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)
carlos.HV 2024 年 2 月 28 日 下午 12:04
Some comments on the new update, mostly the Hutts.
I've been playing the update these past days and I'd like to comment on a few things that I found and share my opinion on a bunch of stuff. I wanna mention beforehand that I love the work the team's done, and I can't wait to see more. EAWX has been my favourite game/mod since it came out and I've played it for thousands of hours.

First thing I want to talk about, for the love of god do something with the M.A.L, the bloody thing won't hit the broad side of a barn from the inside, it's by far the most useless artillery in the game. Not only that, but since the projectiles have a flat trajectory, it's ridiculously hindered by terrain.

On the topic of Hutt ground units, I do share the common sentiment of their ground roster feeling a little bit too weak right now. They have some great units, but most of them are not worth bothering to build at all. Part of it feels like I'm playing some random independent forces. The two anti-infantry skiffs are terrible, since even infantry groups can easily deal with them. The sail barge is a decent unit, but I just tried replacing one that I lost in a fight and it feels like there is a single guy with a wrench and a lot of hope getting the thing done. It takes several galactic cycles to build, almost like a Praetor or some other battlecruiser. It also struggles a lot with the firing angles of the guns. The size on it is more of a problem than anything else, since it doesn't really have that much health. Not only is it's armor type 'medium', but when compared to something like the WLO-5, you're spending 150 more credits for a unit that is faster and more agile, has several times the firepower against vehicles, and overall over twice the health. They might not be great against infantry, but at least they can hold their own against a few squads, while the barge has to flee as soon as it runs into one or two vehicles with decent AV capabilities.

Other than that, playing the Hutts in the Clone Wars GC is just straight up suicide. They have three systems and the random missions you get are just not feasible in most cases, to the point where if you're able to survive the first weeks, you'll have negative values for most government mechanics. If possible, add two or three systems to their starting area around Nal Hutta.

As a final comment for the Hutts state of affairs, the gouvernment mechanics are extremely nice and offer a huge amount of things, however, hutt mobilization is ridiculously hard to achieve at this point in time. I have sent several Vontors, Karaggas, and a bunch of smaller ships and I still haven't even managed to unlock the ubrikkian cruiser. Speaking of, shouldn't the Ubrikkian cruiser be a bit stronger than it is? I get it's just a re-skinned PDF dreadnaught, but why use the PDF variant when, according to the description of the ship, it's a variant of the normal military model. It's just not a good reward for the struggle that is getting the thing unlocked.

I've also found a few bugs. I'm not sure if this is system specific(I don't remember the planet where this happened) or a bug that's been around for a while, but I built a hutt field base that, once it got destroyed, kept infinitely spawning new units for me over time. Also had a case where I invaded Kessel, I dropped a squad of hutt infantry as the first unit on the field, and it never spawned the additional platoons throughout the entire battle. I should also mention that the morningstar B has what I hope was a mistake. I think someone put a 3 instead of a 4 on it's speed stat. Both the bomber and missile variants have their speeds around 4.6, yet the one that's supposed to be the least hindered by extra equipment is actually the slowest fighter in the game right now.

Again, as a sidenote, I love the work that's been put, and my heart goes out to the dev team for this fantastic mod, I hope I didn't sound too critical in here.
最后由 carlos.HV 编辑于; 2024 年 2 月 28 日 下午 1:09
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正在显示第 1 - 7 条,共 7 条留言
Azihar 2024 年 2 月 28 日 下午 2:25 
Respawning units after field base gets destroy is common bug. Happens any time on any planet. Not sure why it happens, maybe if the base gets destroyed just before spawning a unit?

Landing Infantry does not spawn it proper number of squads, if you move your infantry before it finish spawning it's squads, there is a high chance it will delay the spawning the rest of the squads for a few minutes. So do not move infantry you drop until it finish spawning your additional units. If you make the mistake, immediately stop all squads, and there is a chance that the rest will finally spawn. If the third squad spawns, you can move the second squad. The lock seems tied to last squad spawned, so once a squad gets spawned, it can be moved once it stops and another can be spawned. So make sure it stops it's arrival move, sometimes a new squad will walk around the drop zone base square. Causing a delay for the next squad, so do not move it. It is a weird bug, but that is how I deal with it. Waiting a few seconds for all squads to spawn is the best option. Do not move the leader squad at all until all squads arrive.

As for hutt space units, I think they need more bombers for low level units. As they are fighter heavy, so lack the hitting power that the other factions have with their bombers. Their biggest carrier is nice, but too expensive to build in the early game. This handicaps the hutt's ability to expand in the early game, as they are force to rebuild more ships than other factions.

The old mal was great as it hugged the terrain like a cruise missile. But if what you say it true, then yeah, it would suck to use them now. Seems to me, you have to use them like the turbo laser artillery. Good for open terrain and bad for mountain areas.

New planetary maps are great, though a bit big on some, like the new kamino map. I was busy moving my spread out units to defend my base, building turrets on build pads. A few enemy units got tied up fighting turbo laser towers and suddenly they retreated. My main units did not get to fire a single shot. Kamino map is just huge. I spend 3k building defenses on kamino, and still plenty of build pads available. I do like the special armed bunker, just never saw it in action.
Nolanstar  [开发者] 2024 年 2 月 28 日 下午 3:36 
The MAL works exactly like the other four types of rocket arty in EAWX does and the actual arty missiles fly over terrain, we can only assume the secondary close-in barrels which are analogous to the light guns on the HAG and SPMA are confusing some people.

