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These are the ships stats for all the Capital-class ships in the mod.

Posted by Admiral-Ace on Jan 18th, 2012

These are the ships stats for all the Capital-class ships in the mod. I've also fixed the problem with the Executor-class SSDs. I now know why it was so easy to beat the SSD. I forgot one important thing that I was almost POSITIVE I had changed. The projectile damage for the SSDs. The turbolasers for the SSDs, Proj_Ship_Turbolaser_Green_SSD, were still doing 24 damage per shot, which is about 192 damage, that's why in that one battle, I only lost 2 ships. The SSDs turbos now do 300 damage per shot. Each of the Executor-class ships turbolasers fire 8 shots at a time, so that's 2400 damage each time a Turbolaser battery fires! A MC80's turbolaser does only 20 damage per shot and the Imperial II-class' Octuple turbolasers does 60 damage per shot. Also remember that the Executor-class has 28 turbolasers.

So here's the stats:

GALACTIC EMPIRE CAPITAL SHIPS
Eclipse-class Super Star Destroyers
10 heavy turbolasers
8 heavy ion cannons
4 missile launchers
2 torpedo launchers
1 Axial Superlaser
86 Tie interceptor squadrons
24 Tie bomber squadrons
Shield Health -- 200,000
Tactical Health -- 140,000
Shield Recovery Rate -- 16,000
Can only build 2 and buildable only on Kuat and Byss.
COST: 20,000 credits (Death Star II costs 34,000)
ADVANTAGES: It's the Eclipse!
DISADVANTAGES: It's the Eclipse!
You most likely won't face it in GC, but trust me it can be destroyed. That's why I gave it so few weapons.

Eclipse-class Super Star Destroyer

Executor-class SSD
28 Turbolasers
26 Ion Cannons
12 Missile Launchers
16 TIE Interceptor Squadrons
18 TIE Fighter Squadrons
16 TIE Bomber Squadrons
12 TIE Heavy Bomber Squadrons
8 TIE Interdictor Squadrons
12 TIE Defender Squadrons
Shield Health -- 110,500
Tactical Health -- 92,000
Shield Recovery Rate -- 12,000
(Can only Build 10 and Buildable only on Kuat and Fondor)
Cost: 15,000 credits
Advantages: It's the Executor
Disadvantages: Lacks anti-fighter weapons, can be overwhelmed by concentrated fire, but you will still lose a large number of ships.

Mandator-class Star Dreadnaught
12 Turbolasers
10 Ion Cannons
2 Missile Launchers
16 TIE Interceptor Squadrons
14 TIE Heavy Bomber Squadrons
Shield Health -- 42,000
Tactical Health -- 34,000
Shield Recovery Rate -- 2,200
(Can only build 2 and buildable only on Kuat and Fondor)
Cost: 10,000 credits
Advantages: Has more firepower than most capital ships, and a cheaper choice than the Executor.
Disadvantages: Very slow sub-light and hyperdrive engines.

Imperial II-class Star Destroyer
8 Octuple Turbolaser Turrets
12 Turbolasers
12 Ion Cannons
8 TIE Interceptor Squadrons
10 TIE Fighter Squadrons
6 TIE Bomber Squadrons
4 TIE Heavy Bomber Squadrons
Shield Health -- 9,800
Tactical Health -- 8,800
Shield Recovery Rate -- 850
Cost: 6,400 credits
Advantages: Most powerful mass-produced imperial capital ship.
Disadvantages: Lacks anti-fighter weapons, relies on it's starfighters for anti-fighter defense.

Imperial I-class Star Destroyer
6 Dual Turbolaser Turrets
2 Dual Ion Cannon Turrets
12 Turbolasers
12 Ion Cannons
6 TIE Interceptor Squadrons
12 TIE Fighter Squadrons
5 TIE Bomber Squadrons
4 Skipray Squadrons
Shield Health -- 9,800
Tactical Health -- 8,400
Shield Recovery Rate -- 820
Cost: 5,800 credits
(Buildable only on Kuat, Rothana, and Fondor)
Advantages: Cheapest imperial capital ship. Can target star fighters, but not very accurate.
Disadvantages: Weaker hull armor than the ISD II.

REBEL ALLIANCE CAPITAL SHIPS

MC80 Liberty-class Star Cruiser
16 Turbolasers
14 Ion Cannons
8 X-wing Squadrons
6 Y-wing Squadrons
3 A-wing Squadrons
Shield Health -- 9,600
Tactical Health -- 5,500
Shield Recovery Rate -- 700
Cost: 4,800 credits
Advantages: Turbolasers can target star fighters. No visible shield generator to destroy.
Disadvantages: Weak hull armor. Relies on it's shields to win battles.

