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Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Or you could get from Steam workshop

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Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Thank god I am not the only one. What do you think of adding the RX-200, the Republic stun tank which was used as anti-air unit as seen in the Clone Wars series.

What is the meaning of balance when not only does the CIS have air superiority with HMP overpowered, but CIS ground tanks can also play great role in taking LAATs down, like the snail tank and the AAT.

I tried telling them numerous times but nope... didn't get any replies:/

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Yes they can be

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Balancing the two sides is one thing this team REALLY and i mean seriously REALLY work on for this mod.

Not to mention the space battles, and yes I keep babbling about the air superiority the Separatists get in land battles. This feature just seriously ruins the game.

*sigh* What a bugger

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

I was about to say the same thing. Don't know where they went. Plenty of things still need fixing for this mod.

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

And rebalance tweaks, nerf the bloody HMPs ffs

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Regardless, it's not entirely a false that the CIS-AI appears more aggressive than Republic-AI given the same difficulty level whether it is an AI vs AI situation or any other. Mainly due to the unbalanced factors this mod has.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Yeah because the separatist AI keeps spamming Lucrehulks and HMPs and that's really hard to beat without Venators and it's already difficult enough because there is no good way of countering HMPs

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Seems like making fine progress. If you don't mind however, could you give me any comment on adding the RX-200 stun tank as Republic AA unit? Which I posted in the following link?
Moddb.com
Thanks.

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ DesignConcepts

Great, asked for developer's response, all i got was empty 'air' on the internet. Alright I will live with it.

Good karma+3 votes
Richardo99110
Richardo99110 - - 68 comments @ DesignConcepts

But then when it comes to multiplayer, i.e. player vs player case, could you still say the same? "Pause" the game? Hope that they would play dumb and get their HMPs one shot? I do not think so my friend.

If you have read my comment up there for why ARC troopers and Heavy troopers don't work out so well, then you would understand what I mean. Also not every planet gives u enough initial population points to put down a juggernaut, since it occupies 3 units.

Furthermore, you would agree that this is unbalanced indeed, despite the fact it may be "doable", as I said: it is not impossible, but close to impossible. Proper AA unit would do the job, as I don't think nerfing the HMPs is a good idea. You say micromanagement is a big part of RaW. Sure it is, but at the extent of 'fairness', with HMPs all you have to do is click and click, and it will fire everything it has. as Republic side, you need to click click click click click until you really get it, and that's not even every time, is this really balanced indeed? I will leave this question for you to answer. Hopefully for once you could agree with me: air superiority is one feature needs extreme balancing. And that I propose the RX-200 stun tank.

Good karma+3 votes
Richardo99110
Richardo99110 - - 68 comments @ DesignConcepts

Again it's completely pointless if you do not have the turbolaser defenses bought, considering it's 4,000 credits, that's a lot of economy to cover if you are planning to install it on major planets. that's at least 40,000 credits.

Moreover, it again requires manual targeting, and it's very time consuming for the turret to rotate to be aligned at the correct line of fire. By constant maneuvering, you can fool the turret and have it miss every shot.

Last but not least, it is NOT portable. Unless you start planting legs on the turret. And you cannot bring them to an invasion force of course. :P

Though the turret may be usable to take down HMPs, it is again i say this so many times: it's not effective against the HMPs. That's why we need a proper unit for taking the HMPs down, an effective strategic units against air units. It's not like the RX-200 was never seen in the Star Wars legacy, the Clone Wars clearly shows how effective they were in taking down the Hyena bombers. Why does the CIS get so many anti air units against LAAT which is even more expensive than the HMPs, while the Republic doesn't? I hope you see my point.

Good karma+3 votes
Richardo99110
Richardo99110 - - 68 comments @ DesignConcepts

What is the point of having a great defense system, if it is still ineffective against the HMPs? Where it requires manual targeting and still misses many shots, dealing so little damage. I don't recall any of the units you mentioned being effective against air units, even if they do, they probably do so little damage and be molested in before they deal enough damage, except the Heavy weapons squads and the ARC troopers may be somewhat effective, but first of all, they are infantry, they get easily killed by the HMP missiles, secondly, they are slow, compared to the RX-200 or a potential AA vehicular unit, they are unfortunately going to be slower and hence less portable and reactable to fast moving HMPs, thirdly, their range is incompetent against other AA units. You should try doing this: Snail tank vs LAAT, i swear the range of the snail tank, also being able to target air unit at a great amount of damage is certainly overpowered. And as infantry they would get molested in before they even land few shots at the HMP. I am not saying it is impossible to defeat the HMPs, but it is quite close to being impossible, and hence, ultra difficult. That's why I am proposing to add a proper AA unit for the Republic, specially designed to be effective against these air units, so that it bring more balance and fairness to the gameplay. And that I suggest the RX-200 stun tank.

I don't intend to change the XML files, I wish that this is an addition or amendments to the base game itself. I would rather quit this mod.

Good karma+5 votes
Richardo99110
Richardo99110 - - 68 comments @ DesignConcepts

I know I blabbed about this so many times, about adding the RX-200 stun tank as Republic's proper Anti-air unit due to how unfair it has become for the republic when it comes to dealing with HMPs due to not having an effective unit to counter it, and the LAAT/is get so easily destroyed even by AATs, the snail tanks, and ofcourse not to mention the HMPs.

I have hard a lot of opinions from different people, both whom agrees and whom disagrees with my point of view. But I would like to hear what you developers have to say. And I strongly believe this is one unit you guys must add to balance the air superiority for both factions.

