STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Rise of the Mandalorians: Definitive Edition
 This topic has been pinned, so it's probably important
the_Farseer  [developer] 16 Jul, 2019 @ 10:27am
BALANCE SUGGESTIONS
Please post your unit and ability balancing suggestions here. I cannot promise that your suggestions will be implemented and I will not be replying to these posts. This is purely to provide an isolated place for focused and serious feedback, outside of the general "good mod/bad mod" comments on the main page.
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Showing 1-15 of 47 comments
Jonnyhawkeye 16 Jul, 2019 @ 2:18pm 
add the venator to ither the empire or the rebels.....love the new agressor model btw
Jonnyhawkeye 16 Jul, 2019 @ 2:25pm 
also the agresser's lazer blasts from its main cannon fire to many times.....making it to op....you might need to nerf that
Itzon_Google 16 Jul, 2019 @ 5:27pm 
What difficulty are you playing on? *make sure to let him know that too* that will make a world of difference in game if you're on easy or hard.
Last edited by Itzon_Google; 16 Jul, 2019 @ 5:27pm
I'm finding crusaders impossible to kill even with the units that are deliberately marked as strong against them. In a 1 on 1 the 2,200 MC(I forget the number) Rebel frigate will just be utterly minced by it, and in an encounter where I had 3 frigates against 4 crusader squads, the crusaders lost 3/8 ships.


i can't beat them I'm going to cry I've been following your mod for ages please
Proudfeet 17 Jul, 2019 @ 2:15am 
The Crusader Gunship for the Mandalorian faction is a bit too strong compared even to other corvettes all of which are quite strong and render fighters useless.
Jonnyhawkeye 17 Jul, 2019 @ 5:08am 
i never do easy i ither do medium or hard thats it
Legion 17 Jul, 2019 @ 7:11am 
Buff hp on small turrets on ground ev buff range on them to.
Malanthor 17 Jul, 2019 @ 5:35pm 
Maybe give all units a bit more hp across the board. Right now they fold very easy. And we are talking of kilometer long warships, not that the base game did it any different i think. :-D
Nightovizard 18 Jul, 2019 @ 5:18am 
A couple things I'd like to point out:
- On ground defenive turrets need a boost to its range and damage. Antinfantry turrets work fine but its easy to storm the enemy base with vehicles early on even if there are antitank turrets.
- I'd highly suggest you increase population capacity on space. And for some odd reason the empire can field more ships than any other faction. I'll look into that and try to find the reason.

I'll post more stuff later.
Proudfeet 18 Jul, 2019 @ 8:03am 
Im unsure if Pelleon actually contributes to unit cap btw, I had a skirmish before with 3 star destroyers (Daala, Pelleon and an ISD2) and 4 Victory SDs + the Crimson Command that spawns with Pelleon, as well as two teams of Tartan Cruisers.
Sticky Baka 18 Jul, 2019 @ 1:11pm 
My only issue is that Infantry seem way to weak, like waste of money weak, at least in skirmish, which is a shame because infantry are my favorite units. The only Infantry that are okay survivability wise are the jedi and sith.
Having two corvettes for a single unit is very overpowered, the DP20 in particular, its powerful and has strong shields and hull.
The unit cap needs to be greatly buffed on both space and land
Curious Mando 21 Jul, 2019 @ 9:41am 
Can we have 3x larger land maps?

the current default base game maps are too small for your excellent land combat system.
(also having seen your modDB page beforehand it was MEANT for much larger maps than the default hoth map in the preview video. Since your test maps were ♥♥♥♥♥♥ HUGE!)

Its like having a 16 v 16 match in a map for 2 people.

I must say it looked like a monster to fix the abhorrent land combat in EAW in general but the modding community has fixed it. The space combat will always be the star of the show though.
Last edited by Curious Mando; 21 Jul, 2019 @ 9:44am
The Errant Venture's Ion cannons seem to be a little over powered at the moment. 1 Errant Venture vs 3 ISD2s and the Errant Venture keeps them in a permanent state of "disabled" by the ion cannons, severely limiting the ISD's firepower.
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