Thrawn's Revenge
Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: Revanchist on August 29, 2013, 02:59:54 PM
-
Well, we have a thread on useless and overpowered units, so I thought I would start a thread on the opposite side of the fence. Which units do you find to be the most useful (and why), and which units are the most undervalued (and why).
-
Honestly, I've found Strike Cruisers immensely useful for defensive fleets.
They're mobile, well armed, reasonably durable and easily produced on most worlds. They're not a Star Destroyer, but they'll do.
The additional Fighter and Interceptor squadron also come in handy in keeping Quasarstorms pre-occupied.
-
Carracks. They do a multi job and are cheap and very fast. Fantastic support or patrol ships.
On land, pretty much ALL of the EotHs stuff
-
Overpowered units are pretty useful :)
-
Victory I's because they are equally good against fighters and frigates for land gilzean rgt or hailfires.
-
AT-PT's. I actually prefer them to AT-ST's after having used them with the PA (due to the PA not having the AT-ST), I now build them in preference to the AT-ST even as the Empire.
-
AT-PT's. I actually prefer them to AT-ST's after having used them with the PA (due to the PA not having the AT-ST), I now build them in preference to the AT-ST even as the Empire.
Eh I find the ATSTs to be better
-
AT-PT's. I actually prefer them to AT-ST's after having used them with the PA (due to the PA not having the AT-ST), I now build them in preference to the AT-ST even as the Empire.
Really. What makes you like them so much?
-
Just seems like they take out infantry faster, and they're a little cheaper. Maybe it's because they leave less room between them, so they all just close in and start firing, whereas often only 1 or 2 AT-ST's fire, while the rest maneuver around to get close enough.
-
Just seems like they take out infantry faster, and they're a little cheaper. Maybe it's because they leave less room between them, so they all just close in and start firing, whereas often only 1 or 2 AT-ST's fire, while the rest maneuver around to get close enough.
I can see that. 1 on 1 AT-STs are the superior unit, but en masse the AT-PT could be better. I use them both for different purposes as the IR. I happen to prefer AT-STs better because they have more armor than AT-PTs and they have Barrage which can demolish light vehicles pretty quick.
-
Ok, I played laste night, and the AT-PT is actually more expensive as the empire than the AT-ST. Still prefer them to the AT-ST though.
Against light vehicles as the IR, I generally use the 2M tank until era 3, when I switch to the XR-85 (now that it's fixed in the betas). I also have been playing as the IR, and have a newfound love of the SPMA-T. I always disliked it because of the need to deploy, but I've found that I lose far less of them because I deploy them, and they can't move until I tell them, unlike the Hailfires of the PA that are so much faster moving, but love to chase everything around the map and if you don't CONSTANTLY supervise them, will get themselves killed off.
-
For my IR strategies, AT-STs are always the backbone of my forces. Generally my base strategy is 2 NovaTroopers, 2 AT-STs, and an AT-AT (very rarely bring in more than one AT-AT). His leaves me with five slots that I can customize depending on the circumstances/ terrain. If the terrain is too narrow or has too many variations I just cut the AT-AT right out.
I have always loved SPMA-Ts; even in the Vanilla they were extremely useful. A leapfrog technique is most useful for them and fits the "slow and steady" mantra of IR ground.
I have also found a new love of TIE Crawlers since the Turbolaser has been fixed. They remind me of an IR counterpart to the Armoured Freerunner. They are also really tough units that can tank damage while defensively weaker units (2-M, XR-85) can deal more damage.
-
I actually never build AT-ST's anymore. Once the initial ones are done that I start with, I don't bother replacing them. My garrisons are usually:
PA- 2 Hailfire, 2 Century tanks, 1 AT-AA, 1 AT-AT, 1 Pentastar Enforcer, 1 ITX company, 1 AT-PT, 1 A9 Fortress.
