STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Rideor 6 Jul, 2021 @ 5:40pm
Ground vehicles are missing their full complement of weaponry.
I've come to notice during my playtime that some ground vehicles are not carrying or using all the weapons they are supposed to come with according to Wookipedia and online cross-sections. For example the hero Heget that commands a HAVw A6 Juggernaut does not possess all the weapons that should be available to his vehicle. Below I'll cite the vehicles that I noticed are missing their full complement of weaponry if we are being loyal to the source material.

The HAVw A6 Juggernaut is supposed to be equipped with:
One heavy laser cannon turret (check)
One rapid repeating laser cannon (check)
Two medium anti-personnel laser cannons (missing)
Two twin blaster cannons (check)
Two Rocket/grenade launchers (check)

So he's technically missing the two twin medium anti-personnel laser cannons that are supposed to be on it's mouth.

Another vehicle that's missing it's full complement of weaponry is the AAT(Armored assault tank) that according to source material comes with:
A Heavy laser cannon (check)
Two repeating blaster cannons (check)
Two anti-personnel blaster cannons (missing)
Six chain-fed energized shell projectile launchers (check)

Perhaps I missed one or two vehicles that are missing their full complement of weaponry, feel free to add them on the comments below if you find them and what they are missing according to their mechanical designs.
I felt like sharing this observation since I am a fan of complex mechanical designs and this irks me a little.
Last edited by Rideor; 6 Jul, 2021 @ 5:45pm
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Wohngebietsuwe 7 Jul, 2021 @ 9:45am 
Hmmm - I suppose that these anti-personnel-thingies are missing by plan, a.k.a. balancing reasons. Who would need infantry if a tank has it all? I'm not a modder but maybe there's a limit per unit for weapons, too.
Rideor 7 Jul, 2021 @ 10:12am 
Originally posted by Wohngebietsuwe:
Hmmm - I suppose that these anti-personnel-thingies are missing by plan, a.k.a. balancing reasons. Who would need infantry if a tank has it all? I'm not a modder but maybe there's a limit per unit for weapons, too.

This mod is so faithful to legends and it's mechanical schematics plus it's combat is gorgeous. To me the more"realistic" it gets in it's details the better. On Star Wars Expanded Fall of the Republic mod the AAT has all it's weaponry in it as it's just beautiful.

The devs have stated that gameplay is more important than lore and I think that this is just an example of that.

The game interface only allows you to give a given unit an attack command against a single unit. Giving a new attack command supersedes the old attack command. Vehicles, ships, and squads with a wide variety of weaponry that is optimal against a variety of targets are challenging to use in the game because of this.

The result of this is that units with a variety of weapons should sometimes not be told what to shoot at so that the AI can pick optimal targets for each of the weapons individually. However, this makes it hard to focus fire and reduces the ability of the player to have direct tactical control over his units. In short, if you give lots of units a wide variety of weapons, you begin to create a situation where the best tactical control decision is to just let all of your units do their own thing and not try to control them. You begin to move more towards watching a battle rather than controlling a battle.

If your main concern with playing the game is watching a cool fight between vehicles that accurately represent the Star Wars universe as described in certain source materials, then adding the missing weapons make sense. On the other hand, if the main concern is making a game that has tactical depth and interesting control options, the addition of the cannons might contradict that goal.

General Brooks  [developer] 8 Jul, 2021 @ 3:28am 
Samuel has summed this up pretty well. We put gameplay first.
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