STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
ces843 9 Aug, 2022 @ 2:00pm
Correct 2M Repulsor Tank Usage?
I play a lot as the Empire and like to experiment with different units. I have found most to be very useful inside their defined roles, which is one of my favorite features of the mod. However, I have had trouble effectively using the heavy repulsor tanks, the 2M variants. Aside from the standard problem with repulsor tanks being sluggish and hard to control (a base game issue I think), I can't find the niche for this unit. They seem to be geared toward fighting rebel armor, but I have found that they struggle against the T3 variants in one on one combat, especially the T3 H's shields. Their smaller sibling, the TX-130, shreds rebel armor but is very vulnerable as a TD. The primary weapon of the 2M seems too slow, inaccurate, or not powerful enough imo. Maybe a buff to one of those stats might help it? Curious if others have had this problem, if a re-balance is planned, or if I'm just employing them ineffectively.
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General Brooks  [developer] 12 Aug, 2022 @ 3:25am 
There is a certain knack to controlling repulsor units, it isn't easy but once you get the hang of it you can strafe across an enemy unit. In my view they are pretty good because they can cross water, strike a couple of isolated enemy units (2 tanks can defeat almost any rebel vehicle), and then retreat if they take too much damage. Wait for their shields to recharge and then repeat.
Use them to take out targets or to flank over water etc. Don't use them head on into a big blob of enemies - that's what you have AT-ATs for.
We aren't planning on changing the unit.
ces843 12 Aug, 2022 @ 12:05pm 
I see. I thought they would be a frontline unit but they are more like a slightly beefier Tx-130. In that case I'll probably stick to the 130s, they seem about as effective in hit and run attacks. I was trying to find an assault unit that was a little more maneuverable than the AT-ATs and juggernauts for tighter maps. The big units can get caught on terrain, or get stuck going in circles on the more cluttered maps with smaller pathways (which is the tradeoff for using them). Thanks for the tip.
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