STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Expanded: Fall of the Republic 1.5 (Updated May 4th)
TheAnomaly May 19, 2022 @ 9:51am
Lucrehulk's aren't fun to play against.
In a recent battle when I had a full fleet of venators I decided to time how long it would take to take down a Lucrehulk. It took two minutes and fourteen seconds, with every gun in my fleet and every fighter focusing it down. I admit I'm not an Empire at War pro so take what I say with a grain of salt but I think this is unreasonable, especially given how during the course of a single campaign you'll be fighting these ships fairly frequently and racking up kill counts over a hundred.

Given how frequently these battle occur in Empire at War this is a problem. It's tedious, and possibly overpowered. These things have health near a SSD, are way to common and make it impossible to reasonably defend your systems given the firepower you need and how many systems you need to defend. It also is anathema to what their function should be in the lore (that as a carrier held in the back.) As far as I'm aware there's no effective Republic counter barring an SSD (which they can only have one of.) Even hypervelocity canons take between 8-10 hits to take down one, most battles the AI sends six at once.

Perhaps cutting down on their shields and health, making them fragile fighter transports rather than hulking tanks might improve things. Or a better Republic faction counter to them.

While I'm certain some people will dispute how balanced they are, I don't think its unreasonable to say that this makes battles tedious and unfun. They shouldn't be removed, they are an iconic part of the lore (goes without saying) but they need to be reworked.
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Showing 1-15 of 17 comments
Azihar May 19, 2022 @ 12:12pm 
Why are you using Venators against a Lucrehulk? I believe they are weak against them in the first place. Praetors can soak a lot of damage, a pair of them is even better.

Beside destroying a fleet of Lucrehulks is just too enjoyable. SSDs? I don't use them. Hypervelocity cannons? I don't use those either. So I have no opinions about them.

Is it tedious to destroy a fleet of Lucrehulks. Yes and no, some days I enjoy destroying them. Especially if they have a hero on board. Other days, not so much after a string of fleet battles. But in the end, Lucrehulks are suppose to be tough to destroy. After all, they appear to be about five times that mass of a Venator.

But if your down on Lucrehulks in FOTR, try taking them out as the new Hapes Consortium on Thrawns Revenge... Now that is painful to do. Well actually taking on any faction's main battle fleet can be painful, since their best ship is not much better than a Venator.

Should they be reworked. I rather they not. If we don't accept the challenge, then why playing a boring game? After all, Republic ground battles is basically too easy even on admiral difficulty with cruel setting. So much I don't waste credits on building space defenses on my border worlds since I basically have 95% win chance with Republic ground battles. While CSI ground battles a bit more challenging with 80% win rate. Might as well make fleet battles tough enough to be a challenge.

If your having troubles playing the Republic, I have one piece of advice. Take Kuat, then upgrade the Kuat shipyards when you get the story quest. The free ships you get plus the ability to build Praetors is key to winning. The Mandator is alright, and there is a hero with a battlecruiser. Plus you get an Allegiance (if might be luck base to get it), which is slightly weaker than a Lucrehulk.

So your starting forces really not that bad. But if your tossing away Venators by having a shoot out with Lucrehulks. Well, I guess that's you. I rather retreat and build some praetors to deal with the armored donuts. You should know the CSI has the advantage in the early game, so getting overrun in space battles is a given. This get even out the longer you hold Kuat, as every week you have a chance to get a free capital ship.
Benington May 20, 2022 @ 2:43am 
The issue is that the Venator simply isn't good at taking on ships of similar or bigger size, that's what the Fighters and especially Bombers usually are for. The issue however is that the Lucrehulk is specialised for anti Fighter combat, it simply counters the Venator's strategy. Try pairing Venators with some Victory class ships, these are designed to cover the weaknesses of the Venator
TheAnomaly May 20, 2022 @ 2:46am 
Originally posted by Benington:
The issue is that the Venator simply isn't good at taking on ships of similar or bigger size, that's what the Fighters and especially Bombers usually are for. The issue however is that the Lucrehulk is specialised for anti Fighter combat, it simply counters the Venator's strategy. Try pairing Venators with some Victory class ships, these are designed to cover the weaknesses of the Venator
I'm afraid I tried that too, it's still taking forever to kill them.
6 VSDs of any type will burst one down in very little time. But honestly the only the way to quickly remove a Lucrehulk from a fight is having more ships, gunship corvettes like the Carrack, DP20 or Arquitens can be stacked on for very little popcap and you can get a lot of them in addition to your mainline combat ships.

The reason for this being is hardpoint targeting, the fewer ships you have the fewer hardpoints being targeted at any one time which leads to extended battles as your ships slowly go from one hard point to the next. And since Lucrehulks have a lot of them lacking the ability to multi-target increases their uptime on the field.

Course a Lucrehulk is in fact very good at taking out hordes of corvettes so be sure to keep them covered and supported by tenders. You could also potentially go for acclamators instead of corvettes, you'd get fewer of them but they're not going to instantly explode if caught out by a Lucrehulk.
Bibibobaba May 23, 2022 @ 9:44pm 
like Lord said It because of the many hard point. It the same with the SSd in Trawn. Try swich to another hard point when it become yellow or target each one like 2 second before swicht.
Bruh just spam acclimators along one attack vector on one. Youll take it down no losses. Victories are overkill. But don't attack from multiple vectors or the hulk will evenly distribute an ass whooping across your whole fleet. It's main strength is it's distribution of guns. Attack on one side and you'll find hulks are pretty useless.
Victories may be overkill but if one is having trouble with other tactics it is at the very least reliable enough. Though I agree that you don't absolutely require them. Still the kind of thing to consider absent other options.
Kimbo Jun 13, 2022 @ 12:35am 
The mod creators threw out any established lore for ships. Don't play this mod thinking the ships have the correct numbers for anything. Just sit back and treat any EAW mods as fanfic side projects and you will enjoy them more.
:) Jun 16, 2022 @ 6:58pm 
Originally posted by Kimbo:
The mod creators threw out any established lore for ships. Don't play this mod thinking the ships have the correct numbers for anything. Just sit back and treat any EAW mods as fanfic side projects and you will enjoy them more.


