Star Wars: Clone Wars, THE CIS IS OVER! ( Empire at War AOTCW ) EP28



AFTER NEW BALANCE CHANGES IS THE CIS BEYOND SAVING?

CIS campaign join me as we lead the CIS to Crush the vile Republic on the hardest difficulty will we survive and claim victory?

Mod name is Empire at war AWAKENING OF THE CLONE WARS

Mod Link : https://steamcommunity.com/sharedfiles/filedetails/?id=3387971722

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39 thoughts on “Star Wars: Clone Wars, THE CIS IS OVER! ( Empire at War AOTCW ) EP28”

  1. I love the mod so much, but as in AotR, I did a lot of XML editing to make the game the experience I want to have. For ground and space. I combine realism/immersion with balancing gameplay. But it is time consuming.

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  2. You should take what you've learned and try again. You're pretty fun to watch but you've been a little negative the last few episodes. Rush more mining worlds/economic buildings next time to avoid getting snowballed to death by the AI.

    The nerfs to ACC1/ACC2 pop cap are huge just as the buffs to the Captor Carrier are. You can have almost three Captors instead of one DH-Omni (39 vs 35 tactical pop). I don't recommend ever running more than one Omni and even then, I only use them in my fleets with Lucrehulks or starfighter heroes.

    The Providence is still fine; it was way too strong before. It also got an extra bomber squadron which is much more powerful than people realize with proper support units.

    Diamond Cruisers (both variants) got buffed and are very usable now. The spider droid variant combined with Captors will carry the early fighter game.
    The Auxilia Destroyer was already good and is completely insane now.
    The Bulwark was already good and is even better now.

    The removal of cap for generic commanders on the ground is actually nuts and will make ground defense/offense much more fun.

    The CIS is possibly stronger than the Republic imo. I haven't played a Republic campaign very far yet but it seems that Republic players don't get critical ships until the game is already over whereas the CIS can get all that they really need (core fleet comp) for the whole campaign by week 20.

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  3. You're largely overreacting about the Providence.

    They are still excellent ships, the shield ability nearly completely nullifying shield piercing weapons just wasn't good for the Overall balance of the game.

    They also have another bomber squadron now.

    If you want to protect your shield generators bring recusants and target enemy bombers with interceptors.

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  4. Given the fleets have been nerfed so bad is it possible to either a) sell ships that arent worth the popcap and replace them with better vessels or b) gather as many assets as possible by have the fleets fight toward each other and redistribute the ships that are worth keeping? The idea here is the doom stacks cant be everywhere at all times.

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  5. I'm suprised that the republic is continuing to attack towards the outer rim instead of trying to retake the core world's, though I suppose by doing this it's forcing you to spread out your forces in turn diluting your fleet strength. Either way great episode, nice to see the republic go on the offensive again.

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  6. yeah the providence and proton cannon nerf is really sad tbh. this is why im glad im using the providence and recuscant dreadnought mod, it makes dealing with the deathstacks less painful. I do understand why they nerfed the providence and if you use it right it can still be devastating, but playing on expert is brutal and makes all your units feel worthless…

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  7. Auxilia beam ability is pretty much an instant subsystem killer… If the enemy have no shields that is… So pairing them with ion ships are good.

    And the Providence nerf, it's not so bad, especially now that you got the advance ones, they HMPs in the hangar for a reason, to intercept those damn mmissiles, torpedoes, and bombs.

    Which the Republic doesn't have any missile/torpedo/bomb interception capability… I think?

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  8. As a avid GAR player i did find it frustrating to send 3 Y- wing Squadrons just for the hardpoint to have 56% health left, because of the Defensive shield ability. But i will play with the new changes to see if i may change my opinion. Because i want the providence to be a dangerous ship to fight playing as the GAR.

    (NOPE! Still good ships.)

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  9. The CIS got some big buffs this update: half their units are cheaper to deploy, C-9979's brace for impact is better, Auxila got way better in every way, many republic units are more pop so less can be deployed, Yoda and Mace need to be bought, Pirate tanks you gain from converting worlds are better due to the ability buff, Bulwarks are better, you don't need to buy trench anymore, Diamond cruisers are stronger, C70's and Peltas have less firing arcs so they need to turn around more to fire. Honestly the only unit that got nerfed for the CIS was the Providence which makes sense since before this nerf it could take on tech 3 Republic units and win. I guess this is why you shouldn't rely entirely on the meta

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  10. Reminder that the Providence is a unit that can be unlocked extremely early game, yet before this nerf it could take on tech 3 warships for the Republic. Many Republic ships are vulnerable to bombers or ion boats, as once they lose their main armaments a Venator only has two light turboloaders (less than a C-9979 frigate). This is important because I really think he would've made better progress if he'd used more Captors, until the Republic techs up all their carriers, you'll win every fighter engagement and bombers hard counter many republic warships (especially Victories that have no way to counter them)

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  11. I have two questions. After the patch trench is no longer available to purchase . Before it was priced as ca 18000 and trade ferderation upgrade 1 . So were did they moved him to build ?

    The other is how do i get the malevolence. The regular subjagator can be build after upgrading the factions , that i know .

    Greetings

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  12. So I'm seeing a distinct lack of munificents. Each fleet should have at least 7 to 10 in them they cheap and weak when there's only 1 or 2 but you get 5 or 6 deployed with a few providence classes and a battleship lucrehulk plus a captor carrier for extra fighters

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  13. The advantage the providence has is its speed and acceleration. I've had a lot of success sending wave 1 fighters to specifically target enemy bombers, then charging the Providence's straight into enemy lines, and popping their shield ability. The close range weapons do the rest. The providence is so fast it only ends up taking 1 or 2 volleys before it is in range.

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  14. 45:44 you say the providence has no guns but it has 10 CR TL, 4 of which are heavy and 6 mediums (which cannot be targeted) while the venator has 8x Med TL which are all targetable and thats it… Besides that, the providence has twice as many torpedoes than the venator.

    The venator is much weaker on a 1×1 engagement, even after the nerf to the providence's ability.

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