Author Topic: take out lightning turrets  (Read 4479 times)

Offline Dathknight

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take out lightning turrets
« on: January 15, 2010, 05:51:30 pm »
Hi, since hours I try to take down a tec4-planet but it seems to be useless.
Normally i wouldn't even try to take a planet like this (no resources, no data-center, nothing) but this Planet (and its tec4-neighbor) had 7 (!!!) wormholes to my hinterland and one of them direct to my home-station. I've ignored them for hours now, because you simply can't take 2 tec4-planets in the beginning ;)
My biggest problem are the tec3 lightning turrets, like at the picture I attached. They took out 2 hole attack-fleets in seconds and i can't out range them with frigates.
I had 2 solutions for that:

1:
I assembled a beachhead with a space dock and star constructors, then build dreadnoughts. But with the remains rebuilder I feel like don quijote  :-\
clear drones are dieing to fast to be usefull.

2:
I could use Warheads but this can't be the answer. I can't send a warhead for every lightning cluster in a system.

So how do i take those clusters out without wasting hours to shoot down every single turret and rebuilder with dreadnoughts?
I play with simple shipetpyes by mistake  :-\

I attached a save so you can see my problem.

Offline Black

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Re: take out lightning turrets
« Reply #1 on: January 15, 2010, 06:06:23 pm »
Try a forcefield generator?

Offline Kjara

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Re: take out lightning turrets
« Reply #2 on: January 15, 2010, 06:15:44 pm »
Honestly, I think that remains rebuilders(at least for the ai-for both would be fine though) should take a bit longer to replace a turret.  I've had cases where I've killed a turret, and even though I have a cleaner droid sitting there, the remains rebuilder warps in, replaces the turret, and warps out before I can do anything.

Offline Blahness

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Re: take out lightning turrets
« Reply #3 on: January 15, 2010, 09:13:45 pm »
Out-range the lightning turrets, or use Raid Starships to mow down the lightning turrets before sending in anti-MLRS troops.
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Offline x4000

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Re: take out lightning turrets
« Reply #4 on: January 16, 2010, 01:00:38 am »
Honestly, I think that remains rebuilders(at least for the ai-for both would be fine though) should take a bit longer to replace a turret.  I've had cases where I've killed a turret, and even though I have a cleaner droid sitting there, the remains rebuilder warps in, replaces the turret, and warps out before I can do anything.

It will start with half health, though, and just be rebuilding.  If you still have guys waiting around there, your military will take that out quickly.

To the OPs question, I agree with Blahness -- outrange those lightning turrets.  The other thing I would do is ignore the lightning clusters around the wormholes, at least for now.  Just go for the guard post ones, and use your dreadnoughts to take out the guard posts themselves.  Then if you destroy all the turrets at that guard post, and your cleaners get them, then you're safe. 

Or -- better yet -- just take out the guard post and all the mobile ships, and ignore the turrets there.  They can't come after you, after all.  Then once you have all the guard posts killed from range, all that is left is the command station.  Just drop in and kill that, dealing with the rest of the mobile ships away from their turrets (taking away their home court advantage).  Then the planet will not be able to reinforce at all, which is great.  That just leaves mopping up, which is then far easier.  If you can kill the remains rebuilders and engineers of the AI at that point, no more will spawn.  Then just move around with long-range ships and take out those turrets, and you're done!  If you're careful with keeping your stuff out of the truly lethal range of the turrets, you can dismantle a planet like that in not too long a time.
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Offline Kjara

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Re: take out lightning turrets
« Reply #5 on: January 16, 2010, 01:19:21 am »
Getting a bit off topic but:

The problem is when I'm killing turrets with laser turrets from outside their range.  10 or so mk 2 laser turrets don't bring down those turrets quickly enough (esp tractor turrets, those take forever to kill ) to overcome the rebuild in quite a few cases(or when they do, it still takes quite a while).  I just find it a little lame that when there's a single turret there, and I have a cleaner, it can take 4 or more kills of that turret before my cleaner succeeds in removing the rubble.  They are rebuilding these at wormholes, so no neat option to take down the guard post (since I don't want to take the planet--just want to keep the path clear).


Offline Lancefighter

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Re: take out lightning turrets
« Reply #6 on: January 16, 2010, 01:24:13 am »
Cool idea - starships are immune to EMPs.

Perma-cloaked WH guard posts.. well, arent.

In theory (unless something changed with the 3.0 release... which it might have. Havent used emps in a while, will check when i get a chance) You can destroy WH guard posts (and stop turrets spawning) with.. you guessed it, enough EMPs. .\o/

I believe this was agreed as a valid mechanic when I mentioned it last time  ;D
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Offline x4000

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Re: take out lightning turrets
« Reply #7 on: January 16, 2010, 01:26:12 am »
Cool idea - starships are immune to EMPs.

