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How To Win As Empire in Multiplayer?


clovermite
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How do you overcome all the advantages that the rebels get?

 

- Guaranteed starting with 4 diplomats (jan dodonna, leia, luke, mon mothman) vs two (vader, emperor)

- 4 recruiters (han, leia, luke, mon mothma) vs 2

- Rebels don't have any garrisoned planets to start, so diplomats can focus solely on gaining many planets

- Nebulon B's build so fast and perform so well that they seem to effectively cancel empire's advantage in ships (empire can't seem to amass SDs quickly enough, and carrack's can't stand up)

- Sullustans have HUGE detection advantage for being so cheap

- Han can transport characters so fast

- Fighters play such a huge role, and rebel fighters are so much better than the empires, and not much more expensive (save for defender which doesn't seem to come out until after nebulon bs)

 

The only reason advantages empire seems to have is an inital fleet advantage (nullified when nebulon bs can be mass produced to outperform the few SDs that can get out in time), and the leadership boost - but leadership doesn't appear to play a huge role as combat doesn't seem too affected by admirals and commanders, and the opportunity for incite uprisings seem minimal (again note diplomacy advantage).

 

I don't see many people complaining on the forums though, so obviously I must be doing something wrong. Please give me some advice on how to crush the rebellion.

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I haven't played much multiplayer, but some suggestions:

 

Put a good admiral on board your fleets and bombard enemy (military) facilities to destroy enemy troops.

Use commandos to destroy enemy facilities (especially GenCores & Laser/Ion cannons; see above) and military units.

Use Noghri to assassinate/capture enemy characters (especially those pesky diplomats).

Use espionage droids on neutral planets to locate enemy diplomats; use on your own systems to foil enemy missions against you (not full proof though); use on enemy systems to locate targets (see all items listed above).

Concentrate on building a super shipyard system to speed up capital ship building; supper training facility for troops/special forces; super construction yard to build the other super systems.

One GenCore/Laser/Ion cannon will pretty much deter causal enemy bombardments & assualts (only on the MOST important systems, at least in the beginning).

 

If you're worried about Neb-B's, concentrate on building Tie Bombers (lots of them) & escort carriers. As long as you have an advantage in fighters/bombers you can put some "hurt" on enemy ships (always concentrate on 1 ship at a time). Even a system with 1 shipyard can get you ~18 tie bombers in ~200 days; I think Tie Fighters are totally worthless, but you have to decide on that at the beginning or building capital ships.

 

Admirals/Commanders/Generals really do help, check their stats before deciding who goes where. A good admiral on a fleet could mean the difference when bombarding on hitting an enemy troop or civilian facility (one will decrease enemy popular support and the other increases enemy popular support). Do this enough in a sector and popular support can swing dramatically (but be careful!). Commanders help your fighters in the tactical battles & Generals will detect more enemy missions and protect your troops.

 

Avoid inciting uprisings as these are totally worthless and a waste of time and materials; go for sabotage & kidnapping (which is actually easier than assassinations).

 

Good Luck :wink:

Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
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Hey Tex, thanks for the advice.

 

I've done most of what you said, save for the admirals, spying on neutral planets for diplomats, and spamming tie bombers in the face of Nebulon B spam. I'm not really familiar with the relevant stats for Admirals and Commanders, other than high leadership is good. Do you know which stats affect what? I'll certainly be more active with the officer roles.

 

The neutral planets espionage is a good idea too, so I'll try that out.

 

The last suggestion though, I'm a bit unsure of. Rebel fighters are SO much better than Imperial ones. Tie bombers just seem to die so quickly. I worry that if I focus on making tie bombers the mainstay of my fleet that they'll just get massacred by X-wings and A-Wings and then I'll still not have an answer to the massed Nebulon B's. I'll definitely give it a shot though.

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I'm not really familiar with the relevant stats for Admirals and Commanders, other than high leadership is good. Do you know which stats affect what? I'll certainly be more active with the officer roles.

Combat!

 

 

The last suggestion though, I'm a bit unsure of. Rebel fighters are SO much better than Imperial ones. Tie bombers just seem to die so quickly. I worry that if I focus on making tie bombers the mainstay of my fleet that they'll just get massacred by X-wings and A-Wings and then I'll still not have an answer to the massed Nebulon B's. I'll definitely give it a shot though.

When Tie Interceptors become available, have 1 T/I for every 2 T/B. This will help out on fighting fighters. If enemy fleets are on the attack (you're on defense) send the Tie Bomber after enemy escort carriers firsts, then ships capable of carrying fighters. If they're destroyed that can't bring fighters; damaged ones you can attack the next time (if they come back).

Finally, after years of hard work I am the Supreme Sith Warlord! Muwhahahaha!! What?? What do you mean "there's only two of us"?
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