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Topic Summary

Posted by: apovverz
« on: July 31, 2019, 03:52:50 PM »

Infantry spam seems to work against AT-ATs. It takes forever to bring one down but, they seems to attack whatever is closest to them.  Plus plex launchers are integrated into most infantry units, to while the AT-AT is wasting shots on the troopers in 'take cover' mode, the AT-AT can get hammered by everything else. And if that's taking too long, orbital/bombers lol.
Posted by: apovverz
« on: July 31, 2019, 03:46:29 PM »

IAT-AT's take FOREVER to bring down.  Since plex seems to be integrated into storm trooper platoons (2 plex launchers per group), I find infantry spam to be effective.  I've had success using 4-4 points worth of infantry, moving it close to the AT-AT's and letting heavy damage dealing vehicles/artillery support. AT-AT's seem to attack whatever is closest to them, so while its wasting shots on my troopers in 'take cover' formation, its getting hammered by at least 6 or so plex launchers and whatever I have supporting them.  Hellfire droids are always solid and have good range, floating fortress seems to have either a damage or rate of fire buff, and the jedi tanks they use (forgot the name) are good for kiting.  Move them up, and as soon as they shoot a salvo of missiles scoot them back.  Like I said, it takes FOREVER to take one down, but worst case you can also use bombers/orbital to take out a bunch of them if the AI is spamming AT-AT's.  As far as being on the defensive against them, I usually just sell off all units/buildings on the planet and take it back.  I also never keep ground heroes on frontline planets either. Space superiority > ground superiority and if your aggressive in space, you can usually take out ground units during space battles.
Posted by: Katarnstar
« on: July 15, 2019, 02:09:07 PM »

I just test this out in skimish, and your correct. Though you can counter the slow moving AT-ATs with either IG-227 Hailfire-class Droid Tank from range or Low Altitude Assault Transport/infantry (so long as you stay behind it). Or in a pitch by microing your infantry, as the AT-ATs can't turn around fast enough to target them. The AI rarely escorts these mammoths, so just stay aware and try and see if any AT-ATs are in the unit stack before entering land combat. Do try to have a good and reflexable range of garrison of units.

I do understand it can be very frustating at times dealing with large bunch of these buggers. But, the best way of dealing with them is taking the fight to them, inflict alot of damage on them before they reach your defenses and your turos should give a good fight before going down.

I hope this helps some.  ;)

Corey, I found I couldn't build AT-TEs in skirmish as the PA. But I could build other units of the same 'tier' as the AT-TE, is this some kind of bug?
Posted by: Barbagli
« on: July 14, 2019, 06:15:39 AM »

I find the Pentastar Alignment quite defenceless when my enemies deploy the mighty AT-AT. If I am on the offensive I can still resort to orbital bombardments, but in the defensive it seems to be no match. Regardless of how many defences I build, AT-ATs steamroll everything: AT-TEs get literally rekt without even putting up a fight and LAATs are taken down in a pair of shots. In addition, despite what the unit description says, the floating fortress has not enough firepower to even dare to face them one on one - and the AI usually deploys like five of them at the same time. They cover themselves remarkably well, so ambushes from the rear don't appear to be a solution.
 I ought to say that the situation feels pretty unbalanced: I lost fully defended systems with shields and turbos and heavy garrisons to just a bunch of these beasts without taking down a single one of them. I'd feel it was more fair if I had just a drop of hope of fending off an invasion on my best defended planets.

How do you guys fight off the massive Imperial walkers as the PA?
Do you see any solution possible for future releases? Like reinstating the AT-AT to the PA like in the old times (but that would make the AT-TE utterly useless) or giving them a fast aerial unit capable of outspeeding their guns and ultimately, after a long fight, take them down with the necessary support?
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