All guides i find online write that Darth Vader is one man army super unit that can take planets in ground battle at his lonesome, but i found him to be too underwhelming. what he is great blaster magnet and that's it. Emperor is kinda weak as well. Jedi hero on other hand are all fucking OP as hell. Kenobi can auto heal, is tanky as hell, way more tankier than vader anyway, Luke is very fast and you can turn invisible and run away if he's low on HP, and yoda IIRC can auto heal as well. General Veers is Empire's MVP of ground combat. he can spam units and his range is almost like artillery unit. and how you use Boba Fett in ground combat? his jetpack is good if you need to run away, but other than his flamethrower, he's just bit tankier stormtrooper (against anything other than infantry, he's useless)
>>2170163Vader beats Kenobi 1v1.
>>2170163the heroes aren't the problem with the sith they are just generally weaker
>>2170194I didn't know that.>>2170199i guess as Sith are empire heroes, youll have orbital bombardment and bombing runs 90% of ground battles, so that helps and Jedi's usually used in commando raids so you'd need that regen/stealth for better sustain.
>>2170163Rebel superiority.
>>2170163what always irritated me is how the Emperor can just swing at a building with a lightsaber and take it down quickly, while Vader goes into building force choke stance that sloooooooooooooooowly lowers the HP to the point where I'd rather have stormtroopers shoot at the thing and do something else with Vader
>>2170163Is there any mod that lets me scourge and purge the First Order from the universe? Or more generally, a way to pit true SW canon with the Reyverse forces? I wanna spill that bitch's guts on the ground.
>>2174382Not that I know of. Maybe Yodenmod?
>>2170163vader fucks up the structures man
How are your runs going?
>>2170163>Using heroes as the Empire>Not using battalions of stormtroopers, tanks, and AT-ATs to overwhelm the enemy with the glorious might of the empireishygddt
>>2177128one building at the time. so yes, he can neutralize turret, but then he does not reflect blasters back infantry and end result is him taking almost as much damage.>>2182477good. I'm now playing republic at war, fall of jedi campaign. I've stabilized space around key planets (corrusant, kuat, kamino etc) and send in jedi and/or commandos to retake planets, its slow progress, but fun nonetheless.>>2183081what are you talking about? almost all battles in movies show that empire are led by generals or figures like Vader (hoth for example) and stormtroopers are regular troops, yes elite shock troops but still just guys doing their job. its the rebels who have drive and initiative to do Holdo maneuvers without heroes.
>>2184059>fall of jedi campaignIs that the one where you become the Empire? I heard that mod has pretty good non-sandbox story campaigns, though I personally prefer CIS.
>>2170163I pray Revan's Revenge gets 1.0 in my lifetime. Corey is a faggot and needs to stop yapping about fascism and retarded shit on his alt and get back to work
>>2170163I solo'd maps with vader alone. IDK what you mean.
>>2174542yodenmod has it yes. God I love that mod, blursed as it is.
>>2184391sorry for late reply. yes, thats the gist of it. at start of the game, CIS has more numerous fleets, but you have a lot of jedi (that can heal, move around star map as agents (bounty hunter and smuggler heroes) and can be used with commando units to launch raids so you build up defenses in key planets and send in jedi supported by few commando units like ARC troopers to liberate planets, until you reach tech level 5 and can fight off CIS fleets in direct battles (basically, CIS have number superiority, while your ships are tougher and stronger then theirs). after you reach tech level 5 you get task to move obi wan kenobi to some planet and eliminate general grevious (who has buffed up stats so i recommend going in fleet and just bomb shit outta him). after that, you lose ALL jedi heroes, Anakin becomes Darth Vader (he loses jedi auto heal, galactic stealth and ability to be used in commando raid) palpatine becomes The Emperor sith hero, you get 3 prototype star destroyers, which i guess are stronger than your regular capital ships (interdictors or whatever there called) but i don't know if you can build more if starting ones are destroyed, and get prototype stormtroopers, which are on par with clone infantry but bit cheaper. so you can still use commando raids, but game is significantly different as you cant rely on jedi and have to use your fleets and massed armies to fight CIS in direct battles more, as without jedi, commandos aren't as good in raids. its fun campaign, but Anakin ->Vader feels like a big letdown. i dunno if vader has more HP or does more damage, but one of your strongest jedi heroes becomes way slower, with no auto healing and way WAY less utility then he had. on up side, Chancellor Palpatine is upgraded, as he keeps his 25% cost reduction, but you can use him in battles, unlike his civilian alter ego. overall i would recommend it to you if you want long campaign that forces you to switch up how to conquer galaxy mid way
>>2189302imagine you start out vanilla game as rebel alliance and mid way thru, you start playing as empire. that's basically fall of jedi campaign. >>2186300me too, but i said in OP, vader feels good early game and against undefended planets. once rebels start to field artillery, tanks etc., he's just blaster magnet. i read somewhere thats hes supposed to drain health (as in, sith heroes were supposed to heal by doing damage, opposed to jedi heroes healing while outside of combat) but i've never seen this on Palpatine OR vader. >>2186288is it good? i tried it few time via steam workshop but that version always has unfinished assets and feels either mod was loaded wrong, or theres bad version uploaded unto workshop.
