Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.
|Mandalorian Update - First Impressions||Locked|
|Dec 17 2016 Anchor|
Well I got my first match in with a buddy in the new Mandalorian update. Now I could be mistaken and still need more experience before I jump to conclusions frothing at the mouth about balance, It was just a quick 2v2 on a small random map with a friend so take what I say with a grain of salt. I will update this thread with more of my opinions (that's all they are, "Opinions") as the days go by and I get more hours in with the new update but I am not unfamiliar with this mod, I've been playing it fairly actively for the last year with friends as my favorite SW Mod for Sins.
With the above said and done my TL:DR as far as Balance goes is that my first-Impression so far with the update is that the Empire feels legitimately OP compared to the previous incarnation of the Mod where it was just a borderline case of balance frustration that could be adapted for with aggressive enough strategies.
The Changelog shows that the Imperials got some love with adjustments/buffs that initially I thought was rather marginal stuff but after a little over a hour long match I began to wonder why the Rebels didn't receive any Buffs/Adjustments to stay competitive with the Empire, let alone any of the Vanilla game factions?
Devils advocate: I can only guess that the current balance is set up with the inevitable New Republic in mind, in which case the mods devs are privy to certain data that I or other players are not, which could entirely be possible because it is a Alpha for the mod afterall.
This is a longer lasting issue I've had with the mod and not exclusive to this update, but I'd like to bring it up in hopes to see it maybe addressed. The Tech-Tree Progression of Super Weapons vs Planetary Shield Generators, Someone else is welcome to crunch the math and confirm or squash this frustration of mine, until then... In my experience it's been that If two players rush the Tech-Tree, a Galaxy Gun can be Researched, Built, and Fired before Planetary Shield Generators can be Researched & Built. To me its a question of what came first - The Chicken or the Egg? Which of these realistically speaking should be reached and built first?
Furthermore concerning Super Weapons, again a long-lasting frustration I've had and it's not a issue exclusive to this new Update, A issue I can only hope will be addressed is that the Galaxy Gun can potentially one-shot a smaller planets even if it has a Shield but the Rebel Insurgency Center can't even produce enough ships to deal with a single Golan, let alone the defending Militia. The Insurgency Center ability to produce a instant fleet is also heavily dependent on the players fleet-supply. If I may recommend, Can the Insurgency Center ability be changed as a Super Weapon from Producing a Rebel Fleet to "Local Sabotage Operation" Temporarily stunning/disabling all craft & structures in orbit for a set duration of time (20-30 seconds?) and briefly spreading a large amount of Rebel culture from the Targeted Planet? Sort of a combination of the Vasari/Advent Super Weapon.
As for the Mandalorians, they feel lackluster, Not to say that I didn't get to see any, but I saw very few Mandalorians (we put outrageous Bounty' on myself so we can see a Keldabe that never showed because one of the Empire AI kept killing them before they could reach me) Are the Mandalorians up to the job?
On the topic of Mandalorians I'm curious why they were put in with the Pirates rather than given to the Player-Aligned Militia? Mandalorians are generally characterized as fiercely independent honor bound warriors (emphasis on Honor) with only a rare amount of lone wolfs serving as Mercenary' out for the highest bid (a act that is generally shunned just shy of open condemnation by the majority as a honorless act). We also see in Rebels that the Mandalorians pledged to the Empire and later with the Alliance that they aren't actively participating in galaxy-wide war. rather instead honoring there pacts and just defending aligned worlds. Fan-fiction of lore beyond the movies or not, it doesn't per-say rewrite there history or traditions.
This circles back to my question on why they are Pirates when Mercenary action is usually condemned by the whole of Mandalorian society to various degrees depending on Legends/Canon and not instead say serving as Player-Aligned Militia, honoring pacts with the major powers and defending territory'? Furthermore Mandalorian Militias fighting eachother can be justified as the numerous Clan-Conflicts that plague Mandalorian history.
Would the Mandalorians be better served if there Crusade was instead a random galaxy event, Example like what Star Trek Armada 3 Mod does with Borg Cubes or Star Wars Ascendancy Mod does with Imperial Warlord events.
This is a petty question but one I'll ask anyways, Why do the Mandalorians use Firespray Patrol Craft as a common Fighter craft when the lore both in Legends & Canon is quite clear that this was a extremely rare vessel that wasn't even exclusive to the Mandalorians and even when it did eventually get produced it was in a era that this Mod hasnt even gotten to yet. Instead shouldn't the Mandalorians emphasize the Fang Fighter or the Kom'rk serving as a Gunship/Bomber or is this a rule-of-cool question? I assume the Mandalorians can get Fang Fighters as I haven't actually obtained a Mandalorian ship yet to see (I think there was a Screen Shot in the mod showing a Fang Fighter?), I'm merely making a observation that the Pirate AI only ever throws Firespray around.
Just my humble opinions, take them as you will.
