Author Topic: Teleport Raiders  (Read 1286 times)

Offline brokentoy

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Teleport Raiders
« on: August 16, 2015, 10:02:13 AM »
Hi - I'm playing an 8/8 normal game, AIP around 250. I'm having a problem with a big reprisal raid even on a well-defended system (full complement of a mix of Mark-V turrets, Military 2).

The problem is that the wave contains nearly 1,000 Teleport Raiders, mix of marks. They just teleport to the CS and hammer it and destroy an important Fab with it. The raid is easily quashed overall, but even a mix of turrets that should be good against them (I think) - Lightning, MLRS-V - doesn't seem to wipe out enough before they bust through even four or five decent forcefields.

The wiki only suggests Logistic-3 CS - but that isn't really a big help (way too much K for something not very useful). Any other counter that I might try (even if it means backing up a bit).

Offline Bognor

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Re: Teleport Raiders
« Reply #1 on: August 16, 2015, 11:56:47 AM »
Sounds like a job for mines.  1000 knowledge for EMP mines should damage or destroy many of them and buy you 10 seconds to deal with the rest.  Area mines could also be worth a try.  Alternatively, one well-placed lightning warhead should do the trick. 1 AIP is better than spending knowledge if you're not going to use the mines regularly.
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Offline brokentoy

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Re: Teleport Raiders
« Reply #2 on: August 16, 2015, 03:41:38 PM »
Ah thanks for the suggestion.  I already have the wormholes well mined with Area mines. Do you mean around the Command Station where the raiders land? Are EMP (Widow?) mines something that are more generally useful that I should unlock?

Offline Bognor

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Re: Teleport Raiders
« Reply #3 on: August 22, 2015, 10:19:08 AM »
Yep, I meant around the Command Station. Probably little point unlocking Widow (forgot about the name change) Mines if you've already got area mines, unless you just need more mines.  I presume you're aware Lightning Turrets can be placed under forcefields and retain 75% of their attack strength?
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Offline Kahuna

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Re: Teleport Raiders
« Reply #4 on: September 05, 2015, 01:43:48 PM »
Try one shotting them with Lightning Turrets like this. You might want to keep them in stand down mode until all of the Teleport Raiders are in range. https://www.arcengames.com/forums/index.php/topic,16353.0.html
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline brokentoy

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Re: Teleport Raiders
« Reply #5 on: September 07, 2015, 06:05:17 AM »
Thank you both very much. Lightning Turrets were indeed the solution - I pushed forward and nabbed the Lighting-V Fab which helped a lot.

Is the use of stand-down mode to prevent them firing too early (when only a few ships are in range)?

Now grinding (19h+!) my way to the end. I'm finding 8/8 super tough. Even mixed high-mark fleetships seem to get mercilessly shredded against the large numbers of core/home defenders, only starships and golems cut it. But I'm enjoying all the new, large and weird stuff that the AI starts sending.