But every single arty piece in eawx is standardized except for their carrying chasis for balance, it's the same boat as NR, GM, Hapan and some independant arty in TR, and we buffed the type in general this cycle by doubling the missile speed.
最后由 Nolanstar 编辑于; 2024 年 2 月 28 日 下午 3:40
On Hutt mobilization, the requirements seem like a lot but aren't really all that much? What is important to remember is that ships sent to Bootana Hutta are meant to be used. So if you keep say... 2 or 3 Vontors there and always pull them out during defensive battles that's 52-78 mobilization points if you send them back when the battle is over.

Even then it's not just Vontors but also Juvards, Cossacks and whatever else you deem fit to store there. A single well rounded and substantial fleet that exists purely to be pulled out of Bootana Hutta will see you done with mobilization in relatively few battles.
BigBacon 2024 年 2 月 28 日 下午 10:22 
Both Hutt mechanics are extremely easy to complete as they are now. Smugglers are cheap and quick to build, you can just spam them and stack them up in stacks of five across multiple worlds and send them off to all the high-income planets. It doesn't take long until you've gotten 100 of them out there.

On mobilization, just shove a bunch of ships in there, bring them out every time you get attacked, and then send them back to Bootana Hutta afterwards. You reach 500 points in no time.

The real problem I've noticed is that the AI tends to retreat as soon as you start bringing units out of Bootana Hutta, even when their fleet is still stronger and larger in size than your own.
Both this and the smugglers means that it is ridiculously easy to make money as the Hutts. Even if you've only taken a couple of planets since the start of the GC you can turtle in Hutt Space and make over 13,000 credits a week. You don't need to pay upkeep or spend alot on ships thanks to Bootana Hutta, so you can keep your fleets small or just run around with one single giant death fleet.

Outside of collecting mission reward units there is really no reason to expand at all.

On the other hand, I haven't really had that much trouble with the Hutt ground roster. They'd probably benefit from some changes or something heavy to beef it up, sure, but everything seemed to work alright. I never had to spam gunships to win battles or anything cheesy like that.
最后由 BigBacon 编辑于; 2024 年 2 月 28 日 下午 10:44
Lahgtah 2024 年 2 月 29 日 上午 2:36 
I found getting the mobilization fairly easy. Just build lots of ships, send them to bootana hutta. You don't need big defensive fleets on your borders when you have a good bootana hutta fleet, meaning you can force retreats almost every time. If you don't want retreats, place a single galleon in orbit and drop an interdiction mine. For the underworld mechanic, build a few cantinas and send smugglers EVERYWHERE, preferably rich worlds like rendili and couruscant first. Each world can have up to 5.

There's actually very little reason to expand as the hutts other than to...well...win, but you can turtle for a huge chunk of the game and build up massive offensive fleets in secret while relying on bootana to keep your borders safe.

Overall, hutts are a very fun space faction, and they have the most playable of the starting locations. CIS and Republic are a huge mess to the point I hate playing them outside of FTGU with a submod that allows heroes in that mode. The hutt emphasis on missiles makes them a bit more interesting to play since you have to worry about point defense a lot more.

As for the ground, yeah. Personally, I would only change a very few things, because they have some great ideas, but they don't quite hit well.

1) Reduce superhaul spawns to 2 instead of 4, double the amount of missiles or fire rate of the superhauls to compensate, and maybe a slight HP increase. Reason is because they tend to get stuck and you really need all 4 alive to deal any significant damage.

2) Change luxury barge armor type to heavy instead of medium, give it 100 extra HP points. Medium armor still takes high damage from even light AT weapons, which is why it can crumble even to infantry. Heavy armor, however, requires heavy AT to deal good damage to, or dedicated AV vehicles. This would allow it to properly function as a transport.

3) WLO anti-infantry weapons fire rate reduced, but AV cannon fire rate increased. Hutts have plenty of anti-infantry weapons already - an anti-infantry hovertank like the WLO is redundant.

4) Increase pongeeta speeder fog-of-war reveal/detection radius. Turrets are slow to turn, but will turn earlier if an enemy is detected. Often times these speeders didn't do very well because enemy units have higher reveal radius, meaning using them as anti-vehicle traps fails. It's a real shame because these are my favorite hutt units, yet aren't particularly useful outside of defensive battles.

5) Could probably give a similar treatment as the superhauls to the generic anti-infantry skiffs, reducing their count to 4 and tweaking damage/hp to compensate the offset.


Alternatively, make the hutt vehicles cheap and quick to build, because the effort to use them really ain't worth the asking price and wait time lol. If these units are gonna be focused around being short range glass cannons, they're really lacking the "cannon" aspect of that and just feel like glass.

Part of me suspects there might be something bugged with the repeating blasters on hutt vehicles because I watched them endlessly dump fire onto a single squad of clones in broadside from a barge, and it took a disturbingly long time for them to die. Maybe undertuned in damage or accuracy leading to lower than intended DPS? Idk, I haven't run a calculation to compare them to similar anti-infantry weapons.

If not for the ground units feeling rather bad/not worth it, hutts would be my favorite faction. Only problem therein is that you can't win a GC by turtling all game, since resources aren't finite, thus the inherent downside of defensive factions. Now, if smuggling actually reduced income to the owner of the planets and could be countered in turn, it could make for some interesting economic play, with the hutts being a nuisance and directly attacking CIS or republic resource pools(or both), effectively allowing hutts to war-profiteer and decide which faction has an economic disadvantage.
Fretting Ferret 2024 年 3 月 2 日 上午 9:10 
I think I'm just stupid but how do you call out your Bootana Hutta fleet?

The Reinforcement button doesn't seem to include the ships. Is there something I'm missing? I've got like 50 ships in reserve.
Lord Admiral Daniel Phillips 2024 年 3 月 2 日 上午 9:27 
You call them out from your shipyard, there's a construction option for each type of ship currently stored.
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