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Build more fighters, as yours are superior
more quasars for repair fighters ability
bulk cruisers for antifighter duty.
To experiment I isolated one squadron of Toscan fighters and sent 3 X-Wing squadrons against them. I stopped the fight after 4 minutes with neither side taking any losses and brought in a bulk cruiser. B-Wings don't seem to have an issue fighting the Toscans and I have no experience isolating them with A-Wings. This is just a feeling but there seems to be something wrong with the Toscan Fighters. I'll have single squadrons of them fight 3 to 4 friendly squadrons with Anti-Fighter support for far longer than I think is possible. Understand that AGAINST THE PLAYER this fighter and the MAL are the only things I feel are overperforming. Everything else with the Black Sun felt right(their capitol ships; while numerous, were not the end of the world).
But. In my Rebellion playthrough on the Extreme Difficulty I figured that the Rebellion should buy endless amounts of B-Wings and Liberator Caps, B-Wings should be split into 3 or 4 squads per group and you can use all of them to attack multiple Cap Modules at the same time, this helps destroying the BS.
But like you the BS quickly dominated the Empire...but I believe that'S because the AI doesn't defend their Planets. Sure they can build an unlimited amount of Ground Buildings and Space Stations, or so it seems, but the Empire attracked Allyen with 10 ISDs and failed, loosing all of them in the process. The BS wiped their ass, by taking Byss, Corellia, all the planets surrounding Coruscant and so on.
I think the way to fix this issue to programm the AI to a more...defensive AI. Most of the time they simply take all ships they have, unite them in one giant ♥♥♥♥ off fleet and go from planet to planet..
So you have an easy time taking all of their Planets.
Oh and a lot of BS Fighters have a terrible Hitbox, I don't know the name of the BS fighter, but it seems it has one of those Hitpoints, were my 30 Fighters always shot underneath it, making it very difficult.
I'd like to see the Black Sun play very differently, both as AI and as a human-directed faction.
In all the AOTR versions I've played, the Black Sun was always more powerful than the Empire and possessed overpowered ground and space forces. In this Alpha version, the MALs are overpowered in ground battles. Their range is too long, they take out vehicles and infantry too easily, and a player can't take them out with snowspeeders because landing craft can easily wipe the snowspeeders out. It would be fairer if the landing zone limits were reintroduced. Right now all landing zones can drop the 10 unit maximum, and with the landing craft able to eviscerate approaching enemy units, it's too difficult to hold back or slow a full 10 unit invasion. It also makes the other drop zones unneeded.
I do love, however, that the Alliance, until they become the New Republic, are constantly struggling for credits. That feels appropriate.
But spending 9,000 credits to get a heavy factory on a planet, only to be able to produce a T3-B on tracks and the MPTL is a poor investment. Both vehicles are weak, and the MPTL takes forever to build, doesn't seem to have as long of a range as the MAL, and seems less powerful than in other AOTR versions. Plus only one is produced rather than two compared to previous AOTR versions.
Although in the expanded universe and other games, the Alliance always had weak vehicles. Infantry, special ops, and starfighters were always their strength.
But then we should at least be able to build atmospheric air vehicles that are worth the money, like more useful snowspeeders and Z-95s.
Alliance intelligence centers are supposed to be able to produce field commanders with the starfighters, but field commanders have never showed up as a buildable unit for me.
In space battles as the Alliance, I always need to use a mix of X-Wings (25-35), B-Wings and/or Y-Wings (~15), and A-Wings (5-8), to take out all of the Black Sun capital ship shields and engines, and intermittently fight back against their hordes of fighters, especially turning on the B-Wings and Y-Wings ion weapons. Many of the fighters come from Alliance capital ships like the Mandator, Home One, Jan Dodonna, and Quasar cruisers. But I also need to build fighters, as well.
Even with this strategy, the Black Sun sometimes has so many capital ships they can still destroy my Mandator or Home One. It's annoying.
I've played as both rebellion and empire on all difficulties, and every time the black sun are the bigger threat. I'm not complaining about them being too hard, but I think they have far too big a role in the game. It'd be more fun without them in my view. Also the CSA always seems to beat up the rebellion, and as much as I like minor factions as a concept it does ruin the fun of things sometimes. Would it be possible to rig the auto resolve between AI to favour the two 'major' factions? That way the BS can still threaten the player without just destroying half the empire for you.
As for tactics against them, that's another issue but I would just emphasise that on ground battles you have the advantage, so play to your strengths. Abuse AA guns if need be and launch plenty of raids if you are the rebellion.
There also seems to be an issue with the value of Black Sun units in the autoresolve system, which leads to them virtually always winning against the third AI faction, with minimal casaulties.
This was already an issue in 2.6, and now its even worse. I don't get the idea of the Black Sun being able to spam fighters, anyway. That role is traditionally filled by the Empire. Spammable TIEs without shields would be no prob, but the current BS fighter spam is unbalanced and generally no fun to play either as or against.