STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Rebel Motors need change
I don't know why this isn't talked about more. The Rebel motor teams are just stupidly overpowered because of range. The AI just uses infantry hordes to attack planets and you have such a pitiful amount of defending units that have an exhaustible re-spawn you have no chance of killing them unless you spam TIEs on every planet (assuming they don't get immediately destroyed by the mass of infantry).

There is not viable counter to the AI just sitting there and bombing you.

I get the mod team thinks that the AI should only make successful attacks, but then why the ♥♥♥♥ should I even bother defending? They just replenish units near instantly no matter how many casualties they take.

They AI infantry hordes are bad enough, but at least I can use turrets to supplement the underwhelming defense forces; mortors make the irrelevant though.

This mod gameplay design is bemusing.
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Showing 1-7 of 7 comments
Kajar 25 May @ 1:05pm 
Why bother defending? Exactly that.
Don't bother defending. Do the attacking instead.
I only ever build level 1 garrison to prevent the infiltrator attacks.
I am basically never defending, always attacking. And counter attacking.
I leave my border worlds minimally defended on purpose. So when the enemy attacks, they take it, and then i can counter attack, destroy their whole fleet and army, and take the planet back.
Just some good old baiting.
Its a trap n stuff.

I dont think i have ever seen a motor(Mortar?) team in action by the AI.
Originally posted by Kajar:
Why bother defending? Exactly that.
Don't bother defending. Do the attacking instead.
I only ever build level 1 garrison to prevent the infiltrator attacks.
I am basically never defending, always attacking. And counter attacking.
I leave my border worlds minimally defended on purpose. So when the enemy attacks, they take it, and then i can counter attack, destroy their whole fleet and army, and take the planet back.
Just some good old baiting.
Its a trap n stuff.

I dont think i have ever seen a motor(Mortar?) team in action by the AI.
If you don't build a star base on your board worlds and just camp 2 tie interceptor gozanti and a bomber the AI will only send small groups of ship to attack you and you can usually win. Works best on worlds that have captureble mines in orbit for extra funding. :)
Yeah, mortars are annoying. They fire from a great range, so the defender may have to leave their safe spot to engage them. They're so tiny that it's difficult for aircraft to target them. Their projectiles ignore shields, which in a way makes them better than most advanced artillery systems. Frankly, the only way I've been able to counter them is with indirect-fire artillery; and even then it can be tedious when they're outside the player's field of view.

My opinion on them has... *matured* since I first started playing the mod. I only *mostly* hate them now. iirc there's only two units in the game that have access to them: one is a stealth unit with a build limit; and the other is an expensive tier 3 unit, which means the AI is less likely to train them en masse. Still, I find it frustrating that the most effective response to mortar fire is to retreat all my infantry unless there happens to be a bunker nearby.

The issue of land defense tactics is the same issue as in vanilla: unlike space battles, the defending side of a land battle is limited to no more than 10 units. Imagine only having 10 ships for every space battle, while the enemy could doomstack as much as they want. Absurd! Unfortunately it seems this is a core feature of the game that must be dealt with.

I find the other responses to this thread amusing. One response gives up on land defenses almost entirely, while the other response, in my opinion, is a borderline exploit. Personally, I try to select a few key worlds that have good defensive infrastructure, such as effective Turbolaser Tower and Base Shield setups, and dedicate them as "war worlds," designed to inflict maximum casualties.

Anyway, I'm glad someone else is talking about it. A developer told me they aren't thinking about removing it because "no one else has talked about it." I think even minor changes to it would go a long way.
Kajar 8 Jun @ 4:13am 
My train of though is pretty simple.
If you are defending, it means you aren't attacking, and therefore losing.
If you build expensive defences, thats a lot of money spent on something that isn't hurting the enemy, and will most likely be destroyed anyway. In the meantime it just sits there, does nothing but eat up even more money via maintenance costs.

If you spend money on defending, you spend money on delaying your defeat. You are not spending money on winning.
In this game, the attacker always has the advantage. So keep attacking.

The mortars do sound pretty nasty, if they are this hard hitting, i don't think i have ever encountered them, or used them. Guess i'll give them a poke the next run.
Build up your defenses on chokepoint worlds. I always go 100% mechanized (AT-PTs will shred enemy inf) , except one support troop for healing that stays way back. Mech. units take limited damage from mortars and if defending close to a repair station (which you always should) they can almost be ignored (unless they target that pad).

Anyway.

You should have 1-2 long range arty on each such world. When you see the mortar contrails, pause the game. They will be visible as a tiny dot. Manually target that dot with your arty (or kamikaze them with your TIES or speeders) and problem solved. Yes they are OP, at least range should be nerfed. If having landing platforms, your TIEs can be withdrawn and healed there if you also have a power generator which you should have as they also increase tower damage.

Hope I don't get the mods confused/mixed up, if so I apologize :)
Last edited by molchåmor; 11 Jun @ 7:19am
Skwalla 13 Jun @ 9:38am 
next update are gonna make the mod more like rogue squadron from N64 to GameCube. So your gonna need your tie-fighters. It is gonna be the best update yet. AT-ST is gonna get better against inf next patch.

cheep anti inf units is the best counter to inf spam like army troopers and AT-PT. Also the AT-DP if you figure out how the ability works it can be decent vs light rebel speeder
The Warden 28 Jun @ 10:12pm 
so you should just never defend and cheese the game got it
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