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报告翻译问题








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.
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.
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.
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.
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.
The Reinforcement button doesn't seem to include the ships. Is there something I'm missing? I've got like 50 ships in reserve.