Good karma+5 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Wtf no XD that's too broken

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Or they could add it to the official RaW... otherwise could you kindly tell me how I could add that to my game? Thanks

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

what are you even talking about XDD you can get it as a separate unit?

and also warb null? what on earth is that.

Good karma0 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Nerf HMP... or otherwise add the RX-200 please. c'mon srsly I returned back to playing RaW after updating the launcher and I was so done after the AI spammed HMPs and two J6 couldn't even defeat 2 HMPs even using point defense laser system, when my LAAT/i which is more expensive than the HMPs got destroyed so easily by AATs, Snail tank and ofcourse, not to mention the HMPs.

Air superiority is completely unbalanced at the moment. Let me actually say this: "it's ******* unfair."

Since the devs are working on balancing the factions, I hope the RX-200 gets added to the game for the Republic AA unit... if not, I am sorry... it then becomes a bye-bye to RaW.

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

I mean I am the one who asked them to nerf their health... but seems like they nerfed only the barracks too much lol.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

LAATs can be easily countered with the HMPs and the AATs. I don't know what makes you think they are 'invincible'.

Also Lucrehulks have limited number of fighters, it's just that that limit is... quite huge lol

Regarding the Jedi, I was able to take down a planet with turrets and a large garrison of enemy units just with Obi and Ani.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Ummm is it just me? Or do barracks get destroyed so easily now? XD They get shattered haha

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Well someone finally gets my point... HMP is OP...

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Also having played as the CIS, I just figured aside from the AATs and HMPs, a single launch of missiles from Super Tank, few long ranged blasts from NR-N99 Snail tanks are also very effective against LAATs :D

C'mon... You guys really need to add the RX-200s that can serve as the proper anti-air unit for the Republic. It is just too unfair.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Then again, it's not like CIS players do not have any Heroes or force users. Even so, you can argue that at least there is a proper and effective methods to counter against Jedi using your own Heroes and the great number they outnumber by default; however there is no such for the Republic players against HMPs simply because there is no designated effective AA units. RX-200 will in return provide the ability and hence balance air dominance for both CIS and Republic players.

The current mod version has many aspects balanced already. Yet air combat during land invasions is once thing that is in my opinion, heavily unbalanced. I would find it somewhat more balanced if the AATs had lower range and accuracy hitting the LAATs because currently not only can they fire them from a quite a distance, they are highly accurate, 9 out of 10 they hit, even with manual evasive controls. In v1.1.5 I was able to do that, now I can't even do it.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

I don't find this completely effective however. Turbolasers and AA turrets are stationary, not mobile. That means you cannot hunt them down or place them at defensive positions you wish aside from designated areas and build pads. They are also quite vulnerable against the HMP missiles. ARCs and Heavy squads may do the job, but again, they are infantry, slower than a repulsorlift tanks and also very vulnerable against them.

Sure you can fight them, with so much effort and inefficiency. The whole point me being here asking to add the RX-200 series is to enhance the gameplay and be efficient with the units you have to destroy the HMPs. I just get super ****** that I have technically, no effective units against the HMPs whenever I see them around. Why shouldn't Republic get proper AA units if CIS can counter LAATs so easily with HMPs and even with AATs hm? It is just in my opinion not so fair

I really hope you see my point.

Good karma+1 vote
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

I figured it too, I was wondering why they were getting molested by a single Munificent class star frigate hiding under the space station I wasn't aware til I zoomed in.

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

I have mentioned this problem before:

The other problem is for the Republic, they heavily lose air dominance in land battles. CIS is able to manufacture HMPs at Tech 4, LAATs only come available at Tech 5, plus they are quite vulnerable to HMPs. LAATs are also very weak against AATs. Only a few ground units could hit them, but not so effective in destroying them, in seconds they get bombed by the HMPs even before they can counter attack the second or the third time.

My point is, Republic does not have a proper Anti-Air asset and it is just TOO unfair. I really really would like to recommend the developers to add the RX-200 Falchion-class assault tank. "[T]he tank was used to provide anti-aircraft fire against Hyena-class bombers during the Battle of Malastare." as said in Star Wars Fandom Wikia.

I believe adding the RX-200s, buildable in Heavy factories from Tech 4, would balance the gameplay against the CIS air units and their wide capability to disable Republic air units, providing the Republic players the proper opportunity to counter enemy HMP attack runs.

Please consider adding this unit. Otherwise, loving the mod so far, great work devs! Also happy New Year, I wish the utter best to everyone this year as well. For the Republic!

Good karma+3 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

AI difficulty seems alright for me, don't know why people are saying it's still as difficult.

However, it seems that buildings are too tanky at the moment... it takes so much effort especially on planets where you can only deploy 3 or 5 units initially, only to 8 units total, against a planet full of turrets (turbolaser towers otherwise) with ground forces. It just seems impossible to efficiently destroy all turrets and buildings, and capture the planet unless you send forces constantly in a brute-force way... it just feels like you can not be more efficient with the forces you have deployed since most the time you just have to constantly send forces and make huge losses at the end of the battle...

I agree perhaps the buildings should be more tanky compared to RaW 1.1.5, but i believe it is too tanky at this moment.

I strongly recommend this to be tweaked... tankier than 1.1.5, just not as much as it is now in 1.2...

I love the gameplay otherwise! All the new updates are fascinating.

Good karma+2 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

Hype!!!

Good karma+6 votes
Richardo99110
Richardo99110 - - 68 comments @ Republic at War

This will be the best gift from Santa i will ever get!

Keep up the good work!

Good karma+2 votes