STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Expanded: Fall of the Republic 1.5 | 64 bit (Updated July 26th)
Anti air turrets and cis gunships need reworks...
Sooooo ive been doing a republic campaign for a while. All is well. The offensive is going well but the defensive is not so great cause if the CIS have gunships there's NOTHING I can do about them. They always ALWAYS shoot bellow the gunship but never where they are. They can be hovering right next to them and it misses.

They can hit the Republic gunships but I cant hit the CIS gunships. It's not fair that they can slaughter my troops while the gunships just sit there with blaster fire going under them, not posing a threat at all.

https://youtu.be/siTeFxi8kUg

here's the proof.


Also a damage buff would be nice. In the vanilla game they're able to stop bombers, it was their role to prevent bombers from reaching a certain area. But in this mod I notice they dont do a thing half the time. When they do the bombers are directly over it and the bombers destroy the anti-air turret before it can do any damage to the bombers so I dont feel safe at all. The anti-air turrets in this mod are extremely underpowered. ESPECIALLY for the Republic due to the messed up hitbox for the CIS gunship.

It gives the CIS an unfair advantage and for stopping bombers they're useless and only shoot bombers unless you target them manually and even then they dont stop the bombers and can easily get destroyed by the very thing they exist to counter.

An Anti-air turret being destroyed by air units....sounds about right
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Showing 1-15 of 23 comments
Cooler12351 14 Aug, 2024 @ 1:12am 
The hitbox is known and will be fixed in the next version.
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.
Originally posted by Cooler12351:
The hitbox is known and will be fixed in the next version.
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.
I figured. I did see two AA guns manage to do some damage to bombers. But it still could use a slight buff so two or three actually matter and have an impact so they feel like they do something besides feeling like a waste of credits.
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
molchåmor 31 Oct, 2024 @ 8:01pm 
LAATs, artillery (!), and the AA vehicle does seem to murder those gunships just fine though so have those units present (as I always do) when defending chokepoint worlds.
Originally posted by molchåmor:
LAATs, artillery (!), and the AA vehicle does seem to murder those gunships just fine though so have those units present (as I always do) when defending chokepoint worlds.
the republic dont have AA vehicles and LAATs are outmatched by droid gunships. I put them up against each other before, wanting to do gunship to gunship and they made short work of the shields and the missiles damaged it's hull so I had to make it fall back.
molchåmor 1 Nov, 2024 @ 6:33pm 
Originally posted by Sir donks alot (rip my grandpa):
Originally posted by molchåmor:
LAATs, artillery (!), and the AA vehicle does seem to murder those gunships just fine though so have those units present (as I always do) when defending chokepoint worlds.
the republic dont have AA vehicles and LAATs are outmatched by droid gunships. I put them up against each other before, wanting to do gunship to gunship and they made short work of the shields and the missiles damaged it's hull so I had to make it fall back.

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.
Last edited by molchåmor; 1 Nov, 2024 @ 6:47pm
Originally posted by molchåmor:
Originally posted by Sir donks alot (rip my grandpa):
the republic dont have AA vehicles and LAATs are outmatched by droid gunships. I put them up against each other before, wanting to do gunship to gunship and they made short work of the shields and the missiles damaged it's hull so I had to make it fall back.

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
That_Goth_Nerd 6 Nov, 2024 @ 10:02am 
almost like this mod is UNBALANCED
Originally posted by That_Goth_Nerd:
almost like this mod is UNBALANCED
no kidding. the cis have it way too easy. they have so many starfighters. the devs go on how the republic fighters are superior and can easily take out droids and yet they always have me outnumbered and can overwhelm my fighters. if I have enough venators then ok but if they have carriers in their fleet there's no chance

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....
molchåmor 6 Nov, 2024 @ 5:01pm 
I play on admiral cruel and have no issues with the CIS fighters ? Yes they are many but as long as you micro a bit i.e. manually target their bombers with your fighters (a fighter hero attached helps) AND keep plenty of point defense corvettes (preferably the ones buildable on geonosis with 0.1s cooldown, if not the CR90 ones) at the front of you battle line, what damage can they do ?

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...!

---

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.


--


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.
Last edited by molchåmor; 6 Nov, 2024 @ 5:22pm
Originally posted by molchåmor:
I play on admiral cruel and have no issues with the CIS fighters ? Yes they are many but as long as you micro a bit i.e. manually target their bombers with your fighters (a fighter hero attached helps) AND keep plenty of point defense corvettes (preferably the ones buildable on geonosis with 0.1s cooldown, if not the CR90 ones) at the front of you battle line, what damage can they do ?

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...!

---

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.


--


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.
molchåmor 10 Nov, 2024 @ 10:54am 
Yes this why you need to do scouting before battles so you know what to deploy once the battle starts. If CIS has a ton of captor carriers and/or the other smaller carrier, deploy alot of venators or even acclamators.

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.
Last edited by molchåmor; 10 Nov, 2024 @ 11:08am
Originally posted by molchåmor:
Originally posted by Sir donks alot (rip my grandpa):
the republic dont have AA vehicles and LAATs are outmatched by droid gunships. I put them up against each other before, wanting to do gunship to gunship and they made short work of the shields and the missiles damaged it's hull so I had to make it fall back.

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 see the UT AA
Originally posted by Sir donks alot (rip my grandpa):
I dont see the UT AA
UT-AA is a heavy vehicle factory unit. Be thorough when you check the menu as you might've missed it.
molchåmor 20 Nov, 2024 @ 6:24pm 
Even the UT-AT works fine against those gunships.
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