Complete Guide to the Hutts - Thrawn's Revenge & Fall of the Republic
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- Опубліковано 25 чер 2024
- An in-depth guide covering the units and mechanics of the Hutt faction in Thrawn's Revenge and Fall of the Republic, going over what you need to play them in the galactic level, ground, and space for each mod!
Edited by MarMarBunBun
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what a well written and in depth guide, I'll make sure to forget everything in it and rush capital ship production to ensure my economy crashes by week 5
The real way to play empire at war be like
Hutts are surprisingly good and fun to play, recommend everyone give them a try.
As always, thanks for the work you do Corey. I love playing the Thrawn's Revenge mod. To that point, I just finished a major galactic conquest after trying my hand with many smaller historical conflicts. I always play as the New Republic, but I think it is time I play as the Hutts. I think I will give it a shot today.
Hutts have such pretty ships.
Love the solar sails look
The Darksaber is best used to destroy bigger spacestations before they spawn the defense fleet.
The hutt ground roster is quite unique and can be fun, but I couldn't help but notice at 18:23 the canderous tank.. ngl I consistently stack my armies with canderous tanks once unlocked. They are probably the best in terms of damage dealing, damage taking, maneuverability, and least need to micro- as opposed to powerful flying units that have to be carefully managed. Admittedly, the legitimacy factions usually boast better heavies from their roster, so they're not needed as much. Definitely useful for factions like the corporate sector, Hapes (the fire dragon is pretty well rounded tho), and the Hutts
Edit: I just got to the part where you mentioned the canderous in the vid (maybe I should've watched the whole thing first lol)
its so odd tooo hutts dont need that thing its only overhyped for mando simps
its just a t4b analogue nothing special
I actually love the Hutts as a faction so much in this mod series. Seriously congrats to everyone who put them together, great faction that functions very well and uniquely right out the gate. It helps all the heroes look like Norf FC Bazzas lmao.
Ate clankas
Ate jedi
Ate sith
Luv me slaves
Luv me spice
Simple as.
@@olliesloane151 dis one ere gets it e' dos. Whoos da bestest in the galaksee eh? Atmural Edge mcsneed? Or Big Bazza an is Missile Ladz?
"Ho ho ho ho ho ho" Jabba claiming Palpatine's office as his own, while the Hutts conquer Coruscant.
i killed vader on fotr with the disruptor bikes
Parry this you fucking asthma monster
Tiny corrections meant more to help rather than be all "akshtually":
1. In Fall of the Republic, the Ubrikkian Cruiser has medium turbos rather than heavy turbos, so it's like a PDF Dreadnaught but for 1 pop cap less (5 pop, rather than 6), it's a decent fleet filler that can also help against fighters, and at 1 pop cap less, you can squeeze a point defense corvette in there with it, and build them faster than you would a PDF Dreadnaught with a pirate base.
2. The Pongeeta can be more than just anti-infantry, as shown in the video at 18:12, you can build Anti-vehicle turrets and Anti-air as well, all practically free of cost! So these are excellent to drop at a landing zone and basically have a strong line of defense protecting your landing zone right there and then. Afterwards you can sell the turrets and move the Pongeetas to wherever you need them to go, you can defend artillery with them, you can send them to the next landing zone, you can shut down an annoying route that the enemy is using to flank you, or you could even try to be cheeky and bring them behind your forces and start building turrets right in front of your enemy, though your mileage may vary with this bold tactic. Do note that they _destroy the turret first_ before they start damaging the Pongeeta, so they are deceptively durable as long as you are not neglecting them.
Thank you for keeping this game alive. starting a new hutt campaign today
Ditto on all counts!
Slug it out NOW
I did a Hutt playthough the week before last. I found that spamming the mid-level frigates were about all I really needed to steamroll, though I did play on easy
Speaking of the Hutts, could we have a Clone Wars campaign where they are either not present or passive? It's really annoying having to fight a 200 pop over Rishi every few weeks...
Alright Alright, you have convinced me to go back and play one of my all time favorite games and favorite mods
I thoroughly enjoyed playing as the Hutts in space battles. Ground battles, not so much. Particularly the heavy tanks of Eriadu and the NR can sit and take everything you throw at them while shattering your vehicles and grinding through your infantry
I love these guides. I really wish there were more of them
Long awaited and the Hutts are so fun to play!
