Author Topic: 2 Artillery Golems = gg  (Read 7003 times)

Offline Kahuna

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2 Artillery Golems = gg
« on: April 05, 2013, 02:30:30 pm »
How the hell am I supposed to destroy 2 AI Artillery Golems on my home planet before GG? And what's with the 15 Mark => III Heavy Bomber Starships? The cap was reduced to 2 but the AIs don't seem to give a ****. (s word removed)

EDIT: Oh just got another exo fleet. Both of them combined had fkn 20 all starships LOL


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« Last Edit: April 06, 2013, 09:47:48 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Faulty Logic

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Re: 2 Artillery Golems = gg
« Reply #1 on: April 05, 2013, 02:33:46 pm »
Shield bearers, champ shields, normal ffs, spirecraft rams, your own artillery golems, penetrators, or hive golems come to mind.
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Offline Wingflier

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Re: 2 Artillery Golems = gg
« Reply #2 on: April 05, 2013, 02:37:15 pm »
Quote
How the hell am I supposed to destroy 2 AI Artillery Golems on my home planet before GG?
You aren't!

GEEEEEEEEEEEEE GEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

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Offline Kahuna

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Re: 2 Artillery Golems = gg
« Reply #3 on: April 05, 2013, 02:42:44 pm »
Shield bearers, champ shields, normal ffs, spirecraft rams, your own artillery golems, penetrators, or hive golems come to mind.
Shield Bearers are overpowered cheese.
I have Ancient Shadows disabled because of overpowered and/or PITA bonus ships.
I had Mark I normals and Mark I and II Hardeneds.
Spirecraft is disabled.
Couldn't get Artillery nor Hive Golems in this map. Not fast enough. My Cursed Golem was 1 shot by an Artillery Golem.. after using all the Force Fields to block the Artillery shots. (AI Artillery Golem shot and I temporarily hide under a Force Field). I had Mark 2s of all triangle ships, Mark II Heavy Bomber Starships and 35 Zenith Bombards. Most of the Bombards were Mark V (From a Mark V Zenith Reserve).
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Kahuna

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Re: 2 Artillery Golems = gg
« Reply #4 on: April 05, 2013, 02:48:33 pm »
The funny thing is.. is that when I reload and tried again. I got a Mark III Hunter/Killer instead.. and this time there was only 1 Exo group and less than 10 all starships and no Golems. Now the Hunter Killer still ended up killing me but I was >THIS< close to stopping that Exo force.

So in short: Exos pay too much for Hunter Killers and too little for Golems and Starships.
Exo 1: 2 Golems + 20 all Starships + a couple of hundreds of Fleet Ships + ~5-10 Spirecraft Ships.
Exo 2: Mark III Hunter/Killer + Fleet Ships + 2 Spirecraft Shields + less than 9 all Starships.
Something doesn't seem right.

EDIT: Oh and Forts aren't an option early/mid game on high difficulties because they need so much energy. Getting enough energy to support them without spamming Matter Converters and thus killing the economy would mean capturing more planets.. which would increase the AIP too much too fast. Takes a while to find the AIP reducers.. unless you play with the fog of war disabled..
« Last Edit: April 05, 2013, 02:51:07 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: 2 Artillery Golems = gg
« Reply #5 on: April 05, 2013, 02:50:38 pm »
The cap was reduced to 2 but the AIs don't seem to give a ****.
The AI's never particularly cared about how many ships the humans can build.  "Oh, look," it says, "Ship Caps" ... "How cute."

More seriously, it is spending quite a bit more for them since those changes.  It's possible that it's not paying enough, as you say, but it's not because the code isn't trying ;)


But bear in mind that exos on 10/10 can definitely be all about GG ;)
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Offline TechSY730

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Re: 2 Artillery Golems = gg
« Reply #6 on: April 05, 2013, 02:53:10 pm »
Yea, I think all this really shows is that exo costs need balancing, which was already established in a previous forum post.
« Last Edit: April 05, 2013, 02:55:10 pm by TechSY730 »

