Author Topic: Teleport Raiders  (Read 7512 times)

Offline AlexV

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Teleport Raiders
« on: June 04, 2010, 03:08:21 am »
"Admiral, may I present to you the new wing seconded to us from General Andersson: 32nd Crack Suicide Squad - The Jumpers!"

"Very good, Number Two. So, you're the boys with those fancy new toys that popped up outside my flagship then?"

"SIR, YES SIR!"

"Excellent. Well, it can't have escaped your notice that we're separated from our destination by a large killing field covered by snipers and long-range turrets. With your ships you can jump straight over, take out the guns and jump back before they know what's hit them."

"SIR, NO SIR!"

"No?"

"NO SIR! IT'S OUR GUNS, SIR! CAN'T TOUCH THEM, SIR!"

"So you developed a ship that can strike deep within enemy lines, bypassing entrenched defenses, able to attack with utter surprise then leave before they can mobilse against you, and the weapons you mounted on it are?..."

"MINOR ELECTRIC AMMO, SIR!"

"I see. Which is good against?"

"BOMBERS, SIR!"

"Bombers? As in, ships which travel very slowley towards targets at known locations within our own territory, giving us ample time to deploy defensive formations against them?"

"SIR, YES SIR! CAN'T BE TOO CAREFUL, SIR!"

"Indeed. One more thing - 'Suicide Squad'? Surely with the capabilities of your ship, you can jump back to a repair station whenever damaged before immediately rejoining the fray, making your losses minimal?"

"OH NO, SIR, WE CAN'T DO THAT!"

"Dare I ask why not?"

"NO ARMOUR TO SPEAK OF, SIR!"

"I see..."

"ONE SHOT, ONE KILL. SIR!"

"I'm not sure that's exactly what that-"

"NO RETREAT, NO SURRENDER!"

"Quite. Look, just form up with the rest of the fleet and await orders. Dismissed."

"SIR!"

"We'll just have to do this the old-fashioned way. Number Two, open a channel to the fleet... Alright everyone, listen up. I've sent details of an enemy fortification to your targetting computers; bunch up and travel at group speed towards them, ready to attack as soon as we're in range. I know not all of us will be coming home today, but just-"

"LEEEEEEROY!"
SNAP!, SNAP SNAP SNAP!, SNAP!

"What the hell was that? Number Two?"

"It's The Jumpers, sir. They've, er, jumped. Straight to the enemy fortification."

"I see. Losses?"

"Total, sir. They were wiped out."

"Of course. And the enemy?"

"Lost one bomber, sir."

"Number Two, inform General Andersson I wish to speak with him at his earliest convencience, please."

Offline KingIsaacLinksr

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Re: Teleport Raiders
« Reply #1 on: June 04, 2010, 03:12:04 am »
I chuckled.  Best not to underestimate those teleporters, they've ruined a planet of mine several times now. 

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Offline wyvern83

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Re: Teleport Raiders
« Reply #2 on: June 04, 2010, 03:41:03 am »
I tried them as a starting unit once.

For what ever reason control+right click wouldn't get them to open up on the AI command center right next to them. I abandoned the attempt at blitzing with them soon thereafter and moved on to another campaign. I may try them again though.

Offline RCIX

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Re: Teleport Raiders
« Reply #3 on: June 04, 2010, 04:00:58 am »
Lol, that's good! :)
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Offline Ktoff

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Re: Teleport Raiders
« Reply #4 on: June 04, 2010, 04:59:58 am »
Yeah particularly on offense in amixed fleet the teleporters can be a  real pain... :-)

Offline x4000

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Re: Teleport Raiders
« Reply #5 on: June 04, 2010, 08:16:33 am »
Heh, that really made me laugh. It is true, they are not great on offense (the battle stations in particular). Some players have mastered that art as I recall, but mostly the players who love these use them for lightning fast defense.
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Offline superking

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Re: Teleport Raiders
« Reply #6 on: June 04, 2010, 09:31:23 am »
"Excellent. Well, it can't have escaped your notice that we're separated from our destination by a large killing field covered by snipers and long-range turrets. With your ships you can jump straight over, take out the guns and jump back before they know what's hit them."

"SIR, NO SIR!"

"No?"

"NO SIR! IT'S OUR GUNS, SIR! CAN'T TOUCH THEM, SIR!"

"So you developed a ship that can strike deep within enemy lines, bypassing entrenched defenses, able to attack with utter surprise then leave before they can mobilse against you, and the weapons you mounted on it are?..."

"MINOR ELECTRIC AMMO, SIR!"

"I see. Which is good against?"

"BOMBERS, SIR!"

"Bombers? As in, ships which travel very slowley towards targets at known locations within our own territory, giving us ample time to deploy defensive formations against them?"

"SIR, YES SIR! CAN'T BE TOO CAREFUL, SIR!"

there is a certain amount of truth in this  ;)

Offline zebramatt

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Re: Teleport Raiders
« Reply #7 on: June 04, 2010, 10:29:23 am »
I'm not massively averse to the way they currently function... but why're they called Teleport "Raiders"?

Offline AlexV

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Re: Teleport Raiders
« Reply #8 on: June 04, 2010, 11:12:27 am »
For added comedy value, try fighting against Zenith Mirrors. An entire squadron of teleport raiders jumped to a Zenith Mirror, opened up fire on it and, to a man, instantly died from the reflected shots. The Mirror might have been scuffed a little. That showed them, huh!

The only effective use I've found for them is to shift-click queue up an attack on any bomber I can see (preferably not too close to turrets) followed by a shift-click move to a remote corner of the planet.

The disconnect between a unit which would be great at attacking fixed posts, but rubbish at chasing moving targets armed with a weapon that can't touch fixed posts but is (moderately) useful against moving targets just clashed a little, for me. Of course, their ignoring the group-move command and jumping straight into enemy locations is always good for a laugh - if I could only find a way of strapping autobombs to them, it would be perfect!

rubikscube

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Re: Teleport Raiders
« Reply #9 on: June 04, 2010, 06:54:52 pm »
micro more = win

Offline Volatar

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Re: Teleport Raiders
« Reply #10 on: June 04, 2010, 08:45:21 pm »
micro more = win

Not making you micromanage is a large point of AI War, so if you have to to use TeleRaid's then there is something wrong.

Offline Frozen Critical

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Re: Teleport Raiders
« Reply #11 on: June 04, 2010, 09:16:36 pm »
Teleport Bombers

Wait , What?
AMERIKEAN AM TELEFONMAST

rubikscube

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Re: Teleport Raiders
« Reply #12 on: June 04, 2010, 09:55:34 pm »
teleport raiders has bonus against bombers.

using teleport raiding the right way is to micro, don't micro they die, not even using their "teleporting " abilities

Offline Volatar

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Re: Teleport Raiders
« Reply #13 on: June 04, 2010, 11:08:55 pm »
teleport raiders has bonus against bombers.

using teleport raiding the right way is to micro, don't micro they die, not even using their "teleporting " abilities

Which means that there is something wrong that needs to be fixed so that you do not need to micro them  ;)

rubikscube

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Re: Teleport Raiders
« Reply #14 on: June 05, 2010, 01:25:29 am »
the only thing is making teleport raiders constantly teleport back and forth so they never get hurt.