I'm not sure what I did wrong, but my net income as the Hutts consistently hovered around 15k per cycle, throughout all stages of ownership in the large GC map. Compared to any other tax facility faction, which floated happily around 18k+ with a decent amount of starting planets + 1 region of space conquered (and with more regions rapidly adding to that). I tried sending as many smugglers to high base value planets as I could, but I struggled to find the right balance between cantinas and actual ground buildings for production/ defense.
A sizable portion of my income was actually done through cheesing Ulal + some generic Hutt Lord + Darksaber to instakill Lucrehulks at the CSA, valued at 2000 credits per. For whatever reason the CSA was spamming Lucrehulks nonstop, without even bothering to move them from the shipyard planet (even at like 13+), so it was free money.
Regardless, the Hutts are super fun to play as! They have an aesthetic that is super unique well executed by the art team
Thanks for this. I did a small campaign and didn't enjoy the hurts. With this info I'll try them again.
Something I would love to have broken down are the Hero Units of each faction- especially which heroes appear when a different one dies.
Hutts are fun they lack ion cannons but make up for large options in mid size ships
12:10 THE BOYS THE 3 BOYS FOR DIFFERENT ENEMY TTYPE IS ALL YOU NEED
Im so waiting for the guide for the Empire of the Hand
I am a Empire/Republic player at heart but I have thoroughly enjoyed the Hutts
Cool Ive always wanted additional factions for FotR
Thanks, I was waiting for this. So the Shadow Collective RN only gives Maul and Savage?
There’s a Falleen hero to represent Black Sun, though I can’t remember if that was one specific regional or not
Space is great, ground is tricky. Cant full frontal assault like Empire, Eriadu or Republic. Hit and runs and ambushes are your bread and butter.
the rocket skiff is my favorite ground unit, just fucking run in rocket some sucket and leave, the few super heavy vehicles than can easily kill them are all too slow and cant turn so they are still fodder
Its infantry that is their weakness as it should, since its the complete oposite of their job lol
ive been playing TR since its release and you tell me now how trade ports work XD god damn i feel stupid
Hutts are very dangerous faction to fight. I would have been overrun as the Republic if I wasnt using the Rothana Rising submod, I still lost multiple Destroyers and Battleships to Hutt fighter swarms and concentrated fire. only beat thier invasion fleets with continuous hit and run attacks to keep my heavy fleet assets safe since they never deployed interdictors.
How can you make the Rothana mod work?
Love the hutts in space(aside from the darksaber; it's novel, but not really worth bringing imo - unless you can guarantee it to one-shot a station or capital, it is a waste. Even a small amount of HP left will nullify its effectiveness since hardpoints remain intact and at full health.) Also enjoy their economic system, but I can't make the ground work for the life of me.
The lack of an armored front-liner to draw fire and push the front while lighter units dish out hurt is what soils them for me. Relying on hit-and-runs just doesn't feel good with how landspeeders path around in the game, not being able to reverse and making wide turns when pulled back instead. It's not as bad in TR, because you can outrange any heavy-hitters with pod walkers and MALS using air units as scouts for them, just letting the enemy break themselves upon you, but in FotR, they just feel outright terrible outside of spamming VAAT's and hutt infantry.
Is there a full roster list out that people can look at yet?
I can't play this game without mods anymore. This is basically just a sequel.
Can the Hutts build cloning facilities or officer academies?
Now that I know how the Szajin is supposed to be used, i’m a little confused on why it’s in garrison forces. I generally do not see many corvettes during an enemy offensive, and anything bigger just evaporates the short range light turbolasers before they can even start firing.
On a separate note, is there any chance of adding capitol exclusive garrison units to intervention mission rewards? I wanna play with the cool looking crimson droids, but I don’t want to risk my capitol to see them.
well its good at that but the ions and bulk still make it useful to fight larger stuff, victory one star destroyers are light guns in caliber for example, so szjin ions will help vs large units attacking and to kill say shieldless capitals or annoying hings like the carracks
@@kR-qj7rw ok, I’ll give that a try if I get around to playing as the Hutts again soon.
20:27
SOME
CAN
EVEN
E A T
PEOPLE
👍
Still don't understand how to destroy Praetor Star Destroyer in Lambda Sector scenario as Empire... Any helps?