Edited by: HereticusDominatum
|Dec 17 2016 Anchor|
Thanks for the detailed feedback hereticus.
1. I don't think the Empire is really any stronger than it was before. I think we only fixed an ability on the ISD-II that wasn't working correctly and buffed the Gladiator's armor to be more in line with other ships of her type. In fact I started working on some spread sheets for unit stats and the Rebels actually did a lot better on stats/fleet supply.
2. Uh, you need 5 labs to get planetary shields up and 8 labs for superweapons. It seems by the point anyone can get superweapons players could have gotten shields.
I'd also mention for the Novalith Cannon/Galaxy Gun, the starbase upgrade that prevents a planet from being lost to bombardment is actually better than shields IMO.
3. The Insurrection Center is instant however and can be used to reinforce your fleet while attacking planets. The ships shouldn't use any fleet supply IIRC, though you need at least 1 fleet supply for it to work. I might consider having it spawn anti-module frigates (Assault Frigate Mrk-IIs) to better deal with defenses. It is not intended to totally smash through well defended planets however, but rather snatch up undefended ones and force your enemy to build defense stations everywhere.
4. The Mandalorians are a replacement for the pirates. They are a bit stronger than the old pirates but they are not intended to be massively stronger, as we do not want to discourage new players. We may make a minimod for them that will make them far more challenging.
Late game the pirates may struggle to reach their targets if you do not border their base and other Empires are in the way. It's just a flaw of how they work and cannot be changed by a mod. I don't think that is the fault of the Mandalorians.
5. The Mandalorians were already being worked on as the pirates before the Outlaw Sectors DLC was released. It's possible if this was in Rebellion from the beginning we might have done otherwise, but it came rather late. The average player might also not realize why everyone was getting allied Mandalorian ships. Finally the militia requires the DLC, and I don't think we'd want a feature as big as the Mandalorians to be only for DLC owners.
Also something you may have missed, but you can get Mandalorian ships if you capture one of their bases. The idea that they'll only fight for you after you proved your superiority in combat sounds rather Mandalorian to me. We may make a minimod to make them expand more like a natural faction in addition to the raids, but again our desire for the base mod is not to radically change pirates too much. Stardock after all has never been able to balance them so that the majority of the player base likes them.
We also call the current group of Mandalorians "Mandalorian Raiders" for a reason. They are not supposed to be "All" Mandalorians. However they are convenient for neutral forces to use just like we have Rogue Imperials on Coruscant and Kuat even though they stayed firmly in the Empire
Also, we have something else planned for Star Wars random events of that nature.
6. I talk about the mod lore behind using the Firespray here. We went with it because it is the most famous one we could have used, and the weapons Slave-I has were the most equivalent to other Corvettes. Kom'rks only had laser cannons apparently, and I never head of the Fang until now. Looks like its a pretty new ship - Newer in fact than when this update was first worked on. :p Also since you seem confused here, Slave-I is the corvette, not a fighter, while the Fang is a starfighter. The Mandalorians in our mod use the Scyk for that.
|Dec 18 2016 Anchor|
I just completed two games as rebel playing against empire. The new empire feels far stronger militarily, and it feels like there is no ace for the rebels to use. They have no capital ship that can be massed to one shot building defenses. Aside from han solo, they lack any decent straight ship damage abilities. They do not have a method to be more maneuverable than the empire. They don't have a decent superweapon.
|Feb 18 2017 Anchor|
While I'm not familiar enough yet with the rebels to give a detailed analysis, I always use them as one of the AI factions. From that standpoint, I can give a few observations.
1. The AI performance with the Rebels is absolutely horrible. Even the Vicious AI pales in comparison to the other AI factions. This may be because the AI doesn't know how to properly take advantage of the fact that the Rebels are starfighter centric.
2. The Rebel Titan seems rather weak. It easy to kill compared to other AI factions and I have never seen it get to a reasonable level because it never stays alive long enough.
Keep in mind, this is simply my observations of how the AI uses the Rebels. The few times I've played the factions, their units are very support oriented. The AI may just not be able to utilize the Rebels strengths properly rather than the Rebels being weak as a faction.
|Feb 18 2017 Anchor|
We've been slightly buffing the Rebels here and there over the patches since Alpha 3, and we have another small one planned that should help a bit with the early game (their weakness of tax income is hurting them a bit too much early on compared to other factions). You may be right about the support and starfighter focus though, though I do think the AI builds more carriers than other factions as they are also siege frigates for the Rebels.
|Mar 16 2017 Anchor|
This thread is for the latest update right (I think the Mandalorian one was the last one we got?) Its got its title as first impressions. But can we use this as a feedback and suggestions for the current update as I believe the last feedback and suggestions was for the previous update and not the one were on? If you are still spying on this thread that is.
|Mar 17 2017 Anchor|
Sure, or even better yet just make your own post about whatever feedback you want. The more thread's the merrier!
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