15 (edited by Kayin 2008-05-31 04:21:35)

Re: Rebels >>> Imperials

I always get better results as imperial. Without exeptions. Maybe I just love being imperial so much that I play better wink

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Re: Rebels >>> Imperials

Ryloth is very winnable for Imperial, it just takes a coordinated team.  Usually people see Ties and decide to fly them and continuously die to the air speeders instead of being smart, taking out the tanks/at-sts and capping the rebels out.

Re: Rebels >>> Imperials

I think Ryloth may be a little complicated for your average Imperial grunt. I've seen loads of ’em driving tanks straight down the canyon to the Mine and moaning that there's a bug ’cause the flag's not turning...

On the other hand, I've played with people who get it and capped the Rebels as Imperial, and been capped as a Rebel. Though it has to be said that the combination of total air superiority and T1Bs makes Ryloth a very easy map for the Rebels to defend.

On the whole I think most maps are winnable by both sides, with the exception of Imperial Convoy Raid which I've not seen the Empire win since the TIE Defenders were nerfed.

The only personal preference I have is for flying a TIE Fighter on most of the space maps. This is not because I believe the Imperials have a better chance of winning, but because most of the space maps (and Yavin in particular) are suicide missions for the Rebels and I weep for my K/D ratio!

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Re: Rebels >>> Imperials

Sure the TIE Defenders were nerfed, but only as much as the A-Wing was in the reduction of missile payload, so it shouldn't make that much difference, just means you have to use a combination of blasters and concussion missiles rather than just the missile fest it turned into during the initial 1.2 release. Yeah, the Rebels do win Imperial Convoy Raid a little more now, but I have won that map as Imperials since 1.25.

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Re: Rebels >>> Imperials

I still havent had a chance to play convoy.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

20 (edited by FSDev| Woodrow 2008-05-31 12:16:59)

Re: Rebels >>> Imperials

Yeah the point balance on convoy raid is getting balanced to make it harder for rebels.  Also we sorta broke the tracking/identification system on the fighters so they're a lot harder to see on our spacemaps atm.  Expect them to be fixed in the 1.3 patch/update (not planned for immediate release, but it's not too far away).

As far as the infantry level goes, the imps and rebs are roughly the same.  The weapons they have are either direct copies or balanced extremely close together as to make them equal.  Sorry, but as infantry combat is the core it was easier to build and balance one large and robust system rather than two large but limited and extremely different systems smile

So the only real differences are really on the vehicle and map levels of gameplay.  Most of our maps are asymetrical: I.E. one team defends while the other assaults.  Those will never be 100% balanced, but most of them we have fairly close.  It usually comes down to who has the better team.  The defending teams usually can lose a lot harder than the attacking team as the defending team can usually lose their starting point.  Imps have one or two more defence maps so it may be possible that if you're getting stuck on a bad imp team they're getting steamrolled a bit more than the rebels.


Also as we said the vehicles are far different per team.  The rebels rely a lot more on a combined ops approach.  Awings covering their xwings and bwings, troop transports moving squads to weak points in their lines.  Even the main battle tanks require 2 people to operate.

The imperial approach, conversely, is a "massed assault" method of combat.  Most all of their vehicles are cheap but complete, and usually only require a single pilot to operate.  If they lose a vehicle they can much more easily afford it as they generally will have more of them to fill in the ranks.  As such you'll commonly see firehawkes hunting in packs, and endless waves of TIE fighters pouring out.  While they benefit each other when used together, there isn't as much a requirement for them to actively cooperate like there is the rebel side.

There is one thing that makes me want to play imperial more than anything else though: The AT-ST.  This is by far the best vehicle I've ever played with.  It's both the strongest vehicle in the game yet also one of the weakest.   If you just charge it out into a mass of rebels chances are its going to get torn apart.  But if you move with a squad of stormtroopers you can overwhelm almost any rebel defense.  The reason notwithstanding is if they spawn as AV then they get torn apart by your fellow stormtroopers.  If they spawn as anti infantry then they get beaten up by your ATST.  Then once the point is taken (or if you drop to 60% or less) it's always good to pull it back from the front lines and repair it.  In that way the AT-ST can help dominate games and indeed can last the entire game without needing replacing.


Anyway, hope that sheds some light on how this mod is built and balanced.  I should really start a blog on all this

Fear the Woodzilla

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Re: Rebels >>> Imperials

Ryloth is very winnable for Imperial, it just takes a coordinated team.

With our player base, that means it's unwinnable tongue . Concepts such as "reading the gamemode description", "squadding up", and "working as a coordinated team" are simply too complex for the average newbie to get. Hopefully they'll improve.

As for Reb vs. Imp balance, I find the balance to be just fine.

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--the awesomeness that is Boatmurdered.