Home One-class Star Cruiser
22 Turbolasers
20 Ion Cannons
12 X-wing Squadrons
8 Y-wing Squadrons
6 A-wing Squadrons
Shield Health -- 20,000
Tactical Health -- 12,000
Shield Recovery Rate -- 4000
(Buildable only on Mon Calamari)
Cost: 7,200 credits
Advantages: Most powerful Rebel capital ship. Turbolasers can target star fighters, but not as accurate as the Liberty-class. No visible shield generator to destroy. At least 4-5 of these may be able to take down an Executor-class.
Disadvantages: Slow sub-light engines.

Dauntless-class Heavy Cruiser
14 X-wing Squadrons
10 Y-wing Squadrons
6 A-wing Squadrons
Shield Health -- 6,500
Tactical Health -- 12,000
Shield Recovery Rate -- 1000
(Buildable only on Sullust)
Cost: 5,800 credits
Advantages: Has anti-fighter lasers, something most capital ships lack.
Disadvantages: Weak shields and shield recovery. Relies on it's heavy armor to win battles.

DROID EMPIRE CAPITAL SHIPS
Lucrehulk-class Battleship
4 Heavy Turbolasers
4 Heavy Ion Cannons
12 Turbolasers
2 Plasma Cannons
100 Vulture Droid Squadrons
80 Hyena Squadrons
40 Droid Tri-fighter Squadrons
Shield Health -- 18,000
Tactical Health -- 14,000
Shield Recovery Rate -- 700
Cost: 7,000 credits
Advantages: Carries a massive amount of fighters and bombers, enough to overwhelm most ships.
Disadvantages: Weak shields and shield recovery. Lacks anti-fighter weapons.

The IG-4000IG-88's Flagship
1 Heavy Plasma Cannon
1 Ion Pulse Cannon
12 Turbolasers
12 Ion Cannons
3 CM Launchers
3 DBM Launchers
4 Torpedo Launchers
2 Hyper Velocity Cannons
1 Proton Beam
30 Vulture Droid Squadrons
24 Hyena Bomber Squadrons
20 Droid Tri-fighter Squadrons
18 Droid Assault Fighter Squadrons
22 Droid Assault Bomber Squadrons
Shield Health -- 125,500
Tactical Health -- 88,000
Shield Recovery Rate -- 9,500
Advantages: Not as powerful as the Executor-classes, but still very powerful.
Disadvantages: Prone to shield failures.

I've had to edited this news update because I accidentally deleted some of when I posted it.


Don't let the censor thing happend. Because if it happends, someone could mess-up and there goes Moddb!!!!!! And Super Star Wars! O_O ----- T-T

Post comment Comments
Mdhneo007
Mdhneo007 Jan 19 2012, 12:18am says:

Well, that station is gone when the Eclipse is finished charging up. I notice an icon of Palpatine with an electric bolt/hand on him, is he in the Eclipse (80% sure he is) or does he have another ship? I can't tell from this angle. Anyways, this looks fun!

+1 vote     reply to comment
Admiral-Ace
Admiral-Ace Jan 19 2012, 1:01am replied:

He's only attached to the Eclipse, because I brought him into battle that way. Otherwise he's stuck with a Star Destroyer. I'll change it later.

+2 votes     reply to comment
Admiral-Ace
Admiral-Ace Jan 19 2012, 12:50am says:

Okay something is wrong here, I also had stats on the Executor-class ships, ISD 1, ISD 2, Mandators, MC80s, Home One-class, Dauntless-class, Lucrehulks, and IG-88's ship, the IG-4000.

+1 vote     reply to comment
Mdhneo007
Mdhneo007 Jan 31 2012, 12:55am says:

A quick question: Is there a solution to the potentially massive fighter advantage the droids can have in a fight (i.e. like the balance issue the old RaW used to have where one or two lucrehulks would overwhelm a superior republic fleet)? Or is that not an issue at all? Thnx.

+1 vote     reply to comment
Admiral-Ace
Admiral-Ace Jan 31 2012, 1:10am says:

The only thing I know of is to destory the hangars of the Lucrehulks. At least two Home One-class Cruisers, and maybe three Liberator cruisers can match the Lucrehulks fighter capacity. And 3 Imperial II-class SDs could match it or the Executor. The advantages mostly means against all smaller classes of ships or against one MC80 or ISD I or ISD II, it has more fighters.

+2 votes     reply to comment
Mdhneo007
Mdhneo007 Jan 31 2012, 9:17am replied:

Thanks! Can't wait to play a mod that's awesome and well balanced. Nice Providence class ships, too.

+1 vote     reply to comment
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