STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Republic at War
TheTripleAce3 Dec 30, 2017 @ 10:49am
Ask me for gameplay advice.
Just doing this to separate from feedback so it is more focused on feedback rather than askingfor advice.
Last edited by TheTripleAce3; Dec 30, 2017 @ 12:38pm
< >
Showing 1-15 of 18 comments
chuck47x Dec 30, 2017 @ 12:03pm 
Installation File Location???

Does anyone know the file location where steam installs this mod to. To be more specific the XML files location?
TheTripleAce3 Dec 30, 2017 @ 12:36pm 
Originally posted by chuck47x:
Installation File Location???

Does anyone know the file location where steam installs this mod to. To be more specific the XML files location?
Should've specified that I meant gameplay advice.
Steam > Steamapps > Workshop > Content > 32470 > 1129810972 > Data

An XML folder will be there, and this is on my pc, I have 0 clue if its different for you.
chuck47x Dec 30, 2017 @ 3:20pm 
Thanks.
Lord Melenus Jan 1, 2018 @ 5:46pm 
What is the best way to play as the CIS in your opinion?
TheTripleAce3 Jan 1, 2018 @ 6:39pm 
Originally posted by Spritecollecter:
What is the best way to play as the CIS in your opinion?
I found that both sides are relatively easy to play through building up stealth units and doing large commando raids, building up a very sizeable garrison, and following that up with a fleet battle above the planet.

If you want space advice, well, Munificents seem to be somewhat tanky and point defense can save you.

Don't forget to upgrade stations either.
Shingster Feb 4, 2018 @ 9:35am 
For space battles with the republic how would you counter the CIS Lucrehulk class battleships at tier 3 tech level ?
TheTripleAce3 Feb 4, 2018 @ 9:42am 
Originally posted by Shingster:
For space battles with the republic how would you counter the CIS Lucrehulk class battleships at tier 3 tech level ?

If you are defending in space, use your station's additional garison ability and Y-wings to take out the Lucrehulk's engines/shields/hangars (only pick ONE depending on situation).

At level 3 station, you get free VENATORS AND VICTORY SDs. They are not equipped with ARCs and V-wings, but they still are very capable of dealing with nearly anything thrown at them.

Dreadnoughts, Centaxs, and occasionally the odd Pelta can be very helpful in soaking up hits or shooting down/jamming missiles (I <3 centax) and also dealing decent damage to lucrehulks if you have them focus down targets.

Eventually, it'll come down to fighter cover ability and micromanagement of your forces. If you see two lucrehulks together, stop one's engines (and maybe hangars if you're feeling lucky) and disable the other's shields. Once the shields are down, let your dreadnoughts and such start doing work on his turbolasers and hangars while he overextends himself without his buddy to help.

This advice works vs. any CIS capital ship, Providence surprisingly being the trickiest to truly nail down.
Shingster Feb 4, 2018 @ 9:48am 
Originally posted by TheTripleAce3:
Originally posted by Shingster:
For space battles with the republic how would you counter the CIS Lucrehulk class battleships at tier 3 tech level ?

If you are defending in space, use your station's additional garison ability and Y-wings to take out the Lucrehulk's engines/shields/hangars (only pick ONE depending on situation).

At level 3 station, you get free VENATORS AND VICTORY SDs. They are not equipped with ARCs and V-wings, but they still are very capable of dealing with nearly anything thrown at them.

Dreadnoughts, Centaxs, and occasionally the odd Pelta can be very helpful in soaking up hits or shooting down/jamming missiles (I <3 centax) and also dealing decent damage to lucrehulks if you have them focus down targets.

Eventually, it'll come down to fighter cover ability and micromanagement of your forces. If you see two lucrehulks together, stop one's engines (and maybe hangars if you're feeling lucky) and disable the other's shields. Once the shields are down, let your dreadnoughts and such start doing work on his turbolasers and hangars while he overextends himself without his buddy to help.

