Reviews for TIE-CAB 4
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| | An extremely difficult battle to enjoy - completion was made more taxing by the odd hypering out of enemy vessels as soon as you take an interest in them, meaning that mission critical craft simply fail to arrive despite lengthy waits at time 4x. The number and quality of missions goals is highly suspect, made worse by a number of vessels being invincible. As noted, the battle is better towards the end, but suffers from a number of fundamental design issues and choices that largely prevented me enjoying it. |
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| | I'm late to the party... But damn. |
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| | Quite nice battle. The first part just standard "kill rebel task force", but later the Super Ship ??? That was a good idea.
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| | The supership idea was cool. Everything else sucked hardcore.
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| | Mommy! Mommy! make the bad missions stop!!! Still one point for the supership idea.
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| | I agree. The only good part was the FCHG points.
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| | I must agree to the others. This is really the worst battle I ever played and a good example how a battle should NOT be made :(
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| | Only good thing was the FCHG points, plan on spending some time, unless you use Invul.
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| | This battle is horrible, it should be striken from all records, then taken out and summarily executed!
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| | Not very fun to fly since it was for the most part just kill kill kill.
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| | good battle, and devon, it does show up, if its the mission i believe it is. the one where you capture zarrinn? its in a ****.(im not going to ruin the plotline)
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| | In actuality I would probably give this CAB a 3.5. In the beginning it's pretty repetitive, but as you near the end of the campaign it's as if the designer got a sudden burst of inspiration, as the Republic deploys a new supership and you wage a campaign to destroy it. Overall an okay Battle.
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