Republic at War is a total conversion modification for Star Wars Empire at War Forces of Corruption. The mod replaces the Empire with the Galactic Republic and the Rebel Alliance with the Confederacy. Republic at War focuses heavily on the theatrical films but also contains content from the Clone Wars cartoon series as well as the expanded universe. Players can re-enact various Clone War campaigns such as the Outer Rim Sieges. Players will have the choice to fight as either the CIS or the Republic and wage war for control of the galaxy. Realism is key and players will have unprecedented control over how and where they fight. Push forward with an entire clone legion such as the 501st or 212th or overwhelm your opponent with a seemingly endless number of B1 battledroids. The choice is yours. There are also a number of expansions planned that will add new (as well as polish existing) content.

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Richardo99110
Richardo99110

I know I blabbed about this so many times, about adding the RX-200 stun tank as Republic's proper Anti-air unit due to how unfair it has become for the republic when it comes to dealing with HMPs due to not having an effective unit to counter it, and the LAAT/is get so easily destroyed even by AATs, the snail tanks, and ofcourse not to mention the HMPs.

I have hard a lot of opinions from different people, both whom agrees and whom disagrees with my point of view. But I would like to hear what you developers have to say. And I strongly believe this is one unit you guys must add to balance the air superiority for both factions.

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jawafreak
jawafreak

First of all, I'm not part of the team, etc.
I partially agree w/ u. However, I'd like to point out the Juggernaut's point defense system is excellent against hmp missiles, and it laser batteries are also decent against GMO's. Other AA-capable units that are at least capable in this role and actually quite good in it are: the TX-130, the At-rt, and ESPECIALLY the Heavy Weapons Squads.

Also, I'd like to note that in the Xml files, you can Modify units like the Atte and Ut-at to have their primary and secondary weapons become able to target Aircraft, which is insanely useful.

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Richardo99110
Richardo99110

What is the point of having a great defense system, if it is still ineffective against the HMPs? Where it requires manual targeting and still misses many shots, dealing so little damage. I don't recall any of the units you mentioned being effective against air units, even if they do, they probably do so little damage and be molested in before they deal enough damage, except the Heavy weapons squads and the ARC troopers may be somewhat effective, but first of all, they are infantry, they get easily killed by the HMP missiles, secondly, they are slow, compared to the RX-200 or a potential AA vehicular unit, they are unfortunately going to be slower and hence less portable and reactable to fast moving HMPs, thirdly, their range is incompetent against other AA units. You should try doing this: Snail tank vs LAAT, i swear the range of the snail tank, also being able to target air unit at a great amount of damage is certainly overpowered. And as infantry they would get molested in before they even land few shots at the HMP. I am not saying it is impossible to defeat the HMPs, but it is quite close to being impossible, and hence, ultra difficult. That's why I am proposing to add a proper AA unit for the Republic, specially designed to be effective against these air units, so that it bring more balance and fairness to the gameplay. And that I suggest the RX-200 stun tank.

I don't intend to change the XML files, I wish that this is an addition or amendments to the base game itself. I would rather quit this mod.

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ekshenshen879
ekshenshen879

also turbolaser batteries can kill HMP easily

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Richardo99110
Richardo99110

Again it's completely pointless if you do not have the turbolaser defenses bought, considering it's 4,000 credits, that's a lot of economy to cover if you are planning to install it on major planets. that's at least 40,000 credits.

Moreover, it again requires manual targeting, and it's very time consuming for the turret to rotate to be aligned at the correct line of fire. By constant maneuvering, you can fool the turret and have it miss every shot.

Last but not least, it is NOT portable. Unless you start planting legs on the turret. And you cannot bring them to an invasion force of course. :P

Though the turret may be usable to take down HMPs, it is again i say this so many times: it's not effective against the HMPs. That's why we need a proper unit for taking the HMPs down, an effective strategic units against air units. It's not like the RX-200 was never seen in the Star Wars legacy, the Clone Wars clearly shows how effective they were in taking down the Hyena bombers. Why does the CIS get so many anti air units against LAAT which is even more expensive than the HMPs, while the Republic doesn't? I hope you see my point.

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The_Great_Rice_God
The_Great_Rice_God

RaW is a game that requires a lot of micro-management, and if you do it well, the CIS's air superiority is significantly less of a problem. Any time I see HMP units on the minimap, I immediately pause the game and direct all my turbolasers to manually target them, and then unpause. Because the AI is still pretty stupid, they're going to wander close to a turoblaser very quickly and just get one-shotted.

As for offense, where you don't have turbolasers, heavy weapons squads and ARC troopers are still the way to go. It's rare for the CIS to have more than 3-4 units of HMPs, and you can just wait at the spawn and whittle them down as they come. With the Juggernauts providing cover, it's doable to take them all down before advancing the rest of your forces.

I do recognize your point that the CIS has an air superiority over the Republic due to their stronger AA-capable units, but it's not something that can't be overcome. Basically what I'm saying is that while it would be nice for the Republic to get an AA unit, the current situation is not as unbalanced as you claim it is. It's doable. It just requires more micro-management, which is a big part of RaW anyway.

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Richardo99110
Richardo99110

But then when it comes to multiplayer, i.e. player vs player case, could you still say the same? "Pause" the game? Hope that they would play dumb and get their HMPs one shot? I do not think so my friend.

If you have read my comment up there for why ARC troopers and Heavy troopers don't work out so well, then you would understand what I mean. Also not every planet gives u enough initial population points to put down a juggernaut, since it occupies 3 units.

Furthermore, you would agree that this is unbalanced indeed, despite the fact it may be "doable", as I said: it is not impossible, but close to impossible. Proper AA unit would do the job, as I don't think nerfing the HMPs is a good idea. You say micromanagement is a big part of RaW. Sure it is, but at the extent of 'fairness', with HMPs all you have to do is click and click, and it will fire everything it has. as Republic side, you need to click click click click click until you really get it, and that's not even every time, is this really balanced indeed? I will leave this question for you to answer. Hopefully for once you could agree with me: air superiority is one feature needs extreme balancing. And that I propose the RX-200 stun tank.

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rubberbutt89
rubberbutt89

where is that located what line of code am i looking for?

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Richardo99110
Richardo99110

Great, asked for developer's response, all i got was empty 'air' on the internet. Alright I will live with it.

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Guest
Guest

Seems like the Empire vs. Snowspeeder squad from EAW vanilla

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Richardo99110
Richardo99110

At least the Empire had a proper AA unit. So at least that's not so unbalanced.

Republic doesn't have an AA unit, even though they did actually in the clone wars series, the RX-200 series. At the same time HMPs are overpowered greatly.

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Description

So while we are still working on the upcomming service pack that includes many balancing tweaks and bugfixes you suggested us, we are also grabbing some ideas together how we want to improve Republic at War in general in the future. Therefore in the first place we want to develop a bug/suggestion reporting tool that will be included in an updated version of the launcher. We hope with this way we can get your thoughts faster and better.
Also we are playing with some ideas how the general look of Republic at War should get improved. the given launcher skatch should give you an example what might be possible in the future.

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