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  • Game-Breaker:
    • Starfighters are just plainly broken. They are extremely efficient at taking down enemy ships, are created in massive numbers, and are hard to destroy in such large groups. They are so efficient that in space combat, the most common strategies essentially boil down to spamming carriers and if you are defending, corvettes.
    • In space:
      • The Confederacy has a marked advantage early on, because they have better early game space units, as they have more frigates and their early game carriers are a marked improvement over the Republic's Acclamator.
      • The Republic triumphs over the Confederacy in the late-game. Their late game carrier, the Venator, is also more well armed compared to other Confederacy ships of similar cost. In addition, their supership (the Pride of The Core) is better armed than the CIS's supership (the Malevolence)
    • In ground combat:
      • While Force-user spam was already a possibly devastating tactic on its own if done right, the mod gives all force users the ability to auto-heal when not in combat. Also, almost all of them are stealthed. Add on Delta Squad and a bunch of ARC troopers are Republic, or hordes of Commando Droids and the hero bounty hunters as Confederacy, and you have a powerful ground force that can take over the planet and destroy the enemy's space station to make the inevitable space securing easier.
      • The Confederacy gains an additional advantage if they secure Korriban and reach Tech Level 3, as they can then train Dark Side Adepts, who are basically weaker Jedi - except there is little limit to how many you can train. Well, technically there is, as Dark Side Adepts are not cheap to train.
      • ARC Troopers. The normal variants are stealthed and capable of shredding through droids, while the heavy weapons units can take down vehicles. The Confederacy has few anti-infantry units that can deal with this combination, and humorously, the ARC troopers normally running are too fast for artillery to hit.
  • Goddamn Bats:
    • Acclamators. They are constantly spammed in massive numbers by the Republic AI and thus they unleash massive swarms of fighters. Since this is usually in the early game, the CIS likely does not have an equivalent number of carriers to fight fire-with-fire and thus often is overwhelmed by the massive swarms of fighters unless they bring corvettes to the field.
    • Heavy Weapons ARC Squads for the Republic and Commando Droids for the CIS. For some reason, the AI likes to spam heavy infantry which takes the form of the aforementioned troops. Why they can be dealt with if one knows what they are doing, the sheer number of spawns makes them rather annoying.
    • One of the most despised things about Republic at War is the CIS's AI's tendency to perform "donut spam", which involves the AI pumping out Lucrehulk-class battleships non-stop upon reaching Tech 5. It is not unheard of for a doomstack coming for your bases to face an attack with upwards of 20 of these ships. They are also a drain on performance due to their awkward pathing and their massive starfighter complements (not helped by the best strategy to fend them off is... using even more starfighters via Venators).
  • Guide Dang It!: A number of intricacies.
    • The game does not give any indication of where certain buildings can be built (farms, refineries, exclusive buildings etc).
    • A new player who downloaded the mod and wants to build the superships of the Republic and Confederacy will probably be puzzled, and that's due to the mod never stating that to build them in very specific planets after unlocking a specific set of requirements.
    • There are certain features related to planets which are never stated, for example, Alderaan hiding all enemy forces in orbit of the planet and Duro giving more reinforcements from the garrison upgrade than other planets.
    • In earlier versions of the mod, the "Triad of Evil" campaign for the Republic was critically bugged and becomes this trope as a result. Despite the three planets mentioned needing to be seized are Felucia and Saleucami, along with Mygeeto, these were NOT the actual planets that needed to be seized - the actual planets in question being Korriban and Minntooine.
  • Slow-Paced Beginning: The aforementioned "From Ashes" scenario takes this up to eleven due to a lack of tech level options (settings or Research Facilities) and every planet after the initial few being nothing but Beef Gate fleets and garrisons.

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