I love the new ship screenshots you guys have been posting. So how are they all fitting in with the various UNSC admirals and how can we expect to use them? Will we also be seeing more Covenant ships get added in? How will these change the balancing of the current ships in response to the new arrivals?
I have to say my favorite so far is the Hermes. Seeing that ship gives me hope that I might actually enjoy Stanforth and play him for more than the Thanatos class. This is probably just me not playing him right; but the prowler play seems to be clunky, rather micro-heavy, and maybe a little broken in a bad way. Cloaking never seems to work on the Sahara and Point Blank classes when in fleets with Razors and I tend to lose the whole battlegroup regardless of how much I micro them. I've also been seeing the Havok mines just completely miss ships that they should be damaging. The mines will lock on and go past the ships before exploding harmlessly in the void of space. If anyone has advice on how to play Stanforth, I'd appreciate them sharing.
I would also say that Wattinree is also surprisingly hard to play. Again, maybe this is just me. I do find his mobile battle station to be rather fragile for how much you invest into them. I don't expect it to solo entire fleets (I miss those days with Covenant stations.lol) but it just seems to die even when supported by a proper fleet. I know the AI likes to focus fire on specific units and have tried accounting for it, but these things still die at a frightening rate. Combine with a slower pacing and he just doesn't seem to keep up in-game. I tend to play Regret and Vadamee because of this or just use the regular station.
What's up with the AI behavior as well? For some reason a portions of the vanilla game AI behavior seems to have just disappeared. Enabling minor factions can lock AI teams into or out of certain areas because they don't properly address these factions. If neutral, the AI refuses to attack these planets or even deal with them. This creates some hilarious situations where the AI gets locked into their starting area and can't expand past a handful of systems and never becomes a threat. The Splintered Defense map brings this front and center since one of the Covenant teams gets blocked by a minor faction planet and never becomes a threat because it won't push past that planet. Fleets also seem to have a weird priority for targeting. I've had a few occasions where I would jump a fleet into a system and look away for a few seconds to manage my empire only to find my fleet ignoring the enemy fleet right next to them so they can attack a culture building on the other side of the gravity well.
Please don't take this as me hating the mod. I truly do love it! I recently started playing again and have just really noticed these things after a few months of playing. It's a great mod that is mostly well polished, but has a few hiccups.
SoulbAn3
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