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Jun 28, 2024, 7:01:32 AM6/28/24
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Aside from that major problem, the mechanics themselves kind of favor the rebels. First of all, the empire's tech building takes WAAAY too long to build, and so do it's tech upgrades, while 3P0 seems to pop up every minute or so, and every so at most in five minutes the rebels can gain a tech level, usually the empire is just about done with it's tech center, which means the rebels will always be one tech level ahead of the empire.Also, Han Solo's EMP is really too good. Most of the time you only start with four begining ground units, and if your up against Han, forget about using any kind of mechanical unit, between him and chewy it's just a waste of space, and let's face it, storm troopers are pretty sucky, which is what your left with if you don't use anything mechanical.The rebel's raid ability is also way too big an advantage. Why do the rebels get to raid planets while the empire doesn't? Their space forces are about evenly matched, so I don't see the need for the rebels to be able to just willy nilly bypass space forces entirely. Bombing runs are good, but not that great. I think one nice addition would be to remove the fog if you have space control, along with bombing runs. Having space superiority should have a bigger effect on ground combats IMO. Allowing the rebels to bypass space forces like this forces the empire to have BOTH space and ground garrisons on all their planets, which is a major disadvantage, and the rebels really don't seem to need this help.Lastly, the auto calculate for the ground battles seems completely fubared. It places way too big an emphasis on artillery (which is maybe a bit too good currently, but not THAT much). I had about 10 stormtroopers. 5 maulers, and 5 AY-ST's, the AT-AT Hero, the Emperor, and Boba Fett, and that huge force was getting creamed by Han Solo, Kyle Katarn, and some artillery. I added some artillery to this and I won (even though I lost most of my forces). From then on I just kept about 4 artillery units and my heroes together and I could autocalc each fight and blow away judt about any ground forces, even though it would destroy all the artillery.
AuthorReplies: Doggiedoodle
Ensign posted 02-24-06 08:31 PM EDT (US) 1 / 20 You can't judge balance based on the campaign especially on the average setting.This is a forged signature.A wise Camasp once said, "When in doubt, assasinate everyone." Zorromorph
Ensign posted 02-24-06 09:04 PM EDT (US) 2 / 20 Well average would actually be the best setting to test it on, very little advantadge one side or the other. I totally agree though with most of those and there's more, such as the Mon Cal being too strong vs. ISD, the rebel frigates & corvettes being too strong, etc. The rebels rule, whether its a campaign or a skirmish. Doggiedoodle
Ensign posted 02-25-06 01:40 PM EDT (US) 3 / 20 mon calamari cruisers are supposed to counter ISDs...This is a forged signature.A wise Camasp once said, "When in doubt, assasinate everyone." berwatchey
Ensign posted 02-27-06 11:34 AM EDT (US) 4 / 20 all right, i play imperials, so i'm pretty familiar with them, firstly, mon cals are way easy to rip apart. it's simple. use 2 bomber squadrons to gut their engines, then your big ships outmanuver them and can blast the crap out of them. it works very well. empires heroes are fighter killers. boba fet and vader slaughter all fighters. so that keeps bombers safe, and so what if they have corvets. have you seen what happens to corvets when hit by 2 star destroyers? it's not pretty. oh so what if they have antilles, piets proton beam hits him and he dies, even if he has full health. and boba fets ability to look at your space fleet is awfuly handy. and don't underestimate an interdictor. plop one in the middle of your fleet and turn on it's abilities. the rebels can't run, and there maruders misseles become worthless. cobined with boba fet and you can ambush weak fleets and they can't run away.