This advice works vs. any CIS capital ship, Providence surprisingly being the trickiest to truly nail down.

Thanks since getting to Tier 3 the enemies been sending those hulks in groups of six so its proving difficult to deal with them. I'll try doing what you suggested,
TheTripleAce3 Feb 4, 2018 @ 11:16am 
Originally posted by Shingster:
Originally posted by TheTripleAce3:

If you are defending in space, use your station's additional garison ability and Y-wings to take out the Lucrehulk's engines/shields/hangars (only pick ONE depending on situation).

At level 3 station, you get free VENATORS AND VICTORY SDs. They are not equipped with ARCs and V-wings, but they still are very capable of dealing with nearly anything thrown at them.

Dreadnoughts, Centaxs, and occasionally the odd Pelta can be very helpful in soaking up hits or shooting down/jamming missiles (I <3 centax) and also dealing decent damage to lucrehulks if you have them focus down targets.

Eventually, it'll come down to fighter cover ability and micromanagement of your forces. If you see two lucrehulks together, stop one's engines (and maybe hangars if you're feeling lucky) and disable the other's shields. Once the shields are down, let your dreadnoughts and such start doing work on his turbolasers and hangars while he overextends himself without his buddy to help.

This advice works vs. any CIS capital ship, Providence surprisingly being the trickiest to truly nail down.

Thanks since getting to Tier 3 the enemies been sending those hulks in groups of six so its proving difficult to deal with them. I'll try doing what you suggested,

If they bring in more than 2 at a time, just bomb at all engines in a line first, then let them trickle in.

You want to buy yourself time, upgrade to T4 while these battles happen, defend the ground if you have to, the republic's light armour is insanely good!

I chose a few worlds that were easily defensable (pyrely mahanian stuff, won't go into detail aside from just saying chokepoints.) and then let them take the space of those planets while defending them on the ground, but the core worlds tend to be able to build planetary turbolasers. These can 1 shot Providences and nearly one-shot a Lucre (they used to 1 shot them, but that was op). If you can build them on a few trade route planets, it'll halt the CIS entirely when a decent space garrison is there as well.
Gigastrike Feb 7, 2018 @ 7:07pm 
How do you stop a 13 Venator, Wulf Yularen doomstack?
TheTripleAce3 Feb 7, 2018 @ 7:11pm 
Originally posted by Gigastrike:
How do you stop a 13 Venator, Wulf Yularen doomstack?
Same as how you'd stop an 800 cap Trench, Lucrehulk, Bulwark, etc stack.

13 Venas can be stopped somewhat easily by using Hypervelocity guns, bombers (aim for engines first) and just try maintaining fighter cover of your base.

Get upgrades on your space station especially. Proton bomb damage, garrisons, and the first level of ship armor, gun damage, and sheilds should all apply to fighters for the initial sweep. Don't forget about using your capital ships!

it is easier to defend than to attack, just remember that. Make them come to you.
Virok the Red May 14, 2018 @ 6:50am 
Hi, is this thread still active?
If it is I have a question regarding the Republic dreadnaught class heavy cruiser and the CIS techno union frigate. I am currently doing GC as CIS and at tech 2-3 I have noticed the AI stacks a lot of dreadnaughts in its fleets (up to 15, plus acclamators, peltas and other spare change) and they appear to rip through munificient frigates and bombers die before they can deal any significant damage. With a limited number of providences and lucrehulks, is their a strategy or unit that can effectively deal with these horror stacks? This ties in to the techno union frigate, I find it to be too fragile and hard to use. Regardless, this is the way I see it and perhaps it's all my oversight and I simply have bad tactics, however, at the moment it appears the AI can recklessly 'attack move' right through my whole tight knit formation and tank all the hits while I watch my ships burn.
TheTripleAce3 May 14, 2018 @ 1:34pm 
Originally posted by Virok the Red:
Snip

