Alright.
This game is actually complete but I ran into several of the new things I wanted to be toss out there.
First, a couple disclaimers however. I'd attempted a couple 10/10 games, and then the new astro trains at 8 for both AIs and got horrendously trampled so I wanted something simple.
So, I started a pretty vanilla diff 7/7 game, taking the teleport raiders to experiment with them after their (at the time) recent overhaul.
7/7 is quite far below where I should be playing, I had 16,500 unused knowledge and finished the game at 9 hours, 20 minutes with an AIP of 268, that includes the 200 AIP for destroying both AI home command stations.
Game Summary1: My homeworld on the right.
2: First system I captured in center
3: Second system I captured on the left
4: AI HW Top Left
5: AI HW Bottom Left
My plan with taking the teleport raiders was to hop systems and that can be seen by the fact that the first system I captured was 3 hops from my homeworld and the second I captured 4 hops out from that.
Teleport Raiders are great at tachyon raiding though, having captured only those two systems I had every system on the map within 4 hops of one of my systems and I proceeded to scout the entire map. Scouts as far as they could go with teleport raiders behind cleaning up tachyons so the next wave of scouts could get a system farther out.
Next up was CSGs. I actually got pretty lucky on placement for these. You can see the node in the center where I was able to capture most of the systems I needed with a few on the left. A an absolute minimum of 8 systems captured is needed to take out the CSGs, I did this game only capturing 9 systems.
You'll note the closest system I captured to either homeworld is 3 hops, the mobility of the teleport raider permits me to be that far out and still project the force I need into the homeworlds to crack them. I did end up bringing my main fleet into both homeworlds, but the initial entry was all the teleport raiders.
Now, we are at the point in the game I wanted to talk about.
Homeworld BalanceAs I mentioned, I was cruising along, a diff 7/7 game is well below my play level. Having said that, both homeworlds were a steep, steep spike in difficulty that actually slowed me down a lot. Of the 9:20:00 playtime, at least 02:00:00 of that was the homeworld assaults.
My concern here is that it might be too steep, I'm very experienced at the game and it felt like I'd just slammed into a wall when I first tried assaulting the homeworlds. And neither homeworld had a Core Eye either, so they could have been more difficult.
Now, one did have a Teuthida and one had a Wrath Lance and those are almost the entirety of this wall I hit.
TeuthidaI'd argue this thing is broken at the moment. Because drones keep spawning as long as any human ship is in system (including scouts), what happened to me was I had a scout in the system then several minutes later was ready to actually attack. As soon as my force entered the system, all those drones that had spawned since the scout entered and sat there swarmed me.
At a self-attrition time of 4 minutes, that's in theory 240 drones, realistically probably 200 drones that reach your fleet. 200 drones is 2000 of your ships zombied that get thrown back in your face.
Once I scrapped my scouts and waited 5 minutes before re-entering the homeworld things were much more reasonable as there were no drones waiting for me and the post was difficult, but not out of line for what it is supposed to be as I was able to exploit the Sniper Coverage my scout starships grant to close with my starships to take the post out.
I'm thinking a health nerf would not go awry either. Because the Teuthida can't actually do anything to my star ships because of the sniper coverage, they spent quite a while sitting there just pounding on the Teuthida while it could not do anything in return.
I'm only talking dropping it from 120 million health to 80 or 90 million health though, it is supposed to be tough to take down.
Wrath lanceThis thing was actually more troublesome then the Teuthida, at least after I figured out I had to scrap my scouts to make the Teuthida killable.
Unlike the Teuthida, there are no immunities to exploit here. The only real exploit available is to take advantage of the fact that the Wrath Lance is not AOE, the first unit its beam hits is the only ship to take damage from the beam from that frame. (Note that each of the 4 directions looks to be made up of 9 beams each.)
However, the wrath lance puts out so much damage I'm not sure how to exploit that. I used cheats to spawn a bunch of spire sheidcraft with 280 million combined health. A single pass from a single direction beam easily killed the shieldcraft and the units they were supposed to be protecting.
So, the next option is to not get hit. Hello teleport raiders. Exploiting the teleport I was able to get about 1 and a half full salvos off from my raiders before they died. As I had Mk IV teleport raiders I was able to do decent damage before they died, but I was still sending 640 units on a one-way suicide run which tanked my economy something fierce. It took 5 or 6 total wipes of my teleport raiders directly attacking the wrath lance, and probably 3 more wipes of my raiders to clear out the other units in the system so I could focus on the wrath lance.
That's between 8 and 10 wipes of 640 ships to destroy a single unit. That seems a little high to me.
Now, cloaking is also supposed to work against these so I have two suggestions on these.
1) Also reduce the health, again only from 120 million to 80 or 90 million. By the time you have done 80 million damage, the post is dead. It is just a matter of how many waves of ships you are going to have to throw at it.
2) Reduce their turn speed. If a lance touches a unit it is dead, no questions asked. (I tried doing the math and got something like 6 million DPS per sub-beam, with 9 sub-beams per directional beam it is simply not survivable.) Therefore, slow the turn speed on the lance to allow ships to get two or three salvos off before the beam catches up and destroys them.
That would make the Wrath Lance much more reasonable to me.
Strategic Reserve and Special ForcesThese felt right. I certainly noticed both in taking ARS systems and the homeworld. The strategic reserve actually killed a lot of my teleport raiders that were engaging Teuthida/Wrath Lance at the time.
However, neither actually had a chance of stopping me. They added time and complexity to taking systems and did make it tougher, but not hard enough that I had to change my plans about the system. I think that is where this is supposed to be though?
Now, maybe they are a little high? I was playing on 7/7 so it would take a larger contingent of Special Forces to hinder me then it would to hinder someone who's playing 7/7 for the first time.
Teleport RaidersI love these things. True, I can't raid a Raid Engine or other unique, high-value targets because of the minor electric ammo, but flying around picking guard posts off? Oh yes.
The only Core Guard post the Teleport Raiders did not solo kill was a Spire Shield Guard post (the forcefield with 180 million HP) that was in range of the Mk III Fortress by the AI's home command. My bombers ended up being the one to handle that one since they came to kill that fortress anyway.
I'm not ready to say they are OP, I churned through an awful lot of them. (Just checked my stats, 17,000 teleport raiders built by me during this game.)
However, I would say the re-work has made them viable as a unit and they are certainly in my 'to-play' list so I will be taking them again sometime soonish.
So, I actually finished a game and came to celebrate!
"Experimenting" with 10/10 games and new features (You crazy Astrotrains) does not lend itself to winning many games.
D.