The firing effect for the siege weapons is extremely intrusive and very misleading in my opinion. Looks like the firing ship is taking damage instead of firing. Would definitely prefer if it was maybe half as much, probably needs to be less, honestly. I get what you're going for here, make it look like a battleship gun firing does in real life, but it takes away from the Star Wars aesthetic.
@jesusgonzalez68962 жыл бұрын
That's right
@cass74482 жыл бұрын
Yeah I'd prefer much less smoke and more flash.
@TheDutchmanGaming2 жыл бұрын
I've heard that feedback loud and clear, both here and on the discord server. It'll most likely change in the future.
@georgedisorder2 жыл бұрын
@@TheDutchmanGaming Thanks for taking criticism so constructively, I really appreciate it and all the hard work you put into this amazing project.
@stevehamilton56582 жыл бұрын
Yeah it does clip into the model quite a bit
@isimiel34052 жыл бұрын
the siege fire effect is WAY too big it looks nice but needs to be scaled down by like 50-60%
@bane86842 жыл бұрын
also it does look a bit like the section got hit instead of the section firing
@admiralcasperr2 жыл бұрын
@@bane8684 Just wanted to say that. That particle should be remade.
@TheDutchmanGaming2 жыл бұрын
Either that will happen, or the particle will be replaced.
@julienimp82132 жыл бұрын
I actually dig the smoke when the big turbolasers are firing, but I feel like it would have to be scaled down immensly to not mislead the player that your entire side was just nuked
@julienimp82132 жыл бұрын
But other than that it looks awesome!!
@TheDutchmanGaming2 жыл бұрын
The new effect will either be scaled down by 50% or replaced entirely with a less smokey particle. Initially, I also liked them quite a bit, it had the "big naval cannon" feel I was going for, but it seems I'm in the vast minority. :)
@julienimp82132 жыл бұрын
@@TheDutchmanGaming I feel like a different smoke effect would do the trick. I love the idea
@stevehamilton56582 жыл бұрын
Seeing the blasts actually connect with the hull of the ship really helps the immersion and believability that these weapons are actually having a significant effect, beautiful work
@SWFAN1012 жыл бұрын
love the rework but the smoke from the big guns is a little too much for me like other guys said here in the comments but other than that awesome
@TheDutchmanGaming2 жыл бұрын
2:25 first battle, isd-1 vs mc-80 12:40 second battle, isd-1 vs mc-80 and mc-30 24:35 Third battle, isd-1 vs 2x mc-30, 2x nebulon-b, 1x assault frigate, 3x bomber squadron
@Optimusprime240 Жыл бұрын
Hekin...you aint stopping my Tarkin doctrine with your tactical thinking!! XD
@HumbleHonkingEnthusiast2 жыл бұрын
It seems like capital ships are being pushed into a slot where they're basically only effective against other capital ships. If that's the case why even use them at all? According to this vid they can be outclassed by just a handful of smaller ships.
@wbfscv3312 жыл бұрын
I don't think this is really the case. In battle 3 for instance had a hard time hitting the Nebulons and the MC-30 since they were so small but the assault frigate almost died even with inefficient firepower application. And the ISD 1 is primarily an anti big ship weapon whereas others like the MC-80 would hit small stuff way more reliably. So battleships should be able to deal with destroyers and larger frigates but for small ships you'll need something else. Also in the last battle the ISD was 28 popcap while the rebel fleet was 12+2x4+2x5=30 pop cap and that is neglecting the Y-Wings. In one of the streams there was a battle between 2 Victory 1s and an MC-80 in which the player controlled MC-80 could effectively deal with them.
@thesqartenprogram2 жыл бұрын
to build on what WBF said its not like the smaller ships will be able to effectively hurt the battleships either their armor will be too high for the smaller caliber guns that frigates and destroyers use plus the more powerful shields and large health pools.
@TheDutchmanGaming2 жыл бұрын
All good points made here in the comments. The ISD-1 is just a really shitty capital ship for engaging small fast targets. The mc80 would do much better against some Imperial escorts for example. Most ships have mixed weapon loadouts, with medium or heavy, or even light medium and heavy weapons, the ISD simply focusses on just heavy weapons for anti ship. In general, the role of battleships as described ingame in each battleships unit description is this: "Battleships are slow, massive warships that serve as the center of any taskforce. Fully dedicated to being the deciding factor in large fleet engagements, Battleships sacrifice speed for extensive offensive and defensive capabilities, bombarding the largest enemy fleet elements with long-ranged heavy weaponry. These warships are very resource intensive to construct and if not properly protected, can come under threat from much more production-friendly units." I think that describes it pretty well.
@PedroReiis2 жыл бұрын
finally , the return to youtube
@TheDutchmanGaming2 жыл бұрын
Hi, yes sort of, maybe? In early february my father had a heart attack and I had to switch my life up to step in and manage the family business or it'd go bust. Since then, I dropped everything that isn't directly mod development, even streaming has been extremely sporadic, and moddb and youtube don't get updated at all anymore. I'm sorry about that, as I do enjoy making content. But, while there haven't been updates on these sites, the discord server is as active as ever, and you can follow for daily updates on the work. Since we got some 15k people on the server I figured that was good enough. Work on the mod still continues, the mod team has expanded and we're refining and reworking the systems introduced in the 4.0 version of the mod.
