Looks like a solid set of new things to be aware of. As someone who prefers cruiser-centric fleets, I'm certainly looking forward to commanders that encourage different strategies instead of merely offering flat bonuses.
I've been a huge fan of AWOTR for a long time. I'm really looking forward to the mod, especially in my favorite scenario. Keep up the good work, you guys are the best. ❤
Looks awesome, something I've been waiting for in AOTR. One thing I did notice is that for the Republic Tank Commander I assume he is commanding a TX-130 based on the weapons, but I don't believe the description actually SAYS that unlike the others.
Ten commanders that might be ok number for me. Personally I'm ok with the AOTR hero mechanics. When someone dies they die. On the exception of savable units. Haven't played it yet. But I think Corey's general grevious space ship mechanics are a excellent concept.
I have a question. Will this mod also include buildable/recruitable Planet based Armies for use? Like Geonosians and Trandoshans for the CIS or Republic aligned Aliens for the Republic.
Ok hear me out first harsh terrain mechanic.... Similar to asteroids in space... Quick sand and heavy snow debuff & damage units over time. Perhaps debris/rocky ground that debuffs/damages vehicles.
Would it ever be possible to get a cruiser fly over? Similar to how bombing runs have bomber's. Whenever you call in a bombardment. Maybe have a point of control capture point. Like a AA battery or something. Idk jw. Still love everything the modding team does for us. AOTR is a masterpiece.
Will there be an increase in pop cap during space and ground battles? I feel larger scale battles would be very fitting in this mod compared to aotr since it’s the clone wars
Mr. President, so minor heroes are more vital now in some way compared to main heroes, because they cant be captured, so u can get back a hero faster (if u have a money)
I have a question. You said that production time and cost will increase if you lose a supporting character. That is, if I lose it for the first time, then for example the price for it will increase by 2500 credits, and if 3 times, then by 5000 thousand and so on? Or will losing it once the next time the cost and time be the same?
@@mr.president7190 higher cost compared to the base unit. ? You mean if base unit cost 5k credits in next time price go higher and be 7500 just for example?
We found that people wouldn’t use their heroes because they were afraid of losing them. With them having a larger part to play, we want them to be used
@@СашаШибко-в7т i disagree this is a good change. Once it gets backported I’ll actually use the 501st with Vader instead of leaving them in the core for the whole campaign
So it’s coming soon right? Riiight? Oh god I hope it’s coming soon. Is accuracy something that can be influence by commanders? Also if it’s max 10 minor heroes and it’s shared between ground and space maybe make it a tad higher to like 12? Idk yet since we don’t have hands on yet it just seems a tad low if it’s combined
Why do I feel like those three infantry squads at the end would have died just as quickly to the wolves if they didn't have a guy with a 5% health buff among them? I can see 5% health or 7.5% damage increases making an impact for vehicles and bigger starships, but when you get a 5% bonus or malus to something with 20 hitpoints as opposed to 2000, it feels inconsequential. If a Particle Cannon on a tank chunks infantry for, say, 30 damage per round and you increase those 20 HP to 21 or decrease them to 19 they will still get one-shot. Now, obviously I'm not a developer, I'm not a QA tester. I am not really qualified to suggest sweeping changes to your mod, especially one I've never had the chance to play, but I feel like Infantry health bonuses or maluses are kinda pointless in their current state? All the other stats feel like they would be in the right place. Even a 10% speed buff to infantry makes your troops appreciably faster and can make the difference between capturing and not capturing a build pad or LZ. A 2.5% increase in damage is that much more damage coming out of 36 rifles and carbines, not to mention any grenades they carry. But getting incremental increases or decreases to extremely low base stats like infantry health? I don't know.
There are other traits to play with. The swings can be as high as 30% in either direction. So pair the heroes with your play style and force. 5% infantry health probably doesn’t make much difference, but if each infantry unit can survive one more shot, that little bit can become a good force multiplier. But pair the heroes with your play style. Options is the name of the game
Well you are rights about those dogs, they are quite are fun couse they just oneshot infantry no matter how much health they have (important heroes are protected from that but if a moder forgets about it, then they can one hit someone with 300 HP) But as for other sources of demage, idk how much spalsh demage particle cannons do but i know infantry can often survive it (ofcourse if they get hit directly they are probably dead as heck) And the health bonus is indeed different from most of the orhers, but i wouldnt say its useless. +10% speed makes your units 10% faster (duh) +10% health gives your 10hp infantry 11hp instead, if enemy blasters do 5 demage, that +50% survivability, if they do 6 demage then it doesnt matter at all
The Linwodler is coming for your Wookies
Linwodo
linwodoooooo
Looks like a solid set of new things to be aware of. As someone who prefers cruiser-centric fleets, I'm certainly looking forward to commanders that encourage different strategies instead of merely offering flat bonuses.
AOTR has been one of my favorite mods. With the Clone Wars being my favorite era, I am highly anticipating the release of this new mod.
I've been a huge fan of AWOTR for a long time. I'm really looking forward to the mod, especially in my favorite scenario. Keep up the good work, you guys are the best. ❤
Thank you
Looks awesome, something I've been waiting for in AOTR.
One thing I did notice is that for the Republic Tank Commander I assume he is commanding a TX-130 based on the weapons, but I don't believe the description actually SAYS that unlike the others.
Honestly, pretty exciting with all the work you guys are doing! Hyped to see the mod out :D
Ten commanders that might be ok number for me.
Personally I'm ok with the AOTR hero mechanics. When someone dies they die. On the exception of savable units.
Haven't played it yet. But I think Corey's general grevious space ship mechanics are a excellent concept.
