have ever played! From the UI to the ships, the level of polish and detail is outstanding and demonstrates the incredible effort and amount of time that the team has invested over the years.
My only criticism thus far is that ships get destroyed a little too quickly; it is particularity frustrating when a high-level capital ship gets destroyed instantly, however, it is rather insignificant and probably just a matter of preference. I also wished that the capital ship limit was increased (or perhaps the gameinfo entity files could be in text instead of bin so that we may change the values ourselves).
Thanks again for this excellent mod Sins of the Prophets Development Team, I wish you all victory in the upcoming MOTY awards as I believe that no one is more worthy of such an honor. I am looking forward to your future releases, as I know that this mod will only get better from here (which is a little hard to believe).
Thank you Unikraken, I am looking forward to playing it.
Thank you Unikraken and commissargaunt for your helpful responses, as well as for your concerns. I am sure you will be happy to know that I can in fact read, and that I have in fact read the latest news post. I am only wondering if there will be a rebellion release as well, but I do see that my previous post was unclear.
Hello, I was wondering if the next release will be for entrenchment, or rebellion.
Among indie games, this one is unrivaled with regards to quality and polish. I hope this game wins, becuase this development team would truely deserve it! :)
Thank you, I think I will.
Hey,calm down people, he did not ask for a release date, he asked for a "reales" date! "Reales" is apparently a silver coin formerly used in Spain and Latin America. I am not such what he means though...
Thank you for the responses CanadaMan7 and scifidude777.
I have not been paying much attention to this mod until recently,and after viewing every video and going through every image, I must say that this is one of the most well-developed and finely polished mods I have ever seen! If I may, I would like to ask a few questions, and would gratefully appreciate a response, although I understand if the developers do not, or cannot respond.
1. Will all ships have shields like in the base game, or will shields be exclusively available for the Covenant?
2. Will this mod use the capital ship crew system from the base game, or will it be modified? I personally hope that it is removed so that capital ships are only limited by supply, upkeep, and cost.
3. Will the Covenant have a titan? While I would certainly hope so, I am wondering how it could be balanced, as their basic capital ships are already pretty powerful. :P
I am sorry for the long post; I am just very excited about this mod. I would like to thank the development team for their hard work and time, and I am eagerly awaiting this mod's release. :)
Thank you very much,
I hope the Allegiance will not be removed as it serves the Imperial Remnant's play-style very well, in my opinion.
Not a problem. I can't wait do play this mod. :)
Thank you for the update development team, it looks great! I do have a question though: why is the Viscount classified as a capital and not a titan?
Thank you very much for the response, but don't worry about the AI... they already have a huge advantage over me when it comes to resource multipliers. :)
Lock S-foils in attack position.