ultimately what everyone needs to rember is this, stop being defensive. this game does NOT i repeat does NOT reward defensive players. the fact that you get garrison units that respawn when they die should be a hint. this is a meat grinder game. all RTS's are. when you enter a battle weather your under attack or doing the attacking, you engage. don't sit there. go after them.but i can't stress enough the importance of micromanaging combat in space. i'll prolly do some posts on fleet combat soonish. just don't have time to go into detail now. Echuu
Lieutenant
(id: Master Echuu) posted 02-27-06 01:09 PM EDT (US) 5 / 20 I personally think the space forces are equally balanced or damn near close. Every unit seems to have a counter and a weakness. Mon Cals aren't really that much too worry about I don't think. They are supposed to be the equivelant of the ISD, but aren't hard to take down. The only rebel unit that annoys me are the blockade runners in the early tech levels, since they tear down your affordable fighters before you can get cruisers. I'd actually say that the Imperials have a very slight upperhand over the rebels in space. It just seems that way to me, as I have yet to lose a space battle (real battles) using the Imperials.On land however, I do think Rebels have some advantages. Their plex troops seem to solve all of God's problems, and make short work of all mechs. Not only do the Imperials not have a heavy infantry counterpart, but the Rebel T2B tanks are shielded, making them even harder to destroy. It isn't until later in the game that things even out, since the T4B tanks do not have shields, and their giant missle tank things are killed in about three hits. I could go on all day aboust slight advantages and disadvantages, but so far I've seen that both sides have their equal share, and balances the whole game overall.Quote:

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While I do hate the Rebel raids too, the reason why the Imperials don't do them is for historical accuracy. The Empire was the dominant superpower of the galaxy, and didn't need to resort to improper military tactics. The Empire is a lot like the British Empire during the American Revolution. They fought with standard military procedures by fighting in straight lines and shooting in unison. The group composed of the 13 American Colonies (the Rebels) didn't have the numbers to fight that way, so they resorted to guerilla tactics. The British thought of this as a dishonorable way to fight and refused to do the same.As for bombing runs, I actually think they are a little too powerful if you ask me. If the fleet controlling the orbit of the planet provided a clear map for the land units, all they would have to do is defend one little reinforcement point and wait for bombing runs all day (which are way too quick to reload IMO. I'm not sure if the time is based on how many you have in orbit though, I haven't figured this out yet.) So unless they required you to use spotter to initiate a bombing run, an automatic clear map would be rediculous. Anyway, *stops rambling*Echuu - HeavenGames Cherub
Star Wars: Galactic Battlegrounds Heaven Empire at War Heaven David Hunt
Ensign posted 02-28-06 01:19 PM EDT (US) 6 / 20 Quote:

They're not. I parked a couple dozen y wing squadrons in orbit above a battlefield once to see if it did, and there was no noticable difference.
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Ensign posted 02-28-06 02:52 PM EDT (US) 8 / 20 Re: TimesIf you've checked, I'd wonder the same thing aboug ion cannons and such during space battles. Since the Empire uses 'proper' tactics and all.Does having more than one ion cannon built reduce the fire time in space? I know now it doesn't for bombing runs (which are very cheap), but ion cannons are huge and expensive, if someone's willing to afford multiple ones.; Darth Persia
Banned posted 02-28-06 03:46 PM EDT (US) 9 / 20 Try playing multi-player. The campaign and single player isn't an accurate gauge of how balanced the game is. Kabals
Ensign posted 03-04-06 09:46 PM EDT (US) 10 / 20 I have experimented with the ion cannons and discovered that the more you have, the quicker you can fire.Now, if you're the imps and you're playing against the rebels, they can have 1 ion cannon but will be able to fire the damn thing about every 5-10 seconds. Complete BS. It was driving me absolutely insane. My wife was sitting at her computer next to me and kept saying "Why does it keep saying 'ion cannon fired' every 5 seconds or so?" Victor von Doom
Ensign posted 03-05-06 11:02 AM EDT (US) 11 / 20 I agree that the ion cannon has way too fast a recharge time. For me, it only targets Piett, and the effects last longer then the recharge for the damn weapons. The game is slightly favoring the Rebels, even though in space it seems equal, I find it often that Admiral Ackbar (Home One) is too over powered as he took out over fifteen Aclamators before I killed him.Rebel ships are also way to fast, I take out an Assualt Frigate's engines and it moves at only about a whole unit slower, while the Empire can barely move thier ships.On land, the artiellery is way overpowered. I find my stormtroopers I send after it torn to shreds before they can get there by artillery fire. Luckily, the gave us planetary shields. Artillery can ram through a squadron of stormtroopers with ease, killing the whole squadron. The hardest part about killing them is getting to them, if you can get to them, its easy, if you can't you're screwed.But thats why they gave the Imps the Death Star... To avoid annoy ground battles.Victor von Doom
Winner of the Boromir Award Darth Currant
