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	<title type="html"><![CDATA[First Strike Forums — #1 best and worst thing about 1.2]]></title>
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	<updated>2008-05-21T20:33:21Z</updated>
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			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105819#p105819" />
			<content type="html"><![CDATA[<p>Hmm, after some consideration, I hereby declare the Freerunner APC exit bug to be the most annoying thing in the mod so far. For those who don&#039;t know, this bug causes the APC to kill 50% of the people exiting it if it&#039;s manned when they do so, giving the driver lots of TKs and a negative score. The APC has lots and lots of potential as a forward command post-style vehicle, sitting behind the action scanning the area with its sensors and deploying wave after wave of infantry. </p><p>I know the hot fix will kill this bug, or at least I hope it will, but damn if it isn&#039;t annoying.</p><p>Growl. I&#039;ll calm down now. Sorry if I&#039;ve been acting edge lately, I&#039;m really tired.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-05-21T20:33:21Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105819#p105819</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105810#p105810" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>Sorry but the old maps are not fine, which is why no one was playing them!</p></blockquote></div><p>Look, I dislike it when people go &quot;no one&#039;s playing the game because x isn&#039;t in&quot;. You have no way of knowing that.</p><div class="quotebox"><blockquote><p>Escape from Hoth is where the most attention is needed, because it&#039;s such a great idea, completely different from anything GC had (more akin to a good old fashioned &quot;X-Wing&quot; style escort map), but without any incentive to destroy the SD large turrets (i.e. points), or any incentive to pilot the rebel cruisers to safety (i.e. points), most people will just go for kills instead of the objectives.</p></blockquote></div><p>Do you mean post-1.2? Because prior to 1.2 the guns would typically go only a minute or two into the game, and there&#039;d always be at least one transport trying to make for the bouy.</p><p>After 1.2, the map is broken since cap ship and freighter engines have been botched, so yes, I can imagine no one&#039;s driving them now, which also removes the need to take out the guns. Wait &#039;til after the hot fix.</p><div class="quotebox"><blockquote><p>Worst: I don&#039;t understand why the Y-wing&#039;s gunner slot was removed. It would be extremely useful in that trench.</p></blockquote></div><p>And that, my friend, was precisely why it was removed <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> . Y-Wings mowed down TIEs in the trench and Rebels always won. Oh, and it&#039;s lore-accurate <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> .</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-05-21T18:51:43Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105810#p105810</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105806#p105806" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>Old maps are fine, which is why they&#039;re unchanged. Mos Espa is supposed to be a street combat map for infantry, so there won&#039;t be more vehicles coming. Endor Strike Team has some additions and tweaks, though, doesn&#039;t it?</p></blockquote></div><p>Sorry but the old maps are not fine, which is why no one was playing them! <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Endor&#039;s got some new turrets, which are cool, but that was by far the most popular map anyway.&nbsp; Whereas Mos Entha remains untouched, and that map has got many serious lighting, spawning, capping and layout issues, which is why most people tend to stay away from it.</p><p>Escape from Hoth is where the most attention is needed, because it&#039;s such a great idea, completely different from anything GC had (more akin to a good old fashioned &quot;X-Wing&quot; style escort map), but without any incentive to destroy the SD large turrets (i.e. points), or any incentive to pilot the rebel cruisers to safety (i.e. points), most people will just go for kills instead of the objectives.&nbsp; And I know it&#039;s not all about points, but since that&#039;s what the new ranking system is based on, then I&#039;d say they&#039;re quite important to most people.</p><p>I&#039;m glad a lot of time has been spent on these new maps, and it&#039;s been well worth it, and the new textures and animations on the weapons are great, but there&#039;s still a lot of the existing things that need fixing (no Bacta noise, no crosses appearing on the mini-map to indicate injured soldiers, those awful cartoony Rebel faces, no new weapons, various texture and clipping issues, to name a few) and I just hope they get addressed at some point and not forgotten.</p>]]></content>
			<author>
				<name><![CDATA[cunningmunki]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1478</uri>
			</author>
			<updated>2008-05-21T18:43:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105806#p105806</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105754#p105754" />
			<content type="html"><![CDATA[<p>Best: more players than before. The tanks are great. Bestine kicks pie and so do both the Rhen Var maps. The guns shoot straighter than in 1.1. This mod is amazing.</p><p>Worst: Ryloth is way too big and has way too many air fighters and no way to get out of them. They need an ejection seat or something. As I recall in the ESB the speeders had ejection seats. It takes forever to get to the first flag in Rhyloth and when you get there there are like 4 tanks waiting to destroy you and then you have to start all over. Meanwhile any time you take a fighter off there is a speeder behind the force field waiting to destroy you. Half the imperial team sits in the base waiting for a vehicle most of the round because you can&#039;t reasonably walk to any flag. Also, the cliffs are too steep especially with no parachute....I have seen a lot of people fall...not me&nbsp; but a lot of people ok!</p>]]></content>