IR (Era <3)- 3 Century tanks, 1 stormtrooper, 1 plex trooper, 1 AT-PT, 1 AT-AT, 1 AT-AA, 1 SPMA-T, 1 2M tank
IR (Era 3+)- 3 Century tanks, 2 XR-85 tanks, 1 AT-AA, 1 AT-AT, 1 SPMA-T, 1 stormtrooper, 1 AT-PT
Although yes, I will customize depending on the planet.
Since fixing the turbolaser, the Century tank is possibly my most used unit in the entire game. My primary attack fleet has 10-12 squads of them.
-
Yeah, when I'm garrisoning units I like the AT-PT a bit better because I think they are a bit faster and can control the map easier. I'm surprised that you never use AT-STs at all, I think they are one of the most effective units in the game, especially because of Barrage.
-
Both At-pt's and At-st's are good in defence since the at-pt's can go hunt for enemys while the at-st's stay back at base to deal with light vehicles that get away from the at-pt's.
-
Yeah, when I'm garrisoning units I like the AT-PT a bit better because I think they are a bit faster and can control the map easier. I'm surprised that you never use AT-STs at all, I think they are one of the most effective units in the game, especially because of Barrage.
They're one of my least favorite. They don't have long enough range to be able to get out of their own way. I can never get a squad to all attack something, 1 or 2 attacks while the other walk around lost. That also causes them to get crushed by anything stronger than a T2-B, as 1 or 2 attack, the others wander around while the first 2 get destroyed, and then it repeats. Reason I'm so happy about the Century tank being fixed, it's now the backbone of my armies.
-
Alright, we shall have to agree to disagree on that point. I very rarely have the walking AT-ST problem, maybe because I tend to micro my units more. I have used a single squad to take down a group of MPTLs and 2 groups of T4-Bs in a battle. That's why there are AT-STs, AT-PTs and TIE Maulers for the IR
-
It's all in how you use units
-
Man I'm really getting tired of the forums cutting my messages off. Anyway, can anyone tell me if the TIE Maulers are still the infantry glass cannons they were in vanilla? And if anyone has found a use for Chariots?
-
I'm confused, why is the AT-PT more expensive than AT-STs when its older?
-
Man I'm really getting tired of the forums cutting my messages off. Anyway, can anyone tell me if the TIE Maulers are still the infantry glass cannons they were in vanilla? And if anyone has found a use for Chariots?
Yes, maulers are still incredibly fragile. And definitely have not found any usage for the Chariot.
I'm confused, why is the AT-PT more expensive than AT-STs when its older?
No idea. Might even be a mistake, someone typed the prices backwards and noone had caught it previously.
-
Probably a mistake
-
There is the grenade. Kinda handy, when it remembers to use it.
-
Which isn't very often it seems. But technically the AT-ST should have those too.
-
Which isn't very often it seems. But technically the AT-ST should have those too.
They both do AT-PT's seem to only use them before the lasers get in range they are quite hard to see.
AT-ST's seem to also have a similar effect unlike AT-PT's when the at-st kills an enemy soldier, the rest of them fall other and die.
-
The AT-ST has an area effect attack, which it is supposed to have. That's no bug.
-
The AT-ST has an area effect attack, which it is supposed to have. That's no bug.
I never said it had a bug i know that already.
-
Well, okay. In either case STs are much more useful than PTs in my opinion, given that the ST has the area affect and Barrage while the PT doesn't seem to use its grenades at all.
-
V for Victory (2). Reunification basically requires you to learn to love the lightweight options in the Imperial fleet. V2s are crazy fast and require very little support except maybe a lancer or two
-
V for Victory (2). Reunification basically requires you to learn to love the lightweight options in the Imperial fleet. V2s are crazy fast and require very little support except maybe a lancer or two
Victory 1's could be better since they are cheaper and with there missile tubes come in handy for attacking fighters and there lasers can take out other heavy frigates.
-
Speaking of VSD IIs, I found a way to cheat the build limit for CC VSDs. Wait unit you are one away from the limit, then load your build bar with them. It lets you build four more than the limit.
-
Well, that helps with them. I do love some CC VSD-II's after playing through reunification a few times.