Hm. I don't have as much experience w/ the CIS but I do actively fear the Assault Frigate (Its Assault ability notably).
Prepare to use the pause button a lot and maybe consider the Recusant class DD as a potential supplement to your fleet.
Freakazoid May 15, 2018 @ 12:08pm 
Originally posted by Virok the Red:
Hi, is this thread still active?
If it is I have a question regarding the Republic dreadnaught class heavy cruiser and the CIS techno union frigate. I am currently doing GC as CIS and at tech 2-3 I have noticed the AI stacks a lot of dreadnaughts in its fleets (up to 15, plus acclamators, peltas and other spare change) and they appear to rip through munificient frigates and bombers die before they can deal any significant damage. With a limited number of providences and lucrehulks, is their a strategy or unit that can effectively deal with these horror stacks? This ties in to the techno union frigate, I find it to be too fragile and hard to use. Regardless, this is the way I see it and perhaps it's all my oversight and I simply have bad tactics, however, at the moment it appears the AI can recklessly 'attack move' right through my whole tight knit formation and tank all the hits while I watch my ships burn.

Strategically, using your limited number of Lucrehulks and Providences can help. If you find the AI attacking you with what seems like an overwhelming fleet, then don't invest any resources into the defense and sacrifice the station (unless it is a high level vital station). You can then bring your large fleet, containing a few capital ships, and counter-attack immediately to smash the republic fleet. Trading a level 3 station and a few small ships for a fleet of 30+ various republic ships is always a good trade.

Tactically there are a few ways to approach the battle. The CIS has advantages in numbers and the ability to spam fighters to an almost absurd degree. While I have less experience as the CIS, my main tactic was to lead with a wave of munificents, supported by large numbers (20+squadrons) of vulture droids launched from Droid Carriers. Once that first wave has pinned down the enemy and focussed down a few key ships (corvettes especially), bring in bombers to destroy shields hardpoints and Techno Union Frigates/Recusants to deliver the finishing blow. Using your ships abilities and working around the enemy ship abilities is also key in having an efficient battle. Your power to weapons ability on the TUF and Recusant drain your own shields, leaving your ships vulnerable to return fire; only use this if you desparately need a target destroyed or are away from large amounts of return fire. Secondly, watch for Acclamators using their power to shields ability (same effect as vanilla). It makes them extremely tanky in the early-mid game tech levels and you are just wasting fire attacking them when it is active. Your ships should all be focussing fire on a single target as much as possible, but be ready to adjust in the middle of the battle to maximise your damage output. In a tight battle correct focus and ability usage can mean the difference between a victory and a crushing defeat.

The other way to approach the battle is just mass Droid Carriers for the fighter spam. Fighters controlled by a player are much more deadly than when controlled by the AI. Huge waves of vultures will cripple/destroy most ships very quickly. This tactic works better for the CIS as most regular Republic ships don't have much or even any inherrent point defence, and so must rely on their own fighters and corvettes for protection. It isn't a particularly exciting tactic to use, but in the right hands is brutally effective and shouldn't cost you anything (as fighter/bomber squadrons deployed from a carrier are effectively free and replenish after each battle as long as the carrier survives).

There are more advanced things you can do to help, but some basic fleet control (using abilities and focussing targets) will give you a huge boost too your fleet efficiency and damage output. FIghters in particular benefit the most from being controlled properly.

Hope this helps!
tonyralph57 May 16, 2018 @ 10:19am 
What would be the best composition in a fleet? When I started, I only used big ships and never the little fighters so I always had problems dealing with enemy capital ships. What fleet should I build at the beginning? How can I properly defend my space station? I am extremly confused on what corvettes and frigates to use on both sides since they seem to be the same (example: Hammer Picket and the Patrol Frigate on the CIS) so on the CIS I usually build a lot of frigates and use them in a big number. When I comes to the Republic, my knowledge of ships is extremely limited due to my lack of time invested into it. How should I position my ships in a battle?
< >
Showing 1-15 of 18 comments
Per page: 1530 50