			<author>
				<name><![CDATA[imawsom]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2031</uri>
			</author>
			<updated>2008-05-21T14:37:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105754#p105754</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105751#p105751" />
			<content type="html"><![CDATA[<p>Best: The new maps and vehicles!</p><p>Worst: I don&#039;t understand why the Y-wing&#039;s gunner slot was removed. It would be extremely useful in that trench.</p><p>Also the lack of advertising meaing lack of players. Fileplanet needs this...</p>]]></content>
			<author>
				<name><![CDATA[Harvest]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1487</uri>
			</author>
			<updated>2008-05-21T14:18:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105751#p105751</id>
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		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105738#p105738" />
			<content type="html"><![CDATA[<p>Manable Turrets on &quot;Escape from Hoth&quot;&nbsp; would a nice benefit for those players who suffer from space-sickness.<br />AKA &quot;I don&#039;t know there is above an below, it&#039;s to confusing&quot; <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[Alreech]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1975</uri>
			</author>
			<updated>2008-05-21T13:01:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105738#p105738</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105705#p105705" />
			<content type="html"><![CDATA[<p>Best: Tatooine Bestine. Quality map, especially the hill road to the fort or stopping them at the main road with a tank or something. Real team effort. </p><br /><p>Worst: Im only saying this because it&#039;s what I was most looking forward to.<br /></p><div class="quotebox"><cite>chunkyheffer wrote:</cite><blockquote><p>not as good as gc deathstar</p></blockquote></div><p>Its a good amount of air combat but nothing like the sence of urgency or shared objective (for both teams) as it was.&nbsp; Like, you don&#039;t get rebels going in as a two and one shooting off tailing imps in the canyon, because often the vent is already killed by a <em>lone</em> rebel. Not as intense.. If the vent was the only actual winning objective, the game would feel less disorganised for the average player. Maybe the turrets should have an actual tactical reason to be killed instead (gc <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />)</p>]]></content>
			<author>
				<name><![CDATA[Yogi]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2159</uri>
			</author>
			<updated>2008-05-21T08:21:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105705#p105705</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105697#p105697" />
			<content type="html"><![CDATA[<p>Best: The mod in general. I have enjoyed the results of the teams labor. Thank you for your efforts. </p><p>Worst: Yavin due to 8800GTS and Vista I assume. More often than not I crash or freeze when I try to deploy. And i do have to say the weapon spray is a bit wide for infantry wepons in the mod overall. I wish it were tighter. Not to say I am looking for one shot kills with all weapons. I would prefer a tighter spray pattern with slightly less damage. A good player shouldn&#039;t be penalized for good aim due to a a poor weapon. Skill for the kill, not plain old luck. This is the one negative that keeps a lot of 2142 players I know from returning to this mod.&nbsp; &nbsp;</p><p>All in all, I appreciate the mod. The new maps demand team play in order to win. The real shame lies with the 2142 gaming community. They don&#039;t realize the gem lying under their feet.</p>]]></content>
			<author>
				<name><![CDATA[Mega_Death]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1445</uri>
			</author>
			<updated>2008-05-21T07:26:14Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105697#p105697</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105654#p105654" />
			<content type="html"><![CDATA[<p>Best: Its frickin great!!!!!</p><p>Worst: Map rotation, I cant seem to get a round on Yavin or endor.</p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2008-05-20T15:56:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105654#p105654</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105649#p105649" />
			<content type="html"><![CDATA[<p>I totally enjoy Endor Clearing and Inf combat in general.</p><p>I could live without the reloading per se, but the animation is great, nek <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>The vehicles are too clumsy for me to use and have no decent reverse - you cant possibly use common sense when going reverse, cause you will always end up in the wrong direction. In battle situations i often die because of that and i just cant get used to it.</p><p>Ryloth cant establish a decent gameflow for some reason and Bestine looks like more of a try on how many buildings can fit on a map - no offense TY, but personally i dont like it</p>]]></content>
			<author>
				<name><![CDATA[Pam]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=871</uri>
			</author>
			<updated>2008-05-20T15:07:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105649#p105649</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105643#p105643" />
