Re: ITT I rant about vehicles, mostly

The real problem with the T-47 airspeeders, and I'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.  If you nerf the super-hoverstrafe capability to a point where they're more in line with the Y-Wings or TIEs when holding the S key, I think it owuld significantly help out on Ryloth.  No weapons or armour adjustments needed, that way.

Very well said, I agree 100%. Do that, reduce the number of fighters on Ryloth by a good deal overall, and I think we'll do fine.

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44 (edited by -=CT=- JaFaR 2008-07-03 06:16:57)

Re: ITT I rant about vehicles, mostly

-Caution: Blast of Ideas-

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'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.

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'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's power against AT-AT's, so that airspeeders can go for the kill by circling around the walker'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.

Remember, the tow cable was designed to haul cargo crates, not to topple Imperial assault walkers. Rebel modifications gave the airspeeder it'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't be that much weaker. Using an airspeeder to strafe ground targets shouldn't be the superior alternative to the same in a TIE Fighter or Y-wing (I know that the bombs are being fixed).

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.

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't suicidal would retreat to the safety of the base and the underground mines. I'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).

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Re: ITT I rant about vehicles, mostly

-=CT=- JaFaR wrote:

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't suicidal would retreat to the safety of the base and the underground mines. I'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).

I are is in favour of this idea.

Right now Ryloths issues are with imps being bottlenecked, stranded a mile from the outposts and blasted to atoms by superior aircraft.

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.

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 'light'.

As it is, the rebel tank has 2 main guns.

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Re: ITT I rant about vehicles, mostly

Some good ideas in there fella, not sure about adding unarmed Airspeeders (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 AT-AT Walkers into the mix, that said he is still very useful now, especially should an Airspeeder pilot decide to land his craft to take a CP, the rear gun is an excellent defensive measure, as is the turret on the Y-Wing for when the craft are landed in a potentially hot zone.

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Re: ITT I rant about vehicles, mostly

I would like to see the ground combat more supported, like on the 64 player map you have those 1/2 extra CP"s wich is fit for ground assault. But lazy as we are, we'd just be all over the place with airspeeders, bombers and tanks. I'd love to see a ground assault situation on ryloth like seen in one of the trailers. Maybe it's possible to add some sort of rebel transport (same like lambda) so there is more ground action going on.

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Re: ITT I rant about vehicles, mostly

Krowmaet wrote:

Maybe it's possible to add some sort of rebel transport (same like lambda) so there is more ground action going on.

I'm sure the rebels are champing at the bit to get their own one way ticket/team killing device tongue

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Re: ITT I rant about vehicles, mostly

Lol, yes, the lamba is a teamkilling machine, that's for sure. The only thing i hate when spawning on it and it'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't hurt a single enemy. Frustrating indeed.

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