STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Why use the U-wing?
So reading both the wiki and in game description it sounds like it should be able to give your fighters some buffs, useful for attacking and defending along with healing. However even with a lot of micro I'm finding this incredibly hard to pull off. It seems that their supplement drop is the only thing that gives the friendly fighters any sort of bonus. Both being healing and damage boost etc, but its ability to auto cast seems very unreliable and when it does cast it takes a couple seconds to deploy it seems which makes using it on the move very difficult. Only real way to use it is to group up fighters, drop supplement, and then launch the attack there after, which even still doesn't seem to give a lot of time for the bonuses to take effect as they wear out very quickly outside of the drop zone. Also I wouldn't consider that "supporting allied fighters on the attack". The descriptions in the wiki mention things like providing a health boost? by that do they mean because they could possibly heal with supplement drop? Cause that sounds a tad misleading or that they just serve as another unit to soak up damage while in formation. I've even watched youtubers use these with their bomber squadrons and it always looks like it just kinda falls apart rarely ever giving the bonuses to other fighters due to them leaving the supplement zone to quickly and not getting the bonus or having the ability wear off too quickly before attacking. Seems like any unit in the game would be better than these. Only purpose I've been able to reliably see is to just keep them in the far back and send very expensive fighters back to for repairs. This seems very counter to their descriptions and how people say they should be used, being more like a compliment to an attack squad. Thoughts? is there a better way to use them that I'm not aware of? Their passive of crew repair and co-pilot range boost. Crew repair is for themselves as even in testing having hurt fighters around never healed unless i dropped supplement (also wouldn't auto cast either I'm not sure what the trigger for the auto cast is honestly) and ill be honest i don't know what the co-pilot range boost means and cant seem to find a description anywhere?

Some of the ways where it could be more useful is if the area was much bigger like 3x the size so that when the fighters are dog fighting or bombing and making huge circles in the air they are more likely to pass over the zone and get the boost, this would also make its weird auto cast trigger not as glaring. or to increase the duration from 10 seconds to something like 25 so that then popping it and gearing all fighters up with the bonus and then sending them in could actually get an attack in with said bonus, still dont even think that would be enough for even 2 strafes.
Last edited by My man boobs are better; 21 Mar, 2024 @ 9:04am
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Praetoss 5 Aug, 2024 @ 11:01pm 
Not sure if this is what you are asking, but the supply drop ability heals all fighters within its range over time. So its very useful for fighter battles. Especially against TIEs since Rebel Fighters are usually far superior. I usually stick them in a large group of X-Wings, Brahatoks, and X4s if I have access to them. Since there is so many targets, I find they don't get targeted as much, and when they do, it just means easier kills for my X-Wings. Also, you can turn off their auto drop by right clicking the ability. You'll just have to micromanage your fighters more. Assuming its like the base game, all auto cast abilities (at least for ships) activate whenever they receive damage. So once a friendly fighter gets hit, they drop their supplies. At least, that;s how it always seemed to work in the base game to me.
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