Author Topic: Teleport Raiders  (Read 4111 times)

Offline Buttons840

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Re: Teleport Raiders
« Reply #15 on: June 05, 2010, 01:59:53 AM »
"They were wiped out."

"Of course. And the enemy?"

"Lost one bomber, sir."

Classic.

Offline Frozen Critical

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Re: Teleport Raiders
« Reply #16 on: June 05, 2010, 02:16:11 AM »
you gotta need alot of coding to make sure that the Artifical Intellegence of your ship Knows how to teleport back and fourth during fights if you want a non-mircomanaged Teleport Raider

otherwise they will just sit there and get killed , their armor is crap as hell , plus , you need lots on mircomanagment on all , i mean ALL ships if you don't want a fleet that sits there and watches while hostile AI long ranged ships blast them away , or a fleet that rushes towards a single Weak Opposition while a Strong Opposition Blows Holes in their hulls
AMERIKEAN AM TELEFONMAST

rubikscube

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Re: Teleport Raiders
« Reply #17 on: June 05, 2010, 03:51:25 AM »
well, i can imagine put in the codes to teleport from 1 spot to another over and over again shouldn't be overly complicated, after all people have developed spinbots (binds and configs)

Offline Frozen Critical

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Re: Teleport Raiders
« Reply #18 on: June 05, 2010, 09:13:05 AM »
well , heck no :

while making it teleport back and fouth is easy , the complicated stuff is making it teleport to a place EVERYTIME , we don't need to go into a planet with teleport Raiders , Put some code in the game , wait , then fight around , another complicated shit , is to make sure the teleport raider knows about its teleport location , nobody wants a teleport raider to teleport back to its teleport-escape area , only to find out that the area has been overrun and the raider gets owned
AMERIKEAN AM TELEFONMAST

rubikscube

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Re: Teleport Raiders
« Reply #19 on: June 05, 2010, 05:05:02 PM »
how about it's essentially to make only beam cannons to destroy it?

ok, most guard posts have lightning turrets, so don't use raiders on offense.

Make 3 of the most common ships and make it's attack instant so teleport raiders are only useful against bonus ships, essentially never dying against those

does sound like a big stretch though.

Offline Giegue

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Re: Teleport Raiders
« Reply #20 on: June 06, 2010, 02:14:16 AM »
there should be teleport raiders. the current ones are more like teleport mobileturretthatisnotaslargeasateleportbattlestationbutservesthesamefunctionandiseasiertodestroy.

rubikscube

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Re: Teleport Raiders
« Reply #21 on: June 06, 2010, 03:19:30 AM »
how about a ultimante teleport raider that teleports, and raids what ever needs to be raided, and teleports back, long recharge time so offense not so good and lightning turrets shred through them, on defense, it's pretty ultimante, it attacks and let's your turrets suck the damage up

Offline Frozen Critical

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Re: Teleport Raiders
« Reply #22 on: June 06, 2010, 09:09:47 PM »
oh hai , Expert Teleport User here

NO!

Teleports are ment to be good on both Offense And Defense , and Teleport Ships are pretty OP if they had good health and armor , i am fine with okay health and low armor , but good health and low armor? STILL OP , low health and good armor? STILL BLOODY OP

the Changes needed are to its Ammunition , i am fine with Fragmentation Rounds(Flak Rounds for those of you Confused) or even High Velocity Laser Beams(god damn why do i like Laser Ammunition?) , whatever ammunition that is Balanced and not OP(overpowered) or UP(underpowered) is fine , just make sure they are not for use against Weak , Slow and/or Obvious Targets , i'll use a squad of ships against those
AMERIKEAN AM TELEFONMAST

rubikscube

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Re: Teleport Raiders
« Reply #23 on: June 06, 2010, 11:53:43 PM »
teleporting flak cannons

Offline Giegue

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Re: Teleport Raiders
« Reply #24 on: June 07, 2010, 12:24:04 AM »
there are way too many units immune to minor electric ammo for this to be an effective raiding unit. I say either change the name, or the ammo.

Offline Dragon

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Re: Teleport Raiders
« Reply #25 on: June 12, 2010, 04:46:32 PM »
Indeed, the only thing they can hit when raiding is guard posts, and command stations.  And while that would be fine with me, when I tried that, taking my 700ish Mk 1 and 2 teleport raiders in to take out a guard post, they got instakilled by lightning turrets and an autobomb.  The post was down to 98% life by the time they had all been killed.  Personally, I think they need more life.  2000 hp?  Is that a joke?  Teleport battle stations are far far more effective, both at offensive and defense in my opinion.

Makes me wonder why we even have teleport raiders, if they are just like battle stations only weaker.  At unit cap, battle stations will do more damage, do damage faster, and live longer.  They will also build faster, as you only have to build around 130 for all 4 mk levels, rather then over 1300.  The only advantage they seem to have is longer range, but if you are teleporting right on top of your target, does range really matter?

As a simple test, I took a map, 991210938, that has both on it, and did two games.  Ship cap of mk1 of each.  With the stations, I was able to take out two systems, command stations, guard posts and Special Forces.  With the raiders, I was able able to take out two systems, but the systems died slower.  *shrug*

rubikscube

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Re: Teleport Raiders
« Reply #26 on: June 12, 2010, 04:56:19 PM »
buff nao

Offline Volatar

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Re: Teleport Raiders
« Reply #27 on: June 12, 2010, 07:03:32 PM »
buff nao

You truly are a master of literature. You place forth your points very well, making a great case for your well put arguments.

Offline KingIsaacLinksr

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Re: Teleport Raiders
« Reply #28 on: June 15, 2010, 02:31:25 PM »
buff nao

You truly are a master of literature. You place forth your points very well, making a great case for your well put arguments.

You sir, deserve a medal.  (Volatar).  :D

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rubikscube

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Re: Teleport Raiders
« Reply #29 on: June 15, 2010, 07:54:15 PM »
good thing we agree on buffing to a special characteristic of it's own.