Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Their ships are pretty tanky for their size in most cases, but they usually lack strong shields giving the impression that they are not. (They are definitely tanky)
As for your Ass Conc issue: Yes munition based DPS is a risk, but if you have some smaller ships that take out corvettes you have a massive advantage in terms of range and DPS. Ships with Light TLs are great for destroying corvettes especially.
On ground you need to massively adapt your Playstyle, because Hutt ground units are pretty much all glass cannons. Meaning massive DPS, but nearly no health.
Exceptions here are the Shell Hutts and heroes that serve as your tanks for them.
Hutts basically have a Skiff for every job, but you need to make sure that you bring the right one for the job.
I get their play style. It's not really as noticeable a struggle in a campaign against the AI, but the fact that they have no ability to stand and fight due to lack of shields/ground health, and no ability to run due to lack of speed, they just seem to be completely outgunned in mp skirmish. And it's much harder to replace losses when you lose the initial fight for map control.
Just feel like they need some auxiliary units to balance it out in MP, especially since their anti ship corvettes/light frigates can't hit anything but ships that would wipe them out in a blink.
Even the poor cossack suffers from the lack of ion cannons. The missiles just don't have enough reward for the risk unless you can get the shields down, and the turbolasers seem awful at taking down shields compared to ion cannons. While the enemy may have less health overall, they do more damage as the fight goes on because their hardpoints remain intact while the sheilds of the hutt ship go down early on, meaning dps is further reduced, which is double trouble considering they sacrifice ion weapons for hull and ass missiles, which get nullified.
I imagine if they had a high dps specialty ship that sacrificed shields even further in favor of saturating the enemy with missiles, that could be one fix. Perhaps a huttifed torpedo sphere/chiss sniper ship splice.
On the ground, things seem so squishy, I don't know. In my experience, your only hope is an early rush with the goofy disrupter bikes. Those tanks just can't compete with arty+any heavy tank+aa turrets, and their infantry is meh. Armored shell hutts get butchered by a single hero or anything with heavy AI cannons, then you're sol.
The CIS does indeed counter them pretty hard with the diamond cruiser's point defense rate, republic less so but can still be a problem(imo, I'd kind of prefer it if republic CR90's had twice the fire rate and cost 2 pop so you don't have to click and drag so damn many of them for them to be effective, but that's for another topic.)
Their fighters and bombers are terrible. Don't even bother with carriers on them, honestly. Their ships are pretty good stacked around fleet tenders since they boast a bit higher hardpoint health than other factions, allowing tenders to actually work nicely on their larger ships unlike most factions across EAWx.
Ground game, however, is terrible I agree. I call them the auto-resolve faction lol.
They're supposed to be a glass cannon, high speed playstyle, but the problem is that they're just all glass and no cannon.
Like, seriously, their offensive firepower is trash on all except a couple units. Their anti-infantry blasters use the same damage as B1 E-5 rifles, which should be fine considering their high fire rate, until you consider how inaccurate they are in spite of being pintle mounted weapons. The sad thing is, all their anti-infantry vehicles rely on these. If you're like me, you looked at something like the luxury barge and thought "Omg, that must destroy infantry!" only to be disappointed when a single squad(just one "square", not even the whole spawn) of clones destroys it.
Their anti-vehicle options are lacking, with the only good unit not even being unique to them, and often considered a sub-par surplus unit to other factions: the VAAT.
Superhauls only use light protons, only fire 2, and have a 3 second reload. Garbage.
Pongeetas are almost useless in their intended role - would be excellent if they had a large FoV because then they'd pair nice with the MAL
Speaking of MAL, its reload speed is way too slow to be useful against most targets.
Airspeeders are unimpressive.
WLO should be okay, but it's not when considering how it fits into the rest of the roster. AV cannon is too long of a reload, AI blasters are too short. Just a worse AAT not in itself, but when taking into account the units around it. Poor synergy.
And their infantry is just straight-up awful. The ground heroes are good at least, and you get a decent amount of them, but the hutt infantry spawns in such small amounts there's not much to work with.
And it's not just the problem they're overly annoying to play as, but boring and too easy to fight against. If I found them difficult to play, but also difficult to fight against, then it'd be clear it's a skill issue on my part, and I was willing to entertain that for a bit, but when they're hard to play and the easiest faction to defeat, then it's clear they're just weak.
I think the "glass" part is there, but I believe the tuning their offensive capability was overly cautious. I like games that have playstyles allowing for dishing out as much pain as you take, where you're fragile and easy to kill, but you can do the same to the enemy. Problem is the hutts are just super fragile, but offensively mediocre. They need to hit harder and move(especially turn, considering units do not reverse) quicker.
rocekt skidds destroy enemy vehicles amazizngly well, never even use the heavy wlo tank thats an aat peer
the hutt guard is between clnes and b1s less numerous and individually weaker than clones but are quite easy to mass
tldr skill issue on ground never had a trouble while fighting cruel admiral ai on ground
This is for pvp for me. In campaign, the hutts have economic advantages but they can't match the Republic or CIS strength for strength in skirmish.