			<content type="html"><![CDATA[<p>Old maps are fine, which is why they&#039;re unchanged. Mos Espa is supposed to be a street combat map for infantry, so there won&#039;t be more vehicles coming. Endor Strike Team has some additions and tweaks, though, doesn&#039;t it?</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-05-20T14:33:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105643#p105643</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105642#p105642" />
			<content type="html"><![CDATA[<p>ok im afraid the only map i liked was rhen var research facility. tho im yet to play endor or have a proper go on bestine. Yavin was the map i was looking forward to but im afraid i think it not as good as gc deathstar, there is more to do for the rebs on this version but still lacks the right feel. there needs to be more in the way of flying vehicles on the land maps. I havent seen any yet. all round the mod is looking good. i agree with necro the aiming needs seriously sorting both infantry and space. im hopeful with a bit of tweaking you will have an awesome mod here</p>]]></content>
			<author>
				<name><![CDATA[chunkyheffer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1939</uri>
			</author>
			<updated>2008-05-20T14:32:01Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105642#p105642</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105628#p105628" />
			<content type="html"><![CDATA[<p>All the new maps have impressed me immensely, but the thing that made my jaw drop the most was the surface of the Death Star, it&#039;s huge and so detailed, I was in awe (like I was when I took my first flight around the SD). Top marks to whoever put that together.</p><p>My biggest disappointment so far is that although there&#039;s been some aesthetic changes made to the old maps (which are very welcome additions), they remain pretty much unchanged.&nbsp; They&#039;re good maps, but most are still in need of a few tweaks (some of which have been suggested on these boards) to make them really great maps, and in the same league as the new ones.&nbsp; I was really looking forward to maybe manning the turrets on Escape From Hoth, or at least getting points for destroying them, or having maybe a couple more AT-STs and speeders in Mos Espa, (or even a T-16!), things like that.&nbsp; And when is that Female rebel going to stop speaking in with such a masculine voice?! <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>But the new maps more than make up for the lack of changes to the original maps, and there’s nothing I’d want to change about them (so far anyway;-)).&nbsp; Well done guys, you’ve delivered an outstanding mod.</p>]]></content>
			<author>
				<name><![CDATA[cunningmunki]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1478</uri>
			</author>
			<updated>2008-05-20T12:38:32Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105628#p105628</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105599#p105599" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>-=CT=- JaFaR wrote:</cite><blockquote><p>And about the infantry vs. armor &quot;problems&quot;: as was said in another thread, a one-man army can&#039;t challenge a vehicle, especially one backed by infantry. On the other hand, four men with rocket launchers, backed by a medic, an officer, and even a support guy with a DEMP gun, will be hazardous to any armored advance. <strong>I can tell you, it&#039;s very demoralizing to be disabled, then watch your health plummet from 100 to 35 with a single barrage of torpedoes, when, an instant before, your crew was in the clear.</strong></p></blockquote></div><p>Very true</p>]]></content>
			<author>
				<name><![CDATA[Bandu]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=77</uri>
			</author>
			<updated>2008-05-20T10:07:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105599#p105599</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: #1 best and worst thing about 1.2]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=105595#p105595" />
			<content type="html"><![CDATA[<p>Best: The teamplay mantra seems to be contagious. You only run into isolated troops about half the time, but when your group runs into another enemy group, it gets really intense; and as other groups get involved as both teams summon support, it results in protracted and epic firefights.</p><p>Worst: Technical problems (Yavin with a lot of players, but also some weapon effects not showing up (the Turbolaser towers on the outpost in E.S.T.), as well as gunners that are vulnerable to fire when they shouldn&#039;t be, like on the Lambda). Also, the T1-B missiles doing absurd splash damage to infantry, resulting in both TK&#039;s and crazy infantry death all around.</p><p> Favorite Map, Vehicle, Weapon: Yavin would be my favorite were it not for the technical problems, instead my vote goes to Tatooine Bestine. With a lot of players, firefights for control points can get really intense and concentrated, yet can still be resolved with some strategy and teamwork. Without either, the Rebels cannot punch through the Imperial defense, but if the Imperials are broken through, the Imps won&#039;t be able to keep up with the Rebel advance without coordination.</p><p> And about the infantry vs. armor &quot;problems&quot;: as was said in another thread, a one-man army can&#039;t challenge a vehicle, especially one backed by infantry. On the other hand, four men with rocket launchers, backed by a medic, an officer, and even a support guy with a DEMP gun, will be hazardous to any armored advance. I can tell you, it&#039;s very demoralizing to be disabled, then watch your health plummet from 100 to 35 with a single barrage of torpedoes, when, an instant before, your crew was in the clear.</p>]]></content>
			<author>
				<name><![CDATA[-=CT=- JaFaR]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=813</uri>
			</author>
			<updated>2008-05-20T09:07:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=105595#p105595</id>
		</entry>
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