STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Absolute Chaos
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killdivas  [pengembang] 30 Apr 2020 @ 7:12am
BALANCING VERSION 3.01
Suggestions about units that need to be made stronger or weaker, or general recommendations about gameplay. Try to be as specific and informative as possible- do not say "Unit X is trash!" or "It's just too OP!" and leave it at that.

Rather, try to say something specific about what you think needs to be changed or modified. The more information we have, the better we can respond to feedback.
Terakhir diedit oleh killdivas; 30 Apr 2020 @ 7:19am
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I was wondering if in the future we could have a rework of units pop cap to be increased from 50 to around 120 to 300 so smaller units like corvettes,individual fighters squads and smaller ships could be stacked more.
Oww also I feel like things like AT-TE's should only have 1 per company however I think the same could be said about a lot of units I think a great way to rework company sizes in the future could be to have things like artillery,gunships and heavy vehicles/walkers be only 1 per company(think of the AT-TE,T4B or LAAT),medium vehicles air speeders be 2 per company (Think of the AT-ST or AAC-1) and,and any light vehicle be 3 per company to help with unit clutter and to make it so losing units matters more.
The AT-TEs still feel OP as hell. I think you should trim their range down some. They can out range some artillery
A Prolet 5 Mei 2020 @ 6:14pm 
A ISD-II / ISD-III shouldn't need to fire more then 1 min if they go solo against a (moving) GR-75 transporter. In generell, the accuracy of the ISD's is horrible. 90%% of the shoots miss when they go against standing corvetts. Maybe increase the accuracy a bit but give them less shots if the damage is too high?
Great game, Empire is perfect. Maybe expand more into the unknown/Chiss regions and add a few more sith force users (Minor Hero's).
For Black Sun, maybe a ground based canon (For Space Battles) couldnt' get the starbase mass driver to work sometimes, ability to steal certain tech like a tie defender, on some planets allow the Golan 2/3 (Faleen only has Golan 1). I didn't find any spice mines for Black Sun on several planets like Kessel. Not sure if you can still spawn the Eclipse, and maybe another capital ship or two, I didn't notice any significent ones on Rendali or Kuat.
Rebellion is very good, but would add more force users as minor hero's, maybe from Star Wars Rebels or Clone Wars. Also noticed no spice mines on Kessel, or the space mine on Mygeeto. Lastly the bombard planet is just a regular ion canon, it would make things alot more fun and easier if it used what the Black Sun or Empire had.
CD-20 Corellian Destroyer.
Population 5.
Spawns 4 EWings and 4 Kwings.

I feel it needs to be nerfed.
OrangeJr36 15 Mei 2020 @ 9:38am 
Only the Empire have access to heroes on the classic 5 planet challenge
killdivas  [pengembang] 15 Mei 2020 @ 9:38am 
@OrangeJr36: known issue. We'll get it in the next patch.
Lost_Deep 15 Mei 2020 @ 3:02pm 
The IFT tanks the empire gets do startlingly little damage. I had a huge stack of the things and a huge mess of the AT-RTs, and the AT-RTs reliably had a higher DPS against tanks. Even just massed imperial troopers had a higher DPS. IFT tanks are durable, sure, but the damage output is so bad that I'd rather stack more expendable AT-RTs as AT-RTs GET MORE DONE.

Also, the inability to see independant forces with scouting before attacking an independant planet is a problem. I'm not against Tython having a fairly powerful Venator and a bunch of supafighters parked above it, I'm against having no clue it's there until I run into it.
Unknown 28 Mei 2020 @ 7:02pm 
It Seems the Jedi Academy has 30,000 Hp compared to 3000 Sith Temple, Im assuming a typo because i've vsed that structure and it is very sad to kill.
Terakhir diedit oleh Unknown; 29 Mei 2020 @ 10:12pm
In space, I noticed the Rebel Assault Frigates (mk2) have nearly unlimited shields. I tanked against Peitt's ISD with one with no trouble. Even his full directed fire couldn't take out my shields. I understand the Mon Cal ships being tough, but I don't thing the adhoc rebel ships should be running the same style of non-targetable shields and totally shouldn't be unlimited shields.
Denvil 6 Jul 2020 @ 3:08pm 
clones being 1 credit, and being fast to produce is kind of op. Throwing cheap infantry that you can replace is a viable strategy that isn't exactly op as much as it is annoying, but I mean the clones literally cost nothing and build fast its a whole other level of swarm infantry. (And also they're not even bad infantry) The B-1 battle droids cost 100x the amount a clone does and takes 3x as long to build and they're also a swarm infantry unit. I suppose I get the price, but it took years to make a clone, even with them aging at double the speed. Maybe make them an elite unit that takes a long time to build, but is basically free.
Terakhir diedit oleh Denvil; 6 Jul 2020 @ 3:22pm
The Tyrant cruiser feels very underpowered for its credit cost and unit cap. This could probably be fixed by adding more hardpoints to increase its damage output to be more in line with other 7-pop units, or reducing it to 4-pop and emphasizing its supporting fire role.
Alysm 28 Agu 2020 @ 4:31pm 
why were the Standard Imperial SSDs changed to deploy their fighters manually 1 by 1?
Is there a reason for it besides making it incredibly annoying to actually use them?
Dude 7 Sep 2020 @ 5:34pm 
The rebels have several units that spawn e-wings and k-wings at Tech Level 4 (corellian destroyer and a Mon Calamari Hero in MC80). This makes them extremely overpowered. I think they should be locked behind Tech Level 5 at least.

Furthermore, the K-Wings feel extremely overpowered. Two squadrons of them can obliterate a munificent within one pass down to 50% hull.

I just had a situation where 2 x Victory Mark II were shooting at my rebel one (with some support from 2 x Victory Mk 1 and couldn't overcome its shield. This might be because Dodona was also present, but feels overpowered anyway.

It would be great to get shown shield and hull hp values in the tool tip when hovering over a unit ( like in thrawns revenge).

AI fails to focus fire. Result is that it is too easy to beat them (like in most mods to be honest).

I also think you should consider to disable the shield pen mechanic of bombers. This makes shields irrelevant on AI ships, the AI however never uses its bombers to disable players shield generators. This makes it extremely easy to beat the AI.
Terakhir diedit oleh Dude; 21 Sep 2020 @ 1:54am
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