>>2189313Revan's Revenge doesn't have any unfinished assets or anything that would make it seem like the mod loaded wrong, there are just very few things in it because it's been in 0.5 for a year because Corey has ADD and can't stop bouncing around to 20 different projects.
>>2189313RR is great. I like the faction variety compared to other EAWX mods.
>>2170163No, they're the baddies, did you not pay attention to the movies?
>>2190498>>2193934I should give it a try sometime later. like i said, i downleaded it via steam workshop few months ago, tried playing GC as Sith Empire and it didnt had any leaders and most of assets were just vanilla units and lot of text was "MISSING TEXT STRING" or "???? ?? ??????" so i deleted it without giving it more time. >>2194056Bring Order and Stability to Galaxy, one planet at the time is cool as well.
>>2170163
What's everyone's favorite faction in Revan's Revenge?I've done the Republic and Mandos. I love the Republic space roster but hate their ground roster, while it feels like the exact opposite for Mandos.Does /vst/ think the Sith are the best of both worlds? Or boring as fuck?
>>2206595Mandalorians.Cheap big ships, strong healers and basilisks are fun.
>>2206595I love the republic ground roster but hate the goofy swiftsures in space. They're the only faction that really has a military sci-fi feel where the sith have retarded lord of the rings monsters running around. mandos are alright but they're braindead op.
>>2212837>I love the republic ground roster but hate the goofy swiftsures in spaceFunny, I love Republic space roster because I like to just spam Hammerheads and small ships, but hate the ground roster because it feels too squishy (save for the war walker, which feels sluggish).>the sith have retarded lord of the rings monsters running aroundYeah, I don't like how the Sith in RR are basically a hybrid of Naga Sadow's Sith and Revan's Sith. Makes it feel incoherent rather than interesting.
https://www.youtube.com/watch?v=a_mOSmVc-1I
Anons just installed the game (gold pack) which mod(s) should I start? From a quick scan I found that there are mods for either the Clone Wars period or even Revan's time. So which one would you recommend?
>>2226331If its your first time play the actual game first to learn how it works. After that Clone Wars, it tends to be easier to learn then Imperial Remnants or others.
>>2227095Yeah that's what I'm doing. Need to acclimate myself with the game's mechanics anyway.
>>2226331If you're really new then any EAWX mod is a good place to start if you use one of the smaller ~50 planet story campaigns. They usually only have 2-3 factions involved who are pretty non-aggressive. The only thing to know going in is the infrastructure system. It's way more simple than it sounds because the ui to show you whats going on is very jank. Basically it's >Don't conquer too fast or prices will double>You might need to build 1 or 2 crew academies during your entire playthrough>Don't build more than 1 influence reducing buildings on a planet or it'll revolt and turn neutral>There's a ship upkeep system but unless you're shitting out biblical amounts of ships you're not even going to notice itI don't recommend vanilla because it's honestly just a really shitty game, and while the steiner mods are amazing they are really overwhelming both on the galactic map and in combat
>>2227926Thanks for the tips anon. I'm currently in the process of finishing the Imperial story campaign and after that I might make the jump to either Corruption or Fall of the Republic.
>>2226331A bit late, but EAWX and Steiner mods are the most popular, and perhaps most polished. EAWX is a lot simpler while Steiner is a much more hardcore experience.For a pure newcomer, assuming you did the base game tutorials and got through the campaign a bit to learn the mechanics, EAWX is probably better. From there, you can just pick what era you prefer. TR is post-Endor, FOTR is CW and RR is KOTOR. They all play similarly. RR has the least content since its the newest while TR is one of the oldest mods out there and still getting active updates. It probably has the most.If you find it too simple or just want a bigger challenge, go Steiner. AOTR is GCW and AOTCW is CW.
>>2174542What's that?
>>2241149A mod for EAW.
