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	<title type="html"><![CDATA[First Strike Forums — ITT I rant about vehicles, mostly]]></title>
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	<updated>2008-07-03T21:53:14Z</updated>
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			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110145#p110145" />
			<content type="html"><![CDATA[<p>OK, so I actually managed to safely land a Lambda. I&#039;m so proud, and promptly jump out for then to hide under the thing repairing it. Troops rush out and engage the Rebel defenders while aircraft fruitlessly strafe the shuttle. After some seconds, I seem to recall, that at least one of the aircrafts go down, and I&#039;m still repairing the shuttle, and someone else is manning her guns keeping the enemy at his toes! We&#039;re making progress! </p><p>Then someone gets in the driver&#039;s seat and hits Forward, slamming the shuttle into the Gallofree.</p><p>Oh well. We took the CP <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> .</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-07-03T21:53:14Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110145#p110145</id>
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		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110125#p110125" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Krowmaet wrote:</cite><blockquote><p>Lol, yes, the lamba is a teamkilling machine, that&#039;s for sure. The only thing i hate when spawning on it and it&#039;s located at an CP, you get out (if you can) and then some guy spawns in the flying position and presses forward teamkilling everyone infront of him then making a big explosion wich doesn&#039;t hurt a single enemy. Frustrating indeed.</p></blockquote></div><p><img src="https://forums.fsmod.com/img/smilies/lol.png" width="15" height="15" alt="lol" /></p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-07-03T14:42:27Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110125#p110125</id>
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		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110124#p110124" />
			<content type="html"><![CDATA[<p>Lol, yes, the lamba is a teamkilling machine, that&#039;s for sure. The only thing i hate when spawning on it and it&#039;s located at an CP, you get out (if you can) and then some guy spawns in the flying position and presses forward teamkilling everyone infront of him then making a big explosion wich doesn&#039;t hurt a single enemy. Frustrating indeed.</p>]]></content>
			<author>
				<name><![CDATA[Krowmaet]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=491</uri>
			</author>
			<updated>2008-07-03T14:07:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110124#p110124</id>
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		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110119#p110119" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Krowmaet wrote:</cite><blockquote><p>Maybe it&#039;s possible to add some sort of rebel transport (same like lambda) so there is more ground action going on.</p></blockquote></div><p>I&#039;m sure the rebels are champing at the bit to get their own one way ticket/team killing device <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2008-07-03T12:50:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110119#p110119</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110118#p110118" />
			<content type="html"><![CDATA[<p>I would like to see the ground combat more supported, like on the 64 player map you have those 1/2 extra CP&quot;s wich is fit for ground assault. But lazy as we are, we&#039;d just be all over the place with airspeeders, bombers and tanks. I&#039;d love to see a ground assault situation on ryloth like seen in one of the trailers. Maybe it&#039;s possible to add some sort of rebel transport (same like lambda) so there is more ground action going on.</p>]]></content>
			<author>
				<name><![CDATA[Krowmaet]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=491</uri>
			</author>
			<updated>2008-07-03T12:13:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110118#p110118</id>
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		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110116#p110116" />
			<content type="html"><![CDATA[<p>Some good ideas in there fella, not sure about adding unarmed <strong>Airspeeders</strong> (maybe some civilian airspeeders could be added at some point in future maps), but I like your thoughts on having the first one or two CPs start neutral. The tailgunner will come more into his own when we introduce <strong>AT-AT Walkers </strong>into the mix, that said he is still very useful now, especially should an <strong>Airspeeder</strong> pilot decide to land his craft to take a CP, the rear gun is an excellent defensive measure, as is the turret on the <strong>Y-Wing </strong>for when the craft are landed in a potentially hot zone.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-07-03T11:18:20Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110116#p110116</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110115#p110115" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>-=CT=- JaFaR wrote:</cite><blockquote><p>One last thing about Ryloth in general. The Imperial Star Destroyer in orbit just delivered a withering laser bombardment on the surface. Any Rebel that wasn&#039;t suicidal would retreat to the safety of the base and the underground mines. I&#039;d make the first two (or four, in the case of the 64-p map) control points neutral at the outset, with only the Rebel Base and Mines control points in the hands of the Rebels. The Imperials still have to capture two points in order to make a move on the mines, <strong>but the Rebels no longer start from a position of tremendous strategic advantage (enemy bottled at one point, superior air power, superior anti-air power, and time working to their advantage)</strong>.