@PedroReiis2 жыл бұрын
@@TheDutchmanGaming Don't be sorry! You did what you had to do, hope things are better now! I'll check the discord, thanks!
@max_fluffy_le_chien2 жыл бұрын
I love the way the space battles have been reworked with a touch of realism on the usefulness and "traditional" behavior of each class of ships found in a fleet of several ships like today. A similar point with the touching up of the ground battles (even if you are not the one directly involved) notably on the real implication of a force such as the empire which induces the use by this one, of a professional army (which should know aimed^^) normally used to the tactical grouping and inter army maneuvers. At least what is expected from an established military power capable of razing a planet on the order of the emperor, as opposed to the forces of the rebels who are closer to a guerrilla tactic and harassment always trying to avoid direct confrontation under penalty of being exposed to the superior firepower of the enemy. Sorry, I got a little lost. But I really like the direction That you and the other members trying to give to the mod, and I'm even more impatient to see what's next even if I might have to wait a long time considering the size of the challenge you're giving yourself, and the work it generates ❤️. Will the isd 2 be able to use more than one of its turbolaser octuplets in a face-to-face situation? Given that let's say they impinge less on each other compared to the dual Heavy turbolaser turret (In terms of the size they take) ?
@TheDutchmanGaming2 жыл бұрын
Hey, I appreciate the kind words! There's a lot more updates on the discord server if you want to follow the project more closely, we have a pretty large team right now and there's multiple things being worked on. The ISD 2 will be able to fire all its octuple HTLs forward, it is a major feature of the ship over the ISD 1. When the time comes to code the ship I'm going to have to spend some time looking at how to balance 8 x 8 HTL weapons that can all focus the same target, since that is a lot of firepower. The turrets you see here on the ISD are the siege caliber turbos, one caliber above heavy turbo, but when its 64 vs 12 that's still a lot of damage. The design process of the SCO is itterative though, so I'll figure something out while testing :)
@max_fluffy_le_chien2 жыл бұрын
@@TheDutchmanGaming Yes, I've had the opportunity to visit your Discord server several times, and following all the evolutions of the different projects and ideas of the team is quite exciting, I also appreciate that you and the others continue to publish these different evolutions, hoping to see them one day in the changelog channel in a future update ;) It will be awesome to see the ISD2 in action with so much firepower, but especially visually with all those batteries aimed at the same target, surely one of my favorite capital ships in the future. But yes, balancing doesn't often have to be the easy part either.
@TK--qp6hv2 жыл бұрын
looks awesome!
@TheDutchmanGaming2 жыл бұрын
Thank you :)
@thegamefur73302 жыл бұрын
I feel like something that does need a bit more explaining at least in descriptions is the point defense. Like i know you said the mc 30 has less of it but how would someone who is playing the mod semi blind know that? I feel like it may be a good idea for things that have point defense to state if it has high, standard, or low pont defence so you better know what should be focusing the capital and what should be focusing the fighters in short
@TheDutchmanGaming2 жыл бұрын
I completely agree! In fact I agreed 2 weeks ago, I then changed the unit tooltips to properly display the 2 types of PD: Escort, for corvettes and units like the Neb-B, and Personal, for units like the mc30. The difference is the viable range, either 500m or 250m. So for the mc-30 the tooltip says: Special Abilities: Plasma Torpedo Burst, Power to Engines, Point-Defense (500 m) While for the Neb-B the tooptip goes: Special Abilities: Power to Shields, Deploy Repair Drones, Point-Defense (800 m) Maybe that's still not clear enough, I do like providing the player with as much info as possible without cluttering too much, but for now I hope this will be good enough.
@tranquilclaws84702 жыл бұрын
The problem with smoke in space is that it will be dispersing into a vacuum at extremely high speeds. So real space combat with weapon discharge would basically just be muzzle flash with no smoke at all. This mod in general I have noticed likes having most of the battle obscured by smoke in some way. This really shouldn't be happening and it detracts from the shiny beautiful ship models.
@admiralcasperr2 жыл бұрын
20:20 I would like to point out that AotR balanced the bomber shield priority by having it so that when you engage in a big fleet and capital ship battle the shields get already severely drained from the first couple of salvos, as such, its better to go for the heavy weapons rather then shields. Targetable shields matter the most in battles where one side has a big fighter advantage, and can get their fighters go at it early in the battle.
@TheDutchmanGaming2 жыл бұрын
Do I understand correctly that what you just described, means that the first volleys simply deal so much damage that the shields thereafter aren't as strong anymore, as to be a consideration? If that is correct, then I don't consider that a good solution myself.
@admiralcasperr2 жыл бұрын
@@TheDutchmanGaming more or less. If you don't send the bombers far ahead of the fleet, they won't have time to make their attack runs before its almost depleted.
@maxim-17002 жыл бұрын
I guess thats really just AotRs combat being a bit faster than Remake. Usually its still the best move to take out shield gens first, but lowereing the DPS of big ships if you already have a ton of anti-shield ships can also swing the battle into your favor. If you let all your ships shoot at the same target in a big fleet battle it will likely lose its shields, but maybe in the new update, which makes capital ship shields a lot more resistant against lasercannons and fighter lasers this might not be the case anymore, we will see.
@robertjdolman2 жыл бұрын
when will this update be put in place?
@mcmuffin555552 жыл бұрын
5.0 is a good long ways away
@TheDutchmanGaming2 жыл бұрын
That will definitely be a while off, as Gruzz said.