My recommendations are more simple.If you completed vanilla, then i would recommend Republic at War. its similar to vanilla, but both factions feel and play as mix of Empire and Rebels. both republic and Separatists have powerful fleets and ground forces, but both factions have multiple units capable of doing raids, so as a whole, mod feels like Vanila+ as play is in bigger maps (50-100+ planets) but whole layout is similar to vanilla (republic usually starts out with inner systems, like Empire, and CiS start with control of outer rims (like rebels). Another one is Rise of the Mandalorians. its another vanilla + mod but set in alternative post endor timeline. you have Empire remnants, New Republic and Mandalorians (which basically replace Zann consortium, minus its corruption BS) and last one to recommend is Rise of the Crimelords. basically its vanilla ++. everyone has eight tiers of tech instead of five. major focus on mod is instad of zann consortium, you have 3 criminal syndicates (Hutts, Black sun, and last one i cant remember but it was Zann's faction, but not consortium). Empire and rebels have major overhauls but it still feels like vanilla (no major economy overhauls or like)
Any tips for AOTR? Which map should I start with?
Anyone excited for the TR 3.5 release soonish? It's in beta testing right now so ideally a couple months or by the end of the year getting released. I think the single warlord starts and new empire of the hand mechanics will be really fun.
>>2250739Liberation of Mon Cala if you're just learning the mod. Make good use of your starfighters in space, they feel much more substantial here than in other mods. Sometimes when I'm trying to take a super heavily fortified planet and raids won't work, I have a carrier fleet warp in and just turn the game into Wing Commander, lure the garrison away from the shipyard, and bomb it, and send the heavy strike fighters to knock out any interdiction if necessary. A single unit of B-Wings will wreak havoc on every cap ship it sees if not addressed by a dedicate counter.
>>2252106It should be good. The updated roaster looks nice. It's kind of a shame the minor warlords just use copied remnent stuff. Maybe submods will do something interesting with them.
When and with what kind of ships should you sideboard fire anons? Applying the "Capping the T" maneuver for example. Playing FOTR and want to maximize CIS damage output.
>>2252357Hopefully, I can see someone making a Panaka submod with his ships spawning N-1s and using Gian speeders and old AATs
>>2252653>sideboard fire I have no idea what that is, but recucents can do pretty good dps for their pop cap, but are squishy.>>2252699That would be cool. I really like the Naboo aesthetic. In the meantime, I could try playing the one that starts at Bakura and pretend I'm playing as them. I heard minor warlords that spawn on specific planets get the unique units from them unlocked from the start from the Discord.
>>2252653you mean broadsides? basically never. assuming your ship is healthy almost every ship in the star wars universe is designed to have all it's guns able to focus fire forward past the nose of the ship. it's why the empire has so many flying pizza slice shapes to accommodate for all the turbolaser batteries pointing in the same direction. the CIS is no different, munificents and recuscants are basically just flying guns you point at whatever you want dead. you might put a providence in that situation but it's less to let loose a broadside salvo and more to use its powerful shields and hull to absorb a lot of hits. remember star wars is WWII naval combat not napoleonic.
>>2254164Ah, ok gotcha. And "broadside" was indeed the word I was looking for. So there's no need you say to maneuver your ships to fire from the side for maximum damage. Is there some other tactical depth in naval combat other than rock-paper-scissor and basic point target threat assessment?Btw, I just love drowning the republic in droids.
>>2262404you can win a campaign with pretty blunt tactics if you get a solid feel for effective target ranges and pay attention to what gun types are on all your ships. positioning and maneuverability are still certainly important factors though. while all ships can dish out full firepower forwards, most ships are pretty fucked if you hit them from behind so a small, fast destroyer that's hard for turbolasers to hit and has a big gun that punches above it's weight is very good for slipping into a blindspot and fucking up a big cruiser. eaw is special in that you can essentially force blindspots like this because of the hardpoint system. if you blow off all the scary parts on the right side of an ISD then you have pretty free range to fly to that side of it without much trouble. conversely if you're the one controlling a fucked up ISD, then you just got into basically the only situation where you're going for broadsides. that all being said this is only really going to be relevant for steiner mods as eawx and others have much bigger fleet sizes with cheaper ships and the ai really likes to turn every battle into crashing giant deathballs into each otherhttps://www.youtube.com/watch?v=303_Xj8FKJU
https://www.youtube.com/watch?v=EVYVzeiWGyIThis looks potentially good.
>>2250739I am addicted to the grand layout 3 random planet start mode.
what mod makes ground combat more cool/fun? While AOTR revamps ground combat in major way, its too chaotic for me. units, including heroes DIE fast.