this is one of the few mods without fanbase bias lmao


hulks are 3. something killometers of shields and hull not wet papper people expect, venators are hybrid carriers that crumble once actual battleships get to them not the one man navy some people want them to be.


also hulks can be killed with like 4 acclamators so skill isue here
Riv Jun 26, 2022 @ 7:16pm 
Try using a mix of ships, not just venators. A few praetors, venators, victories may be good to destroy the Lucrehulk. Carracks and dreadnoughts can be good for taking down its fighters. Put praetors at the front so the Lucrehulk focuses fire on it. Keep venators at the back to deploy fighters and victories at the front to do damage. Surround the lucrehulk with carracks and dreadnoughts to destroy any fighters, bombers, etc.
Lino Jun 30, 2022 @ 4:40pm 
Originally posted by Donaji:
Originally posted by Kimbo:
The mod creators threw out any established lore for ships. Don't play this mod thinking the ships have the correct numbers for anything. Just sit back and treat any EAW mods as fanfic side projects and you will enjoy them more.


this is one of the few mods without fanbase bias lmao


hulks are 3. something killometers of shields and hull not wet papper people expect, venators are hybrid carriers that crumble once actual battleships get to them not the one man navy some people want them to be.


also hulks can be killed with like 4 acclamators so skill isue here

But Lucrehulks are auxiliary warships. The battleship versions have been reinforced but most are just converted freighters. They should be weak. They are mostly empty space.

The Venator is a dedicated warship meant to engage directly in combat. Yet in the mod that just does not work.

The mod has this idea that a ship always needs to be strong proportionally to it's size. But that is not very lore accurate in many cases.
Auxiliary Lucrehulks are separate from both the Battlecarrier and Battleship variants in this mod. They exist only as starting force units so you may not see them around as often and the CIS doesn't build more, instead opting to directly build Battlecarriers and Battleships when they unlock.

Can you take an Auxiliary Lucrehulk with a few Venators? Yes you can so technically your expectations match up with reality.

:V
Lino Jun 30, 2022 @ 8:59pm 
Originally posted by Lord Admiral Daniel Phillips:
Auxiliary Lucrehulks are separate from both the Battlecarrier and Battleship variants in this mod. They exist only as starting force units so you may not see them around as often and the CIS doesn't build more, instead opting to directly build Battlecarriers and Battleships when they unlock.

Can you take an Auxiliary Lucrehulk with a few Venators? Yes you can so technically your expectations match up with reality.

:V
Even if they are purpose built they are still designed as freighters. Only the BB is canonically reinforced. The battlecarrier is not.

And an auxiliary freighter should not take multiple Venators either. Do you think a irl superfreighter needs half a dozen frigates to take down?
:) Jul 1, 2022 @ 12:35pm 
Originally posted by Lino:
Originally posted by Donaji:


this is one of the few mods without fanbase bias lmao


hulks are 3. something killometers of shields and hull not wet papper people expect, venators are hybrid carriers that crumble once actual battleships get to them not the one man navy some people want them to be.


also hulks can be killed with like 4 acclamators so skill isue here

But Lucrehulks are auxiliary warships. The battleship versions have been reinforced but most are just converted freighters. They should be weak. They are mostly empty space.

The Venator is a dedicated warship meant to engage directly in combat. Yet in the mod that just does not work.

The mod has this idea that a ship always needs to be strong proportionally to it's size. But that is not very lore accurate in many cases.



by all means cite your sources because the retrofited freighters hulks are in the mod, the way weaker ones from tpm specially but not limited to era one.



the venator is a hybrid battle carrier t is not meant to engage in direct combat, dont argue with me bring book scans to support those claims


(and even then the venator beats the ♥♥♥♥ out of everything weaker than a providence so it isnt weak itself)
00yiggdrasill00 Jul 5, 2022 @ 10:46pm 
Originally posted by Donaji:
Originally posted by Lino:

But Lucrehulks are auxiliary warships. The battleship versions have been reinforced but most are just converted freighters. They should be weak. They are mostly empty space.

The Venator is a dedicated warship meant to engage directly in combat. Yet in the mod that just does not work.

The mod has this idea that a ship always needs to be strong proportionally to it's size. But that is not very lore accurate in many cases.



by all means cite your sources because the retrofited freighters hulks are in the mod, the way weaker ones from tpm specially but not limited to era one.



the venator is a hybrid battle carrier t is not meant to engage in direct combat, dont argue with me bring book scans to support those claims


(and even then the venator beats the ♥♥♥♥ out of everything weaker than a providence so it isnt weak itself)

to back you up here as someone will point out the clone war show. go back and watch the battles. everytime we see the venators REALLY excelling they are using interesting tactics with their fighters. for the luerhulk being a "freighter"...well so is the falcon and look at what han made it into. given he was mostly trying to hide the modifications an extensive rework of the hull materials would be a no go. steel is still steel (or durasteel in this case) and the hulls are still designed for long space flight. if anything i would take the lukerhulk to be stronger then normal given its size to cut the expense of repair. the wiki (legends, what the mod uses) says it took a whole flotilla of republic ships to take them down and we see this in mod. the republic developed the victory for a reason, they needed heavier direct firepower.
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