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Reviews for XvT-TC 11

 
 FA Brukhar
    rating: 1
    12/11/2005
 Sorry Ender, but your first battle absolutely sucks. Mission 1 is a direct copy from the TIE Mission where you have to capture the Dimok and Ripoblus leaders. Mission 2 has really long transition times, but isn't that bad. Mission 3 IS TERRIBLE. 17 clicks to your target...not fun. Plus, you have to sit there babysitting the stupid ATR to make sure it doesn't get destroyed during its 2 minute trip to the CRV, 2 minutes of docking and 3 minute hyper time...hello, my jaw nearly fell off from yawning...of course, if you go AFK, some damn A-Wings rape the ATR. How nice. Not. Prime example on how not to make a battle.
 
 HA Ender mBind
    rating: 4
    10/25/2003
 The first version was released as my first battle ever, and made to train Krayt Pilots in co-op bombing missions. The Battle was submitted for the first "ASF: Supremacy Competition" of may 2000 and then held up in testing for one and a half years before being released w/o any changes. In 2002 This battle earned the "Pinky Lollypop" for being the Worst XvT Battle of 2001, which was weird (as it rated two times as high as the other choice, and was from 2000) but fairly to be expected for a first made battle, one that was made in for Co-Op in a SP environment and all that. This second release is aimed at pleasing the comments made about this battle over the past 3 years. It features an actual storyline, is no longer a collection of converted Totally Games rebel missions. The Co-Op element stayed, as that's finally started to pick up in the TC, but the battle has been made easier for the Single Player Pilot. All the craft of the original missions are there, doing about the same things - just done up to avoid bugs and to look better. I've also added things that were planned originally already, but were't possible then - like the Luggage Patch. As George Lucas once said: "A movie is never finished, only abandoned"
 
 LC Spade
    rating: 3
    09/18/2003
 not bad not bad at all
 
 COL Vladet Xavier
    rating: 1
    04/19/2003
 Horrible. That word sums it all up. In Mission 3, where you must destroy the Calmari Cruiser, and then disable the CRV, the Gunboats in Two Flight are out of line. They destroy the CRV! I had to refly the mission about a dozen times before taking them out. Just copying missions from XvT is pretty poor, and the rest of the missions were so easy, it just didn't cut it.
 
 CM TK-9780
    rating: 3
    02/20/2003
 Nice set of missions - 2.9 These mission's need a bit more than just a quick fire trigger. Thought and planning is also required and in some cases self discipline. I only wish the designer would have done the same when setting some of the flight-group orders. But then that's what happens when you try and clone a commercial mission
 
 LC Archon
    rating: 0
    08/10/2002
 We can grab a MoT by taking missions that are already made, changing craft to make them Imperial, and maybe tweaking a little for balance? The mission against the Rebel CRVs is ALREADY IN XvT! Destroy Rebel Convoy Athega. The only difference is you have to destroy all the CRVs in this battle. The missions are fine, but I cant give this anything other than a 0 when you take a mission created by Totally Games and do nothing but make the goals a little tougher.
 
 LT Allco
    rating: 3
    02/12/2002
 Nice set of missions - format becomes a tad boring after a while, and a small bug in mission 3, could leave the play wanting.
 
  Garet Jax
    rating: 5
    10/23/2001
 Hi i flew this mission and found a way around that fatal flaw i jus disabled it myself :P hee hee lost me a ship mind but nottin major oh well 5 from me enjoyable and gave the gunboat a good rep for once good job Jax
 
 CM Miackus
    rating: 4
    07/29/2001
 nice example of a good battle, shame you have to fly GUN's though :P
 
 MAJ Caltin Doros
    rating: 5
    07/08/2001
 I really enjoyed this battle, it fixes a rebel-slanted favortism in the XvT training and gives us Imperials true assault missions. If there's any negative it's that Mission 3 is a little on the tough side. I'd definitely recommend that multiple players sim this together for true training and effect.