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Nal Hutta - Shield generator INSIDE the shield?!?


DasFlo

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Hey,

after restarting my imperial campaign because of the heroe disapearance bug, I have now run into a new issue.

The shield generator on Nal Hutta is inside the shield. So no bombing, no shooting at it, no nothing. Now, maybe I would still be able to somehow take it down with some uber-cheesy tactic... but the Rebels do have those "one unit to pwn them all" artillery already. That means I can't enter the shield without having a few of those firing at me, meaning even Darth Vader won't live long enough to even scratch the shield generator.

 

So, have i missed some super-secret strategy or feature... or did I just run into another small (small as in campaign-breaking) bug? If it isn't a bug, it just plain sucks. period.

 

I'm still enjoying the game, but I guess I won't be playing it until it is possible to ... play a single f**** campaign through without restarting it.

 

Also I'm looking forward to jumping into MP, I just hope there will be people left playing it once I have finished restarting the sp over and over.

 

Afaik EAW did great in terms of sales figures, but seeing how I have been hyping up myself about this game ever since it was anounced, how I shelled out the 50€ for the ce... how I'm seriously starting to doubt I'll get another game from this devs/publisher again in the near future... something better had happen fast.

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I am not sure I've been able to fully comprehend what you were writing, sorry.

However i understand that shieldgens inside the shields radius is in fact a feature. Fine. So, anybody care to tell me exactly what I'm supposed to do about that? There's more than one art in there, even if i get vader (or speed bikes or whatever) near enough to one art, there will be more to take care of everything I send. Seriously, what exactly did I miss?

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You seem to be throwing a fit about nothing. Just because the power generator is inside the shield, doesn't mean that you can't do anything about it. This may not be as easy of a battle as ones on the outside of the shield, but it is still doable. They have artillery? Oh well, go for them first and ignore the shield until then. Speeder bikes are pretty handy for that task. After the artillery is gone, move in slowly supported by your own artllery in the form of SP-MATs. Or, make up your own strat. Other people have beaten the campaigns, it's not impossible.

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Nope, not about nothing.

I may be a bit quick to assume things are not working as intended by now, however.

Possibly because of the amount of bugs I've been runing into?

 

I thought I already mentioned it... my speeder bikes won't reach them. There's like 4 or 5 arts inside the shield, all deployed. The splash is enough for a few speeders. And the arts reload quickly. I'm not saying it's unbeatable. I'm just saying it's bad enough to seem like a bug. Well, seems to be just me, anyways.

 

thx for the info

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If the power generator is near the edge of the shield, you can always call for a bombing run near the shield boundary and the generator might fall within the bombing radius. That'd take the shield down real fast.

 

If that won't work, I'd suggest using speeder bikes to distract the Rebel artillery so that your fast assault forces (perhaps a couple squads of AT-STs) can get under the shield umbrella and take out the artillery. Then, blast the shield generator or power generator and pull your forces back. Regroup and mount a final assault on the unshielded base.

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It isn't a bug, in fact it was a last minute decesion by petro to allow this feature, seeing as the other way around goes against Star Wars cannon. I would suggest using veers and maximum fire on the generator or shield, and bring other at-ats for back up. Use the repulsor tank to get rid of the pesky artillary and then use maulers to rid the infantry. When attacking the artillary make sure to be close to them though.

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Thanks for the advice.

That's however exactly why I would have liked this to be limited to skirmishes.

I'll have to do without the good stuff (at-ats or veers) - it's the campaign - and a real p.i.t.a. Well however as i said thanks a lot for replying

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I think Mon Calamari was the worst for that - playing as the Rebel Alliance, trying to take Mon Calamari, the generator was deep inside the shield and far out of reach, there was only once entrance to speak of (a second would allow T-2B hover tanks in, but they can't do anything versus the turrets and heavy armored units there) and it was guarded heavily, the Imperials had ten sets of ground units on the planet, including two sets of SPMA-Ts and a bunch of AT-STs and 2-M Repulsors. Combine that with the painfully low unit cap, and you've got one boring-and-frustrating-as-sin half hour ground battle you can only win by sacrificing about sixteen million poor clueless but friendly bipedal squid-men...

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Yeah, I think this WOULD be something to think about in a patch.

It is not that much fun to me if I have to sacrifice N amount of troops (nope, no squids on my planet) just to get something done because it's just set up that way. There always needs to be room for some clever, efficient move on the players part.

 

And that's exactly the reason why I also think those "just split your troops in half and have one half of them arty-pwned while the other half MIGHT get close enough to do something about the artillery" strats... plain suck.

 

Rethink this, Petro. Please.

 

Oh, and isn't it a bit early for people to already have adapted the "zOMG lolz learn to play teh gayme noobletz!!!!!1" attitude? Just anticipating...

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LOL. I thought that at this point. everyone REALLY is a N00b!

The game is fun and you have to look at diffent ways to defeat the computer and humans. Some times I see the generator outside, sometimes inside the shield. If the generator is on the edge of the shield , I will try to zoom some tanks to the edge so only a few defences can attack them and after taking out the defences in that area, I hit the generator. otherwise the artillery have to be rush into at high speed and attacked up close. It can be tuff at times but otherwise others would say they are bored.

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Hey I fully agree it has to be tough sometimes!

It's that I don't like the way in which it is tough, that's all.

I wouldn't be bitching about the generators... well, actually i AM not... it's about the rebell artillery in this context.

 

Anyone remember how many patches Wc3 had before you could begin to talk about balance? sc? One has to realize that just because it's the status quo doesn't make it good.

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ya, the reb artillery is bad to the bone. I am normally an Imp but I have been playing the rebs to learn their units. Their artillery seems to have greater splash damage and the doids the have can reveal the whole map without having to be there and expose themselves even. I as the imp have to swarm them with these cheap tie tanks if it is early. Rebs get art early. This is easy with the scarmish. For the campain it is harder because you are right. you do not have the units to throw away. but if the generator es on the edge or the art is on the edge , bomb it and hope for carry over. if you think the pack art is hard. remember how the rebs like the massave cheap tank swarms. LOL Looks like one has to just zoom in ( think tie tanks) and mix it up . He has a minimum range.

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Just think about it, if the shield generator were to be outside on every planet, it would be WAY too easy. I really like the way petro did it, having some inside, and others out. It makes a good challenge. You just have to be able to think of ways to get to the generator, or in some cases just kill the shield itself and it's easier. If you have Veers get 'em in there and use maximum fire. Or if your rebs, bring in infantry and obi with some artillary. Make sure the artillary is in the back protected while your infantry and plex soldiers attack the enemies. Use Obi's heal to heal your infantry from time to time. And ALWAYS make sure to have enough reinforcments.

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