Ensign posted 03-08-06 09:52 AM EDT (US) 12 / 20 You can use some of the computer tactics in your favour (although human opponents are a different matter). For example, Dr Doom: if you find that the Rebs tend to target Piett with their ion cannon(s), let 'em do it... and then move in the rest of your fleet to take out their defences. It can be fairly irritating when ion cannons fire all the time, but I have found that 'decoy' fleets work well for distracting them. Split your force into two (usually equally powerful) and leave one part back from the fray. Once the ion cannon starts battering ships in your first force, it tends to keep doing so; bring in the second and take out the space defences. This does mean of course that you have to be on-the-spot with your ship commands, and have a large enough initial fleet to keep bringing in reinforcements if things go badly. The Rebel ships are faster because many of them have 'power to engines' as a special ability... but while they're buzzing about, you can power up your weapons (VSDs and Acclamators) and take them apart very quickly once they are in range. One final point on ground battles: I agree that artillery can be effective, but there are ways to counter it. A couple of platoons of AT-STs (as long as you keep them moving as they walk to their target) can blow Reb artillery to bits with their 'barrage area' ability, and AT-ATs (if you have them) are even better. Keep platoons spread out when they advance on artillery, moving units within a platoon as individuals. Then gather in for the kill. The Imperial artillery is just as good, and you should use it. I actually find that it's worth having a squad of (otherwise fairly useless) biker scouts to explore the map and act as spotters. As soon as you find something fun to blow up, call in your artillery and/or an available bombing run... then laugh with evil glee and stick two fingers up at the Rebels in mocking salute Admiral Sith
Ensign
(id: sithlordmichael) posted 03-08-06 12:31 PM EDT (US) 13 / 20 I like Speeder Bikes, they are fairly good anti-infantry plus you can easily take out defenses by flying past them and dropping some dets.If you aren't a Christian and are ashamed of them put this in your signature. king dookie
Ensign posted 03-08-06 07:29 PM EDT (US) 14 / 20 If you have played multiplayer, you know that mon cals seem to be able to kill 1 ISD and half of another one if the guy knows what hes doing, espically if he has two blocaderunners sitting there killing your bombers. Piet is better than Ackbar thought. guyvii
Ensign posted 03-10-06 02:48 PM EDT (US) 15 / 20 basicly you will see the mon cal crusers do not have shield generations so you can not knock them out with bombers. like you would do with other crusers, a.g. star destroyers. This requires that only ships with missils or other shield bypass abilities can kill cal mon crusers. Otherwise you need a good about of fire power. That is the little edge you get. That is why I like to see Home one ship of Ackbar. He (poor sap) has a shield generator and it is the first thing to go. Afterwords it is just pure hull and no repair/rechange ability. BigJMoney
Ensign posted 03-16-06 04:24 AM EDT (US) 16 / 20 The Imperial and Rebel fleets seem fairly balanced, mainly because the purchasing power the Empire has over the rebels; though I don't know if this is the case in multiplayer.On ground, however, the rebels are inherently overpowered for a few reasons:1) Plex troopers kill a little too quickly, particularly since they can extend their life with "Cover" mode. About the only safe counter is the artillery shield.2) As a rebel player, I can take out an AT-AT with one trooper (vanilla troops; not plexes) squad, even when surrounded by multiple stormtroopers. This is so, so stupid.3) I always ignore stormtroopers; they are completely non-threatening. Even if I'm surrounded by them, it will take them ages to wipe out my infantry squad while in cover, or I can pack up and move to a new location before taking heavy losses. One stupid trick I pull is to simply get up and run to a build station and guard it while it builds an AI turret. This is too stupid!I propose that rebel infantry take 3x the amount of damage from blaster/laser fire than they do now, but only while not in cover. I also propose that you can't move at all while in cover.Since stormtroopers have blast armor, they should stay the same as they are.I also propose considering making AT-ATs invulnerable to trooper/civilian blaster fire. The Plexes are dangerous enough as it is. This may not be necessary if the above idea were implemented, but this is also a StarWars continuity issue; blasters shouldn't be harming AT-ATs.=$= Big J Money =$=[This message has been edited by BigJMoney (edited 03-16-2006 @ 04:41 AM).] Darth Persia
Banned posted 03-16-06 09:08 AM EDT (US) 17 / 20 I think the balance issues come from attacker vs. defender, not Imperial vs. Rebel. Having played literally dozens of campaign games online (Unfortunately, it seems that when you have a clear advantage, people quit) and I can tell you I will gadly play either Rebels or Imperials. Both have different focuses and different abilities. The real imbalance issue comes from attacker vs. defender not specific to rebels or Imperials. Bombing run is WAAYY too strong and doesn't even effect your own units. In many battles, it's essentially an "I Win" Button. They'll get all their troops in a big battle, then bombing run the battle. Their units remain unscathed and their enemy is devestated, depsite the fact that both were in the line of fire.Sheild Generators don't even protect against bombing runs.
Tempest261
Ensign posted 03-16-06 09:18 AM EDT (US) 18 / 20 Put the difficulty setting on HARD, then tell me it's too easy to beat the Empire. (btw, the game is fun as hell in this setting) BigJMoney
Ensign posted 03-23-06 02:01 AM EDT (US) 19 / 20 I do play it on hard. That's my default setting for any game I play, except the Civ series. Also, attacker versus defender is not weighted more in the attacker's favor.Sure, the attacker gets bombers, but the defender gets a shield generator, turbo-lasers, an immediate force of 10 units, and free respawning troops on top of that.No, the attacker vs. defender in this game is PERFECT. The reason for the bombers is to make lightly defended planets go by that much quicker, which is a seriously needed feature in games like these which can drag on very long.I said it before, and I'll say it again: Rebel troopers should not be able to take down AT-ATs with blaster rifles, and neither should they be able to run past multiple squads of stormtroopers, completely ignoring them because the damage they recieve is so low. They should be forced to remain in cover while receiving fire.=$=[This message has been edited by BigJMoney (edited 03-23-2006 @ 02:04 AM).] Darth Persia
Banned posted 03-23-06 09:50 AM EDT (US) 20 / 20 Quote:

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