Perma-cloaked WH guard posts.. well, arent.

In theory (unless something changed with the 3.0 release... which it might have. Havent used emps in a while, will check when i get a chance) You can destroy WH guard posts (and stop turrets spawning) with.. you guessed it, enough EMPs. .\o/

I believe this was agreed as a valid mechanic when I mentioned it last time  ;D

Oh yeah, I still think it is very cool.  Also, you can pair that with transports, and have your guys inside just waiting to bust out when the EMP is set off.  Then your guys weren't affected by the EMP, but the enemy was, and they are sitting ducks for a few minutes while you clean them up.
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Offline Kjara

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Re: take out lightning turrets
« Reply #8 on: January 16, 2010, 01:44:00 am »
The main problem with that in my case I want the ai to keep reinforcing that wormhole, I just want to be able remove the turrets as I kill them to keep the amount of turrets built to a minimum :).  (so I can waste some of the ai's reinforcements). 

Offline Lancefighter

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Re: take out lightning turrets
« Reply #9 on: January 16, 2010, 01:46:25 am »
What about setting up parasites there? The idea would be that a parasite starship, even a mk1, with turret support would be able to take any unit-based reinforcements, and those can help clear the wormhole of turrets.
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Offline x4000

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Re: take out lightning turrets
« Reply #10 on: January 16, 2010, 01:48:03 am »
I'm not too terribly worried about the way the rebuilders work, given all of that.  Turrets are notoriously bad at killing other turrets (they have a 50% penalty), and they clearly aren't switching to the AI rebuilders fast enough to kill them.  In a more typical situation, you have a mass of your guys go in and blast their turrets to kingdom come, and then their rebuilders come in and start rebuilding their first one(s).  Then your guys blast the heck out of those rebuilders while they are recharging in order to rebuild the next set of turrets, and then finish off those harmless under-construction turrets.  Then your cleanup drones automatically scour whatever hasn't already been automatically scoured by that point (assuming they are just wandering around in FRD mode).

In other words, it's only annoying when you use a minimal force of fixed-position units that really aren't the prime tool or anything close, but which are working adequately in that specific situation. :)
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Offline Kjara

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Re: take out lightning turrets
« Reply #11 on: January 16, 2010, 02:05:17 am »
Yeah pretty much, I can't kill the rebuilders since they tend to jump in and jump out when they only have 1 remains to replace (Since I swear, it takes them under a second to replace a turret).  I have no problems killing any engineers that then decide they want to come in and help with repairs.  As it is, the turrets still manage to kill all the mobile troops, and make it much easier to get my army back through that wormhole if I need to, its just would be sooo much easier(and it was easier before remains were introduced) if it could slightly more reliably clear the remains.  I know, give us an unlockable that disables remains for the ai on a given planet(say 5-10 of them) :).  Another thing that would be great is making it so that a remains can't be replaced for 3 seconds after its destroyed (just like repairs work), but could be removed.  Anyhow, I can live with the current situation (I vaguely remember it being way more painful before cleaners got teleporting) but it could be closer to ideal with just minor tweaks.

@lance that would likely work, but it would eat into my unit caps and tie up starships (I have 7 of these setup in my current game), so less than ideal.  Id rather pay the cost of having to bring in 5 or 6 cleaners and my entire force every few hours to clear all the turrets if its on a path that I take semi-regularly.

Edit: Actually, something that i just noticed:  If the ai is building a turret(mainly noticable with the missile turrets as they have alot of hps) and you are attacking it from a long ways away, the  overkill logic makes you stop attacking it too early(as it heals more than what the overkill logic lets you shoot at it before the shots get there--I'll bug rep this).

 
« Last Edit: January 16, 2010, 02:10:48 am by kjara »

Offline Lancefighter

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Re: take out lightning turrets
« Reply #12 on: January 16, 2010, 02:08:17 am »
The problem with rebuilders and cleaners is that the building/cleaning isnt done at the /end/ of a cycle, its done at the beginning.

edit
fix: Rebuilders at the end, cleaners at the beginning?
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Offline RCIX

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Re: take out lightning turrets
« Reply #13 on: January 16, 2010, 02:11:31 am »
It's like a weapon reloading actually, it would seem.
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Offline Kjara

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Re: take out lightning turrets
« Reply #14 on: January 16, 2010, 02:15:42 am »
The problem with rebuilders and cleaners is that the building/cleaning isnt done at the /end/ of a cycle, its done at the beginning.

edit
fix: Rebuilders at the end, cleaners at the beginning?

Ah.. thats why when its a single remains, its instantaneous.  Makes sense.