STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Expanded: Revan's Revenge 0.5
Balance
So first off, this mod is amazing thank you for bringing it to us. Currently doing a Sith play-through and its going great, the Jedi and Sith seemed to be well balanced except for one person, Vandar Tokare. He is a tank, bullet sponge, whatever you wanna call it. His healing rate is through the roof and hes currently a one man army. Hes taking entire planets by himself so if this could be patched i wouldn't have any complaints about the balance of the game at all. Once again this mod is amazing and i recommend it to all
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Showing 1-15 of 19 comments
NMS  [developer] 2 Feb @ 9:41am 
He'll be nerfed a little bit next build or hotfix.
Driedan 2 Feb @ 10:36am 
Just experienced the pain of Vandar Tokare myself. Only way I was able to kill him was a bombing run. He took out 4 elite squads a troopers, 2 squads of sith and 3 squads of acolytes by himself and his HP didn't even visibly drop during the fight.
NMS  [developer] 2 Feb @ 11:17am 
Well against infantry him as with other Jedi will perform very well anyway especially since they can berserk through them. What you should be using is anti-infantry vehicles, the Sith Stingray especially is really good for this in Rev as an AT-PT equivalent for the era if you can effectively kite heroes.
ODST318 2 Feb @ 7:21pm 
only way i killed him was catching him in space right after he took one of my planets lol
You always want to use anti-infantry vehicles against Jedi and Sith. If you use infantry, you're just begging to lose them.
Koba 5 Feb @ 3:14pm 
Good day! First of all thanks for the mod! I look forward to new updates and eras!
Speaking of balance. Rusur Dungeon Ships heal very strongly. Even a bot uses a bug to stack 4 or more of these ships that heal each other, it is very difficult to destroy even with a fleet twice as large. You have to select all your ships and specify that they shoot at one module of the enemy ship, otherwise it is not killed.
Koba 5 Feb @ 3:34pm 
Sith Empire looks like the best ship is frigate Supremacy Attack Ship. It has no equal at its level. Moreover, it surpasses the republican frigate and aircraft carrier alone. In principle, the Sith no longer makes sense to balance the fleet with aircraft carriers (although they have the most of them and with different functions) it is enough to simply rivet the Supremacy Attack Ship. It also devalues ​​the Interdictor Cruiser.
Koba 5 Feb @ 5:53pm 
I haven't seen problem in Vandar. I have killed him easily with Revan and Malak. I think it's cool that famous jedi, difficult o kill. So that your main hero should come, or you could do special army for that, or it's always an option to bomb them.
Related: I found that the AI, on easy, was able to steamroll my fleet because of the Rusur Dungeon Ships. Despite having equal number of the Sith Fleet Tenders, I could not deal enough damage unless I could alpha strike it.

I found the hyper velocity cannon way too nerf in space battles. I know this one has been hard to fine tune. Either being so strong it could handle an entire fleet... At current damage, I would like it to charge two to three times as fast. As a planetary defense with upkeep, I would like it to have a truly meaningful impact.
Yo, MKlV and MK III assault droids together are completely insane. They need an hp nerf, price nerf, or unit size nerf. Like...do they really need shields?
Last edited by The Black Samurai; 9 Feb @ 6:48am
Hypnosis 9 Feb @ 10:03pm 
Originally posted by The Black Samurai:
Yo, MKlV and MK III assault droids together are completely insane. They need an hp nerf, price nerf, or unit size nerf. Like...do they really need shields?

They had shields, so yes. A lot of the KOTOR era units had shields.

Even elite infantry had shields. If you are wondering why later era infantry didn't have shields, it's because blaster tech advanced, and they became useless.

I'm talking legends.
Last edited by Hypnosis; 9 Feb @ 10:05pm
Lahgtah 11 Feb @ 11:24am 
Since this seems to be becoming the general balance thread...
1)Currently the sith roster is a bit overpowered due to having access to starforge units and republic-origin units right off the bat. I know this is likely to be changed in the future via some form of progression mechanic, but I just wanted to throw it out there.

2)In space tactical battles, there is a huge hole in Republic roles in that they lack any real counter to Assault Concussion missiles. The courier point defense is a bit too slow for it. As I seem to understand it, this is because Republic relies more on its powerful Aurek fighters to deal with bombers instead of corvettes, which is pretty cool, but it does make fighting those hutt missile ships extraordinarily difficult for their pop cost.

My suggestion, to fit in with the high-mobility high-micro playstyle of the republic, is to give foray corvettes a sensor jammer ability: one that's on a short enough cooldown that pairs of them could be cycled back and forth. Currently, forays are okay multirole corvettes, but lack any real niche.

3)On the ground, the morut gun platform feels very VERY weak. It only holds 2 bubbles worth of troops, has very bad firepower, and is made of wet paper. There's never much reason to use them.
Adding to point 3, I think the garrison for mandalorian light factories during ground battles should produce something other than moruts as to not double-down on pure anti-infantry.

4)In the grander/strategic scale(meaning the general map and not tactical battles), Mandalorians have it disproportionately more difficult than sith or republic, being sandwiched between both and constantly under attack at both ends. With the wealth of the republic starting worlds in any given era, the republic tends to snowball very quickly. The sith aren't as quick to attack since they're much poorer, but do become a problem later. This means the mandalorians will have to take a defeat for nearly every victory, and can get to the point of being unplayable as one is constantly under an endless barrage of invasions - can't even move fleets around often times.

I have fully completed progressive GC's as both Republic and Sith without much issue, but Mandalorians are proving exceedingly difficult to break out of a stalemate with just due to their overall map position. In tactical battles, they're great(and have the best soundtrack IMO.) Some tuning to the republic world income levels and mando starting forces could probably smooth things out to create a more 'fair' playing field.

5)I've noticed the republic AI likes to spam swiftsure 2's a bit too much: more so than any other ship.

6)I've noticed, more so than in TR and FotR, that the AI sends incredibly overwhelming forces. A level 1 station and heavy frigate yard does not warrant a 160+ pop fleet invasion. A level 5 station does not warrant a 700+ pop doomstack. I get the AI deigns to attack based on what it 'thinks' will win, but there is a difference between that and impossibly overwhelming. This happens regardless of faction played.
Originally posted by Hypnosis:
Originally posted by The Black Samurai:
Yo, MKlV and MK III assault droids together are completely insane. They need an hp nerf, price nerf, or unit size nerf. Like...do they really need shields?

They had shields, so yes. A lot of the KOTOR era units had shields.

Even elite infantry had shields. If you are wondering why later era infantry didn't have shields, it's because blaster tech advanced, and they became useless.

I'm talking legends.

Thing is, gampelay wise, there is no counter to a swarm of them and they are fairly cheap.
I went into the XML to nert most healing. fleet tenders in general are way too good.
Gensei 18 Feb @ 8:35am 
fleet tenders have been nerfed but it's true that the AI is more aggressive than in other mods
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