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As for the AA guns being underpowered:
Those guns are just OP in the base game. One gun shouldn't be able to kill huge numbers of Air units on its own. A system of multiple guns is needed to do that.
Dont make them base game level broken but at least have it so they're usable. Turbo laser towers are more effective against bombers than AA guns.
Defending planets is a pain enough as it is. Not ALL planets are hard to defend, depends on the layout of the map
You are wrong, it is called "UT-AA" and its description starts with "Dedicated anti-air....". You can build as many as you want. Yes sure hit and run is needed sometimes this is standard procedure when attacking with LAATs. I build repair stations and fall back to those, attack and repeat. Republic also has the heavy gunship later on (possibly after order 66 not sure) but haven't tried it out much in an anti-air role. There really are many options to use here, I mentioned artillery, also if you are on the attack you can use orbital bombarment, even the AT-TE and the big artillery piece with 600m range you get as reward have "Weapons accurate against aircraft", or you can just feign an attack with LAATs and lure those flying pests back to your position and then use clones with rockets to dispatch them, and so on.
But yes, that hitbox needs to be fixed.
I dont remember the UT AA. I was gonna play again so ill look for it
also it's really annoying when the ai doesnt follow your orders. I right click to attack a target and they ignore it and keep shooting at whatever they're shooting. the dumb ai destroyed a medical structure I tried to capture and they were getting shot at so I tried to get them to attack the cis but they kept shooting the building we needed and destroyed it. I try to make a ship fall back to avoid it getting destroyed and it sits there. I target a ship and my cruiser decides the best course of action is to make a U-turn or go closer....
The attacks by the few bombers (bombers have a small icon at upper right corner) that get through your fighter screen as long as you do this are nullified by the point defense and then they die off very quickly.
So what is your problem then, their remaining fighters swarm around yes but do no damage whatsoever to your capital ships so you can just ignore them...!
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IF in a prolonged battle e.g. being attacked by a 1000+ popcap fleet i.e. risk running out of fighters and don't have many reserve point-defense corvettes to reinforce with, it is good to take care of your fighters so that you have fighters available throughout the battle to kill their bombers.
Do this by healing your fighters now and then (click one fighter, hold Ctrl and click it or double click it again, you then select all your fighters. Send them to one of your healing units i.e. green cross, and heal them withthe unit's special ability when they get there. And don't let them go too far out, try to fight the CIS fighters over your healing and point defense units, you may use the guard option for this.
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Units going off: Generally best is to use the STOP option after you target other ships to get them to stay in formation. If you need to turn them, select then right click and hold on a ship and use the green arrow that will be shown to turn it on the spot. Unfortunately the "wide turn" and "U-turn" behavior is a base game issue and all mods struggle with that as it cannot be fixed by mods. SO you just have to work around it, if withdrawing turn the ship 180 degrees on the spot using the green arrow and then move it back.
yeah ive been winning against their fighters lately. sometimes they dont seem to do enough damage. I saw six squads of v-wings take their time with one cis fighter squad. I always felt like the corvettes didnt contribute enough. I had one use its ability to do more damage and targeted bombers and I didnt see them get destroyed any faster.
But my fighters dont last cause sometimes the ai will spam fighter carriers so its like 1000 to 10 situation. I once won a fight with no fighters left, cruisers SWARMED by fighters and won cause I managed to take out their last ship.
Acclamators can also withdraw so if having them behind your main battle line (keeping their engines intact) you can always retire them when their small crafts are spent and pop in a new one. I just don't bother, venators are dirt cheap at kuat and at any planet where you put a -25 administrator so I just pump out new ones typically from 3 locations.
If they have mostly bulwarks or donuts or providences, still spawn a few venators of course but ensure to have more victory 1s or invincibles as their missiles will just wreck them and their shields.
Another thing. To boost your fighter capability, you can always recruit & deploy a hero with "Ace pilot" ability. E.g. deploy darth vader far behind the battle in a corner where he can stay safely throughout the battle. This will give all your fighters a nice boost. Also as I think I mentioned above that you can recruit fighter heroes and them attach them to your fleet commander. Do that.
But as long as you micromanage fighters a bit so you at all times have at least say two of your fighters going after each one of their bombers, and have a few point-defense units deployed in your battle line and at least one healing unit that can heal your fighters if needed, you should do fine.