I have a question. Will this mod also include buildable/recruitable Planet based Armies for use? Like Geonosians and Trandoshans for the CIS or Republic aligned Aliens for the Republic.
Not on first release, maybe in the future. But we’ll see
Awesome work
looks so good please just make it public soon
Weird choice making Jace Dallin a ground hero when he was specifically commanding a DHC in his appearances
Took some creative liberties, otherwise every hero would be in a venator, or tank. Not fun for gameplay
gib liberation
Holy the map
Will the CIS also have a good amount of leaders? The republic always gets more love lol
Yea , they have Tranch Grievous
The CIS has lots of heroes to choose from
Ok hear me out first harsh terrain mechanic.... Similar to asteroids in space... Quick sand and heavy snow debuff & damage units over time. Perhaps debris/rocky ground that debuffs/damages vehicles.
We had one at one point, but we removed it because in the heat of battle it caused unnecessary losses
@mr.president7190 I like that. Can't have good without bad. Up without down.
Would it ever be possible to get a cruiser fly over? Similar to how bombing runs have bomber's. Whenever you call in a bombardment.
Maybe have a point of control capture point. Like a AA battery or something. Idk jw. Still love everything the modding team does for us. AOTR is a masterpiece.
how to make only one ship appear coming from hyperspace at the start of battle ?
In the fleet screen before a battle, put the ship you want to come in first in the top left little box
Will there be an increase in pop cap during space and ground battles? I feel larger scale battles would be very fitting in this mod compared to aotr since it’s the clone wars
On the ground it wont happen couse planets have 10 slots regardless, in space i wouldnt mind a few more ships but i like the scale of battles in AotR
no pop cap increase, but the game focuses more on frigates and cruisers, so the scale of battles feels larger
Mr. President, so minor heroes are more vital now in some way compared to main heroes, because they cant be captured, so u can get back a hero faster (if u have a money)
I have a question. You said that production time and cost will increase if you lose a supporting character. That is, if I lose it for the first time, then for example the price for it will increase by 2500 credits, and if 3 times, then by 5000 thousand and so on? Or will losing it once the next time the cost and time be the same?
Cost and build time will stay the same, they just have a longer build time and higher cost compared to the base unit.
@@mr.president7190 higher cost compared to the base unit. ? You mean if base unit cost 5k credits in next time price go higher and be 7500 just for example?
Hi, is the mod coming out this month or not until 2025?
I find this new mechanic very interesting.
SoonTM
Nooo, German dreadnaught...
It’s still there
I prefer the perma death penalty, makes them more precious
Yes, I agree with you, or make it so that there are only two lives, first and second, for a more expensive cost and increased recovery time.
We found that people wouldn’t use their heroes because they were afraid of losing them. With them having a larger part to play, we want them to be used
@@mr.president7190
but giving people 2-3 tries and losing them looks like a balanced solution for both sides of the players
@@СашаШибко-в7т how many times you losing heroes? 2-3 times is like unlimite…
@@СашаШибко-в7т i disagree this is a good change. Once it gets backported I’ll actually use the 501st with Vader instead of leaving them in the core for the whole campaign
So it’s coming soon right? Riiight? Oh god I hope it’s coming soon.
Is accuracy something that can be influence by commanders?
Also if it’s max 10 minor heroes and it’s shared between ground and space maybe make it a tad higher to like 12? Idk yet since we don’t have hands on yet it just seems a tad low if it’s combined
10 is a lot, it doesn’t include major heroes
Interesting
Why do I feel like those three infantry squads at the end would have died just as quickly to the wolves if they didn't have a guy with a 5% health buff among them?
I can see 5% health or 7.5% damage increases making an impact for vehicles and bigger starships, but when you get a 5% bonus or malus to something with 20 hitpoints as opposed to 2000, it feels inconsequential. If a Particle Cannon on a tank chunks infantry for, say, 30 damage per round and you increase those 20 HP to 21 or decrease them to 19 they will still get one-shot.
Now, obviously I'm not a developer, I'm not a QA tester. I am not really qualified to suggest sweeping changes to your mod, especially one I've never had the chance to play, but I feel like Infantry health bonuses or maluses are kinda pointless in their current state?
All the other stats feel like they would be in the right place. Even a 10% speed buff to infantry makes your troops appreciably faster and can make the difference between capturing and not capturing a build pad or LZ. A 2.5% increase in damage is that much more damage coming out of 36 rifles and carbines, not to mention any grenades they carry.
But getting incremental increases or decreases to extremely low base stats like infantry health? I don't know.
There are other traits to play with. The swings can be as high as 30% in either direction. So pair the heroes with your play style and force. 5% infantry health probably doesn’t make much difference, but if each infantry unit can survive one more shot, that little bit can become a good force multiplier. But pair the heroes with your play style. Options is the name of the game
Well you are rights about those dogs, they are quite are fun couse they just oneshot infantry no matter how much health they have (important heroes are protected from that but if a moder forgets about it, then they can one hit someone with 300 HP)
But as for other sources of demage, idk how much spalsh demage particle cannons do but i know infantry can often survive it (ofcourse if they get hit directly they are probably dead as heck)
And the health bonus is indeed different from most of the orhers, but i wouldnt say its useless. +10% speed makes your units 10% faster (duh) +10% health gives your 10hp infantry 11hp instead, if enemy blasters do 5 demage, that +50% survivability, if they do 6 demage then it doesnt matter at all
linnnnwodoooooooooo
Cool, just like in EAWX
I’m shitting
Boring video, needs more explosions
Read the title of the video again..
What a boring nerd