STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Republic at War
RevBladeZ Jan 15, 2018 @ 3:13am
HMP:s are ridiculous and gamebreaking
How come the Republic do not have a single unit that can counter them? Even worse, they are supposed to be weak against AA turrets but they take them out easily too, without taking too much damage in the process. If you play as Confederacy, you only need a couple droid infantry for capping landing zones, other than that, you do not need anything else than HMP:s because nothing can stop them.

They are simply gamebreaking. To the point that i recommend doing a quickfix and remove them from the game until you can find a way to balance them.
Last edited by RevBladeZ; Jan 15, 2018 @ 3:41am
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Showing 1-12 of 12 comments
Freakazoid Jan 15, 2018 @ 3:42am 
AA turrets do a lot of damage to the HMPs, but yes they also die in one volley. Other than that, the turbolaser towers kill HMPs in a couple of volleys. They can be difficult to target, so if you need to use the pause key to issue the targeting orders.
RevBladeZ Jan 16, 2018 @ 12:52pm 
Originally posted by Freakazoid:
AA turrets do a lot of damage to the HMPs, but yes they also die in one volley. Other than that, the turbolaser towers kill HMPs in a couple of volleys. They can be difficult to target, so if you need to use the pause key to issue the targeting orders.

Turbolaser towers don't really help when attacking. I think the mod should just take the AT-AA from the base game, it even happens to have an ability which scrambles missile guidance systems. It sure is weird that the Republic does not have a single AA unit already. Confederacy has an AAT, which oddly enough is extremely effective against LAAT:s.

Additionally, LAAT should fire missiles when attacking HMP:s, it is a bit ridiculous how it has these massive missile launchers yet they are completely cosmetic in this mod.
Freakazoid Jan 16, 2018 @ 1:04pm 
True, but I rarely run into HMPs when I am on the offensive, if at all. I absolutely agree it would be nice to have a dedicated Republic AA unit though.
DragonNation5523 Jan 16, 2018 @ 5:20pm 
Originally posted by RevBladeZ:
Originally posted by Freakazoid:
AA turrets do a lot of damage to the HMPs, but yes they also die in one volley. Other than that, the turbolaser towers kill HMPs in a couple of volleys. They can be difficult to target, so if you need to use the pause key to issue the targeting orders.

Turbolaser towers don't really help when attacking. I think the mod should just take the AT-AA from the base game, it even happens to have an ability which scrambles missile guidance systems. It sure is weird that the Republic does not have a single AA unit already. Confederacy has an AAT, which oddly enough is extremely effective against LAAT:s.

Additionally, LAAT should fire missiles when attacking HMP:s, it is a bit ridiculous how it has these massive missile launchers yet they are completely cosmetic in this mod.

the LAATs do have flak pod launchers in the xml code but that's just two flak pods every 4 seconds so the damage is insignificant.
x Van Zan x Jan 17, 2018 @ 12:13pm 
I lost an entire garrison to those damn HMP's because they have greater sight range than AA turrets and destroyed them all before my turrets could even get a shot off. And the Turbo Laser Turrets DO NOT target them, or at least mine don't. I had one HMP get passed all my AA turrets, fly inside my shield, and destroy my 5 clone trooper companies, 2 of the 1500 clone hover tanks, and Commander Cody. Yes, it is very OP.
RevBladeZ Jan 18, 2018 @ 3:22pm 
Originally posted by denisonscott09:
I lost an entire garrison to those damn HMP's because they have greater sight range than AA turrets and destroyed them all before my turrets could even get a shot off. And the Turbo Laser Turrets DO NOT target them, or at least mine don't. I had one HMP get passed all my AA turrets, fly inside my shield, and destroy my 5 clone trooper companies, 2 of the 1500 clone hover tanks, and Commander Cody. Yes, it is very OP.

Only tactic that i found that truly works was take a Jedi since their passive Force Heal is also pretty broken and have them distract the HMP while someone else builds the AA turrets.
Playstargate Jan 19, 2018 @ 1:56am 
@RevBladeZ, I agree with you, HMP is ♥♥♥♥♥♥♥ broken, it is very funny that the LAAT can be destroyed by a single AAT while HMP there aren't any unit that can't destroyed(literaly). In my opinion this must be fix as soon as possible
x Van Zan x Jan 19, 2018 @ 12:09pm 
Okay, so I guess there are a few units that 'can' attack them, (little single person walkers, pod walkers, and the TX something tanks) but not automatically. You have to command them to attack the HMP's, but it's still super frustrating.
Jorn Stones Jan 22, 2018 @ 3:33pm 
I found that actually nearly all units can attack HMP's, if you give them a direct attack order. The eficiency of the attacks are questionaly at best though. Those hover tanks seem best though; their shields soak up most of the HMP damage and the damage they do is alright. Otherwise spamming AA turrets left right and center helps to eventually kill a single hmp. If there are like 2-3 squads of them flying though, yea.. gg.
Shingster Feb 4, 2018 @ 9:37am 
I encountered these guys during a defence mission on Eriadu and i agree these guys are seriously Op. Though ground units can attack them i found that AT RT's are pretty good at dealing with them as long as you move them around.
pdc4930 Feb 7, 2018 @ 3:39pm 
When playing as the CIS. They barely were attacked by anything. often used them to take out shield generators. only problem was that I had no room to deploy any other troop that could survive against 50 AI Phase II Clone troopers. Only had 3 reinforcements and they took up two slots.
SmazzoBazzo{AU} Feb 8, 2018 @ 4:22pm 
I don't think they are that op since Turbolaser towers can easily destroy them if you manual select them to target them and the Ainti air turrent while may take some shots it can hit them from a far range and they are cheap to produce. I believe they need their damage against buildings to be nerfed a bit or make it so your troops insantly target it when they see it on site. they don't have the best health all. But I think a possible rework with their movement and how it functions will be great since in the clone wars they have ray shields and can carry droids. They could make it like the LAAT In terms of movement and able to carry 2 Squadrons of troops but make it have shield thats a bit tanky but lower the hall health by half while keeping it's same weaponry. Make it so anti air turrents can penetrate the HMP gunship's shield and do damage directly to it's main health which means it will be way more affective, also make the rockets of the heavy weapons squad also pierce through the shield. Basically rockets are gonna be this ship's Kryptonite
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