Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. It includes the events of the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom treaty. If you own the Steam version of EaW, you will have to complete extra steps to run the mod after installation. Please see the manual for these steps.
While not a massive change (or the most visually interesting picture ion the world), I've started going through and adjusting some of the stats on fighters using translations of numbers from other sources, especially the X-Wing miniature game and other RPG sourcebooks. Here's a quick look at what some of the upcoming fighter stats are for ICW2.3, FotR 0.5 and some other stuff. A few are missing since I only took one screenshot and it's a pretty long list.
Tie Punisher say What????
Eriadu is getting it in 2.3.
Whenever I switch to cinematic mode to watch a dogfight everyone just flies around in loops. Obviously firepower/shields come into play. But, is the purely maneuvering part of a dogfight simply decided by speed and turn or is there some sort of hidden stat? What exactly is going on behind the scenes when fighters enter a dogfight?
Speed, thrust, turn rate, mass. There's a few stats that actually do impact it. The loops are just them trying to get behind each other, it's all based on their stats as opposed to pre-determined arcs or something.
Interesting. I'm always surprised by how much depth the EAW game engine has. Thanks for the response.
Just a thought but I'd increase the speed and turn rate of the V-Wing to be more in-line with the other Interceptors from the era. It makes no sense for it to be such a downgrade compared to the V-19 given the Republic's fighter doctrine.
The speed is based on its speed stats from other sources, which put it as significantly slower than other fighters (75 MGLT vs something like the standard fighters, let alone Interceptors, of the GCW being around 100 MGLT). The low turn rate is because its weapons are described as being able to swivel- most fighters, when they have rotating weapons, it's to cover for them not being especially maneuverable, so I went with that trend here.
That 75 MGLT stat comes from SWBF: Renegade Squadron, which, like the OG BF2, has the V-Wing as a bomber rather than an interceptor. I'm not sure I'd trust that particular source here.
True. I'll take another look at some other stuff to try to find some better numbers for it.
why do you have the TIE Bomber as being faster than the X-wing?
Check your eyes fam, the TIE/sa is 2380 while the X-wing is at 3700.
You check your eyes. Speed 4.25 for X-Wing versus speed 5 for TIE Bomber.
X-Wing has more acceleration, TIEs are generally depicted as being faster (even the TIE Bomber). These are all stats taken directly from other sources. The X-Wing also has the ability to lock S-foils, this is just standard speed.
shouldnt the X-wing have more armor than the TIE? according to the wiki, the X had 20 RU (?) while the TIE was in the range from 9-15
Those stats are taken from conversiosn from the X-Wing miniature games, which we're trying to stick to more than other things since it's typically a bit more balanced. The shields make a lot of difference, and there's an extra ability we're giving the astromech-equipped ones, so it still works out to being a significant difference in favour of the X-Wing.
T-wing?
No Assault Gunboat or Missile Boat?
Not in 2.3.
So does this mean that New Republic fighters are better or worse now? Or is it not that simple? I really don't know how these stats would play out in-game.
On low- and mid-tier level NR fighters tend to be generally better in many aspects.
It's only on high-tier where Imperial models are equal to or outrank NR fighters, like the TIE Defender, TIE Hunter or TIE Avenger.
Will the fighter rebalance give those heroes who have Tie Intercepters hyperdrives it is absolutely broken that they die if you retreat from a battle you don't want to fight