</p></blockquote></div><p>I are is in favour of this idea.</p><p>Right now Ryloths issues are with imps being <span class="bbu">bottlenecked</span>, <span class="bbu">stranded a mile</span> from the outposts and blasted to atoms by <span class="bbu">superior aircraft</span>.</p><p>balancing the Aircraft is important but allowing the imps to grab a beach head before the rebels swarm all over the map is a very good idea.</p><p>My Idea for the Firehawke would b to upgun the passenger weapon. If it did comparable damage to the rebel light tanks lasers (possibly less though, the rebel tank is firing 2) then it would be worth getting someone into that passenger seat and the rebel tank would appear more &#039;light&#039;.</p><p>As it is, the rebel tank has 2 main guns.</p>]]></content>
			<author>
				<name><![CDATA[RSF Angel]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1548</uri>
			</author>
			<updated>2008-07-03T11:15:55Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110115#p110115</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110113#p110113" />
			<content type="html"><![CDATA[<p>-Caution: Blast of Ideas-</p><p>Some good stuff, here. Although I rather like the hovering maneuverability of the Airspeeder, all in the name of balance, right? If we go that route I&#039;d also knock down the armor a bit. Make it so that it barely survives a stormie-torpedo, and that a few follow-up blaster shots will cause the health to degrade terminally. That way, if the airspeeder tries to go for a hovering attack, all it takes is a torpedo and a few hits with a handheld blaster to send the craft to its doom.</p><p> Also, the tailgunner position is fairly pointless right now. In fact, in the few times it is used effectively, it makes an already-hard to hit craft even more hazardous for TIE fighters to attack. It gives the craft a passenger position, which is effective, but I&#039;d try and give a little more of a point to it; say, you give the blasts a larger area of effect in exchange for lowering the rate of fire (also, increase the weapon&#039;s power against AT-AT&#039;s, so that airspeeders can go for the kill by circling around the walker&#039;s legs so that the gunner can land shots on it {again, hovering in place to accomplish the same end makes it vulnerable to small arms fire}). With lowered hovering maneuverability, it would make it harder to use cleanly as a hovership-harbinger-of-death, but when the airspeeder completes a strafing pass, the rear gun can add a few insult-to-injury shots to the strafing run, perhaps taking out a stormtrooper or two.</p><p> Remember, the tow cable was designed to haul cargo crates, not to topple Imperial assault walkers. Rebel modifications gave the airspeeder it&#039;s twin blaster cannons (and presumably the rear laser) and enough armor to withstand small-arms fire. While fast, this craft was not originally designed to be a war machine. Even a TIE fighter shot or two should wipe it out. And heavier blasters shouldn&#039;t be that much weaker. Using an airspeeder to strafe ground targets shouldn&#039;t be the superior alternative to the same in a TIE Fighter or Y-wing (I know that the bombs are being fixed).</p><p> Also, perhaps instead of reducing the numbers of airspeeders on Ryloth outright, have two of the speeders be as is and the other two in their factory states (unarmed and more maneuverable when hovering, except maybe keep the rear gun) on the 16-p and 32-p maps. This gives the Rebels a decent aerial transport package to counter the Imperial Lambda shuttle.</p><p> One last thing about Ryloth in general. The Imperial Star Destroyer in orbit just delivered a withering laser bombardment on the surface. Any Rebel that wasn&#039;t suicidal would retreat to the safety of the base and the underground mines. I&#039;d make the first two (or four, in the case of the 64-p map) control points neutral at the outset, with only the Rebel Base and Mines control points in the hands of the Rebels. The Imperials still have to capture two points in order to make a move on the mines, but the Rebels no longer start from a position of tremendous strategic advantage (enemy bottled at one point, superior air power, superior anti-air power, and time working to their advantage).</p>]]></content>
			<author>
				<name><![CDATA[-=CT=- JaFaR]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=813</uri>
			</author>
			<updated>2008-07-03T10:15:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110113#p110113</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110100#p110100" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>The real problem with the T-47 airspeeders, and I&#039;ve talked about this with Blitz, is the fact that they can hover and manoeuvre much too nimbly with almost no forward momentum at all.&nbsp; If you nerf the super-hoverstrafe capability to a point where they&#039;re more in line with the Y-Wings or TIEs when holding the S key, I think it owuld significantly help out on Ryloth.&nbsp; No weapons or armour adjustments needed, that way.</p></blockquote></div><p>Very well said, I agree 100%. Do that, reduce the number of fighters on Ryloth by a good deal overall, and I think we&#039;ll do fine.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-07-03T01:38:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110100#p110100</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110091#p110091" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>Agreed Safe.