Offline Kahuna

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Re: 2 Artillery Golems = gg
« Reply #7 on: April 05, 2013, 03:26:43 pm »
Mark II Military Command Station would have saved me from those Starships. I just need to find a map where I don't have to fight on my home planet. If that works all you have to do is decrease the cost of Hunter/Killers.. which you will gladly do wont you?
« Last Edit: April 05, 2013, 03:29:24 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

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Re: 2 Artillery Golems = gg
« Reply #8 on: April 05, 2013, 03:46:17 pm »
If that works all you have to do is decrease the cost of Hunter/Killers.. which you will gladly do wont you?
Probably ;)
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Offline Radiant Phoenix

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Re: 2 Artillery Golems = gg
« Reply #9 on: April 05, 2013, 11:53:43 pm »
"If your problems can be solved by throwing a dozen spire frigates at them, they aren't very big problems."

If you have even three forcefields over your home command station, a dozen spire frigates should pop an arty before it scratches the paint on your CS, right?

Personally, I think I would appreciate it if the AI would drop a half dozen fully-loaded carrier mkIVs worth of ships in favor of a pair of artillery golems in an exo wave.

I think I'd appreciate it replacing a dozen of those carriers with four arties even more. Armored golems if they warped straight to my home system, though, because four might stretch my ability to deal with before they popped all my shields.

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Offline KDR_11k

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Re: 2 Artillery Golems = gg
« Reply #10 on: April 06, 2013, 04:42:05 am »
How the hell am I supposed to destroy 2 AI Artillery Golems on my home planet before GG?

I believe the intended balance is that you either stop them before they get to your home planet or it is indeed GG.

Offline Kahuna

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Re: 2 Artillery Golems = gg
« Reply #11 on: April 06, 2013, 09:06:59 am »
Did Hive Golems get nerfed at some point? Cause they seem like trash now. AI sent a wave with ~600 Mark II Fighters and about 100 Wasps destroyed only about 230 of them. OR maybe they were just insanely overpowered before.. hm
« Last Edit: April 06, 2013, 09:10:26 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Wingflier

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Re: 2 Artillery Golems = gg
« Reply #12 on: April 06, 2013, 09:40:03 am »
Did Hive Golems get nerfed at some point? Cause they seem like trash now. AI sent a wave with ~600 Mark II Fighters and about 100 Wasps destroyed only about 230 of them. OR maybe they were just insanely overpowered before.. hm
...You DO realize it can carry 500 Wasps?

Yes if you're using it at 1/5th full Strength it's not going to be all that great. It hits a *Critical Mass* you could say, after which it just wipes an entirely planet completely clean, including Guard Posts and such. Very deadly. Good against Homeworlds too.
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Offline Kahuna

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Re: 2 Artillery Golems = gg
« Reply #13 on: April 06, 2013, 09:45:38 am »
Did Hive Golems get nerfed at some point? Cause they seem like trash now. AI sent a wave with ~600 Mark II Fighters and about 100 Wasps destroyed only about 230 of them. OR maybe they were just insanely overpowered before.. hm
...You DO realize it can carry 500 Wasps?

Yes if you're using it at 1/5th full Strength it's not going to be all that great. It hits a *Critical Mass* you could say, after which it just wipes an entirely planet completely clean, including Guard Posts and such. Very deadly. Good against Homeworlds too.
Actually it doesn't do anything vs core worlds anymore. A couple of patches ago a.. thing that insta kills all Wasps was added. So that's that.. aaaand I just unloaded 500 Wasps on a Mark IV planet and they didn't do anything. They did absolutely nothing but that was probably because of Spire Gravity Drains.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Vyndicu

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Re: 2 Artillery Golems = gg
« Reply #14 on: April 06, 2013, 09:57:06 am »
Actually it doesn't do anything vs core worlds anymore. A couple of patches ago a.. thing that insta kills all Wasps was added. So that's that.. aaaand I just unloaded 500 Wasps on a Mark IV planet and they didn't do anything. They did absolutely nothing but that was probably because of Spire Gravity Drains.

Most likely because those Mark IV planets had something that basically one-shot close-combat armor type. If you could use raid starship to take out anything with bonus to close-combat. Then perhaps those wasp would have more chance to inflict more damage.

Without knowing exact what was on that mark IV planet I can only assume there was enough firepower to take out close-combat swarm.