STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
Some feedback and problems
After 30-40 h with the mod here is some feedback about things grinding my gears

Regarding AI:
-There should be a AI limit on possible amount of gunships/ carrier cruisers in fleet (In middle/late game Empire was constantly throwing fleets with 3 ISD and 60x gunship squads and 60x Gozanti with Phantoms, it was baiscaly impossible to counter as they take very little tactical population and provide both free phantom TIEs and firepower in groups capable of easily striping and destroying capital ships in seconds)
-Introduction of cooldown between new tech researched by AI is needed, as AI basicaly speedrun trough tech. 5 min cooldown between each tech research as to simulate collecting 20k credits for next would be apreciated

Regarding units:
1) Empire
-Gozanti cruisers with Brute Tie should be removed/heavily limited as for cost and tactical population they outpreform any fighter support
2) Rebellion
-Ability to retrofit Neutron Star Bulks with more advanced fighters compartment or with more shields/health and light flak instead of PD
-Liberator Cruiser they are neither good carriers and paper cruisers and should have at least some spare fighter squadrons (ofc smaller than quasars)
-Quasar Carriers (Yes I know they have been nerfed for a reason) For cost they take to unlock and tactical population they take in battle, they really underpreform (especialy as in full fleets you dont deploy more than 3-4 of them, and after releasing all fighters they are dead weight compared to just spamming fighter squadrons)
-changing the number of provided fighters squadron from 2 to 3
-changing the number of spare squadrons for bombers from 0 to 1
-adding version hosting a-wings and b-wings only
-MC80 really underpreform as a dreadnought for the cost you pay in both credits and tactical population. Yes, its tanky and provide some fighters but the fact its a broadside ship with messy pathfinding during engagment severly limits its firepower and make it strugle when fighting against more than 1 capital ship. Maybe changing weapons to Heavy dual turbolasers or just medium LR dual turbolasers
-Same as above with Mandator Dreadnought, just change from medium LR to heavy LR turbolasers
3) New Republic
-MPTL-2 Artilery while it's overall good, it's shells scattering should be changed to be in more spherical area, instead of arc as its less reliable than rebelion artilery in hitting anything smaller than a imperial base, as something that is based somewhat on katiusha it really underpreforms in shelling of large area
-New republic Infantry, as its lack specialist roles that are available in lower rebel tier infantry should be bigger in size (something like 3 teams of 10 soldiers)


Regarding Campaign:
-Mission for searching jedi padawans beeing more specific (as micromanaging couple jedi and constantly sending them for couple dozens of planets is realy tiresome)
-ability to build venators for any faction (including rebels) controling specific shipyards (Like Rothana)
Last edited by Szproto the fish |; 14 Feb, 2023 @ 9:20am
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General Brooks  [developer] 20 Feb, 2023 @ 1:13am 
Thanks for the detailed feedback!
-Limiting the amount of a certain unit per fleet isn't possible unfortunately.
-Tech speed will change next patch based on difficulty level. The AI does pay for their tech.
-We're always keep an eye on how units perform, some of these have been mentioned by others. The New Republic won't be touched for a little while until our dedicated NR update.
-We're absolutely not making venators available for everyone, we want factions to feel diverse rather than all fielding the same units.
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