<br />All you need is to give the support guy a lightsaber and grapplehook...<br />Plus aren&#039;t there weak points at the neck and knees?</p></blockquote></div><p>Er, I was thinking more in the ways of the old-fashioned proton torpedo.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-07-02T23:59:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110091#p110091</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110090#p110090" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Canadiens1160 wrote:</cite><blockquote><p>The real problem with the T-47 airspeeders, and I&#039;ve talked about this with Blitz, is the fact that <strong>they can hover and manoeuvre much too nimbly with almost no forward momentum at all</strong>.&nbsp; If you nerf the super-hoverstrafe capability to a point where they&#039;re more in line with the Y-Wings or TIEs when holding the S key, I think it owuld significantly help out on Ryloth.&nbsp; <strong>No weapons or armour adjustments</strong> needed, that way.</p></blockquote></div><p>If it means less space invulnerability bugs I agree with you.</p>]]></content>
			<author>
				<name><![CDATA[Burner]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2295</uri>
			</author>
			<updated>2008-07-02T23:25:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110090#p110090</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110089#p110089" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p>True, I think you might be right about that being the main gripe and unneccesary asset of the <strong>T-47</strong>. Nerf that ability and it still gets to keep the speed and manuverability which is the fun stuff anyway.</p></blockquote></div><p>Yep.</p><p>As a T-47 pilot, you&#039;d still be able to strafe ground targets, more than hold your own against two TIEs on you, and of course exploit the wonderful handling of the things by diving into the canyons.</p><p>Some of my favourite air moments have involved hugging the canyon walls on Ryloth in my airspeeder, barrel-rolling and darting in and out of the girders and bridges.</p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-07-02T23:14:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110089#p110089</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110088#p110088" />
			<content type="html"><![CDATA[<p>True, I think you might be right about that being the main gripe and unneccesary asset of the <strong>T-47</strong>. Nerf that ability and it still gets to keep the speed and manuverability which is the fun stuff anyway.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-07-02T23:07:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110088#p110088</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110085#p110085" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p>They are not more heavily armoured than <strong>TIE Fighters</strong>, just a lot harder to hit because of their size speed and manuverability. The <strong>Airspeeders</strong> do seem to need a little nerfing, which is a shame as they feel great to fly just as they are, I&#039;d rather see the <strong>TIE Fighter</strong> improved a little to be able to better deal with them, but then we&#039;d be looking at globally adjusting all the starfighters to keep things balanced across the board. This would be a pain, but I think worth doing if we can make all the fighters a little faster and more nimble, but then we run the risk of making the space invulnerability bug worse again.</p></blockquote></div><p>To be honest, Talon, I think adjusting the T-47s would be preferable to mixing up the balance between the existing starfighters, because they are so wonderfully balanced against one another already.&nbsp; The space combat in First Strike is one of the shining examples of amazing gameplay, for me at least.</p><p>I think giving the <strong>TIE Bombers</strong> some <strong>concussion missiles</strong> would be a good idea, and a slight adjustment to the T-47s.</p><p>The real problem with the T-47 airspeeders, and I&#039;ve talked about this with Blitz, is the fact that <strong>they can hover and manoeuvre much too nimbly with almost no forward momentum at all</strong>.&nbsp; If you nerf the super-hoverstrafe capability to a point where they&#039;re more in line with the Y-Wings or TIEs when holding the S key, I think it owuld significantly help out on Ryloth.&nbsp; <strong>No weapons or armour adjustments</strong> needed, that way.</p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-07-02T22:59:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110085#p110085</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ITT I rant about vehicles, mostly]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110079#p110079" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p>RSF_Krow- being an immortal gen-hanced killing machine will however continue to slaughter all before him in the speeder (and will do so even if it gets nerfed to being a probedroid)</p></blockquote></div><p>Or he will never enter it any more because he doesn&#039;t keep his unbalanced overpowered speeder. Everyone can rox with a speeder that&#039;s why people ask a nerf of it.</p><p>Edit : I see people change team to Rebel to get a speeder. Always the best for the worst.</p>]]></content>
			<author>
				<name><![CDATA[Burner]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2295</uri>
			</author>
			<updated>2008-07-02T22:16:34Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110079#p110079</id>
		</entry>
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