STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
My rebellion's valiant struggle against....The Black Sun.
So, my recent play through with the rebellion was fun despite some serious glitches(aware it's an alpha great work team). My biggest complaint overall though is that I never really feared the Empire. They were more of an annoyance than anything and the Black Sun basically defeated the empire without me doing much. Even as I was pushing against the main Black Sun worlds they were taking Kuat, Corellia and surrounded Coruscant. The Empire became unable to field large fleets and was no longer a real threat. This is just a general complaint that The Black Sun feel overpowered in this version of the mod. I don't want them to be complete pushovers but they have access to some very dangerous weapons; MALS and Toscan Fighters being my open personal hell.
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Showing 1-15 of 15 comments
Beluga Jun 16, 2018 @ 3:09am 
Dont forget IG-88 and their groundfighters. I totally agree with you on all these points as Ive already made a comment about this said problem. infact I gave up out of pure frustration as even my strongest Moncal ships were floorwiped by their hordes of (Somehow better) fighters and their unending amount of tanky and pure capital destroying ships. It got to the point where it wasnt even fun anymore. I had no fleets left, no income. the only place I felt a sliver of control was on the ground despite the MALs. So I really do hope changes come to the black sun in either a small hotfix or one of the larger updates
Than's Vans Inc.  [developer] Jun 16, 2018 @ 5:57pm 
The black sun is not overpowered, their Ai is, their groundfighters have a bad hitbox, it's an alpha people, IG-88 is not even close to being that good, use some strategy here mr a lot of damage, if you guys don't fighting the black how about you, idk, play as them
Araulius Jun 16, 2018 @ 7:08pm 
I would like to point out that the black sun's fighters are *not* better than the rebellions, but more numourous. This mod focuses alot of fighter superiority, regardless of the faction you play as. If you lose the fighter game, you will suffer for it. As far as rebels go and anti-fighter, here are a few options for you:
Build more fighters, as yours are superior
more quasars for repair fighters ability
bulk cruisers for antifighter duty.
Beluga Jun 16, 2018 @ 9:05pm 
Originally posted by Than's Vans Inc.:
The black sun is not overpowered, their Ai is, their groundfighters have a bad hitbox, it's an alpha people, IG-88 is not even close to being that good, use some strategy here mr a lot of damage, if you guys don't fighting the black how about you, idk, play as them
I dont mean to sound whiny. I love the mod. Im in the process of "Getting good." And I know that means taking loss after loss. I was simply pointing out things I thought were "Broken" so to speak. as for strategy im doing that to the best of my ability.
Beluga Jun 16, 2018 @ 9:07pm 
Originally posted by Araulius:
I would like to point out that the black sun's fighters are *not* better than the rebellions, but more numourous. This mod focuses alot of fighter superiority, regardless of the faction you play as. If you lose the fighter game, you will suffer for it. As far as rebels go and anti-fighter, here are a few options for you:
Build more fighters, as yours are superior
more quasars for repair fighters ability
bulk cruisers for antifighter duty.
Thanks for the tip. Ive tried doing these things before but as it stood then. the ai would either focus my cap ships or my screening vessels and most of the time my antifighter support gets taken out before id even consider them being useful. Ill just have to balance my fleets better I suppose.
Archangel Jun 17, 2018 @ 1:31am 
yea im having the same problem too, black sun has taken most of the core worlds without many losses, you would think the empires A.I would have them as a top priority
Niroc Jun 17, 2018 @ 1:24pm 
It's interesting actually , in my current playthrough (about 45-50 weeks in) and so far it's been the opposite in my case. The black sun has exhausted it's self after several failed offenceives against me (and i think the empire? some intersections changed hands a few times.) But the Empire basically controls the core and the bulk of the southern outer rim (with the expetion of rebel held space around Hoth and Bespin)
TXToasterMasacre Jun 24, 2018 @ 12:55am 
Please understand that this isn't a general dig on the game. As stated, I understand it's in Alpha and there will be issues. My fighter issue is not with every Black Sun fighter but with one in particular and I personally think it has something to do with the manner in which X-Wings and Toscan fighters dog fight.

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).
HT-0311 Jun 24, 2018 @ 4:50am 
In my Empire playthrough I watched how the Corporate Sector Authoraty conquered almost all Rebels Worlds and the Black Sun, as always, was the greater threat. I don't know if the AI has a Credit Handicap like the Player, but the BS always had full level Stations and maximum Bases. On every Planet. As well as sometiems Fleets consisting of 30 Capitals, which all spit out Fighters like there's no tommorow.

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.
Last edited by HT-0311; Jun 24, 2018 @ 4:51am
garm_bel_iblis Jul 11, 2018 @ 2:23pm 
I'm playing as the Alliance on expert mode, and I agree that, compared to the Empire, the Black Sun is too powerful. I think the Black Sun and Empire's roles, at least how they're playing out in my Galactic Conquest game, should be reversed. The Black Sun is kicking the Empire's butt and I'm just barely holding them back.
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.
Last edited by garm_bel_iblis; Jul 12, 2018 @ 7:45am
TXToasterMasacre Jul 13, 2018 @ 6:12am 
I believe the field commanders thing is a glitch, but you're basically facing my experience. Hopefully they'll have it worked out before full release!
garm_bel_iblis Jul 13, 2018 @ 7:08am 
Originally posted by Bevo:
Dont forget IG-88 and their groundfighters. I totally agree with you on all these points as Ive already made a comment about this said problem. infact I gave up out of pure frustration as even my strongest Moncal ships were floorwiped by their hordes of (Somehow better) fighters and their unending amount of tanky and pure capital destroying ships. It got to the point where it wasnt even fun anymore. I had no fleets left, no income. the only place I felt a sliver of control was on the ground despite the MALs. So I really do hope changes come to the black sun in either a small hotfix or one of the larger updates

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.
General Brooks  [developer] Jul 13, 2018 @ 7:31am 
Welcome to Awakening of the Black Sun 2.7 Alpha.

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.
Lumpy Jul 15, 2018 @ 10:54am 
Another issue here is that the balance concept of the Black Sun having crappy fighters in large numbers doesn't work out. Like, at all. They field way more fighters than the Imperial AI is ever able to have, and they got shields and generally are not at all crappy. Supa fighters and the like pack quite a punch against both other fighters and capital ships. The Black Sun is currently the main enemy, both when playing Rebellion and Empire.

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.
Last edited by Lumpy; Jul 15, 2018 @ 10:59am
inFAMOUS_KAOLIN Oct 28, 2018 @ 3:59pm 
You can always open up the gameconstants folder in the files and cripple them yourself by removing their ability to corrupt planets or whatever damage you intend to inflict.
Last edited by inFAMOUS_KAOLIN; Oct 28, 2018 @ 4:04pm
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