The Praetors in Thrawn's Revenge are primarily armed with large numbers of heavy turbos and ions. While they do carry a fair amount of medium turbos and ions they are a relatively smaller part of its overall armament. Because of this you can fairly easily overwhelm a Praetor by using a large number of smaller frigates and tenders. As the Empire you would have access to Strike Cruisers which are high DPS light frigates equipped with both turbolasers and ion cannons so can contribute to both destroying hardpoints and stripping shields. The Carrack too would also be a desirable option with its long range heavy turbos but would lack the Strike's power to weapons ability so depends on your preference there.
Victory 1 SDs carry a large number of powerful concussion missiles (alongside a decent number of light turbos) which make great long range fire support but missiles can be shot down by PD so something to be aware of and plan around. Victory 2 SDs lack the missiles but bring more reliable turbos and ion damage.
You could also bring a large number of carriers. Praetors lack dedicated anti-fighter, while the large number of weapons it does have is bound to hit something it does not have laser cannons with which to reliably fight off a large bomber swarm. This does not mean there won't be anti-fighter as it can still be supported by the rest of its fleet but the ship itself lacks the ability to really do that itself.
If you have access to a capital shipyard, the ISD 1 might not have the overall turbo DPS of the ISD 2 but it does carry a notable number of ions which make it great fire support against the Praetor's shield while also being reasonably durable. The ISD 2 is capable of stripping shields but its focus on turbolasers means it's more geared towards direct hull damage. Pairing the two together would not be the worst idea. Tectors are fine but aren't that great at damaging heavier shields but would be fine at damage hardpoints. It is however notably more durable than either the ISD 1 and 2 so could serve as a decent tank for your light frigates.
Overall you have options, best of luck.
@@wearetheninjasofpie Thank you, my friend, May The Force Be With You!
you shoot at it
its just heavy weapons, any similar sized fleet of carrier sor combat firgates beats it
@@kR-qj7rw Thank you!
Man do I already hate the hutts. Soooo many surprise 400 pop invasions with missile heavy frigates. I like the challenge, but they are pretty easy to cripple in Thrawn's revenge by waiting for them to over expand and then take their homeworld. In Fall of the Republic, I'm still just losing worlds left and right.
Where can I get some technical support?
You can visit the discord server for the mod at discord . gg / coreyloses
Unfortunately, I realized yesterday that I suck at EAW. Idk how I got 100 hours in the game all those years ago. I’ll still follow these mods cause I think they are really cool. Just wish I could get good. Wasted 7 hours yesterday trying to pick things up at base game. If I can’t succeed in base game anymore, no way I’ll succeed in the mods
In my opinion modded, especially TR and FOTR are easier. But it's about the early game, you gotta use your starting forces and get conquering, build up a decent economy and know what unit does what.
You mainly need a feeling for how the AI behaves (both on the galactic level & in the battle itself)
F.e. I don't put my defense fleets at border planets, but on the next nearby non-border-planet, since the AI uses their intel on the border planet to decide how big its attacking fleet should be (at least on normal difficulties, the "Admiral" difficulty & cruel AI tend to attack with massive concentrated fleets after some time)
Also it then makes sense to not use as many medium fleets stationed on every planet, but fewer concentrated "sector fleets"
...which leads to another topic - build up your territory as "clusters":
In order to have no "timing problems" with moving your defense fleets to attacked planets before the enemy fleet or their ground forces arrive, you should build up your territory by conquering clusters of planets that are in near proximity to each other, so your border planets have a longer travel route to enemy planets
Other than that it's mainly learning by doing, & maybe Corey's TR beginners guide helps you with some basic questions: ua-cam.com/video/fzjqlidA3og/v-deo.html
If you have further questions, just ask :)
The Hutts are cool, but Yuuzhan Vong?
Ooocha umba micha khrispa
🙂👍
My understanding is that you cannot control the entire galaxy as the hutts since you cannot get income without outside sources.
No, you still get the base value of your own planets, you just can't double it with taxes.
@@CoreyLoses oohhhhh. Yeah that is way better. Thank you!
you can't omega tax getting 3 times base income, but still you can get all your base incomeplus enemy planets, so its less but you can roll at 20 000 and control like a 4th of the galaxy :P
Hi Corey, so I have a question, you helped create the thrawn's revenge mod for star wars empire at war right? So why isn't it a thing in the mod to be able to rotate capital ships?@@CoreyLoses
Rotate them how?