Author Topic: 7 is a huge jump from 6 and other noob observations  (Read 7952 times)

Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #30 on: July 17, 2012, 09:34:07 pm »
The other thing that was really difficult with the 7/7 game I was playing is that I think one of the AIs was a one way doormaster so there were those annoying Black Hole Generators all over the place. Which would be fine if they didn't give AIP when destroyed. 10 AIP is a big hit. Are there any particular strategies to dealing with them? And why are they considered easy?

Offline keith.lamothe

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #31 on: July 17, 2012, 09:36:48 pm »
The other thing that was really difficult with the 7/7 game I was playing is that I think one of the AIs was a one way doormaster so there were those annoying Black Hole Generators all over the place. Which would be fine if they didn't give AIP when destroyed. 10 AIP is a big hit. Are there any particular strategies to dealing with them? And why are they considered easy?
They aren't really easy, their classification is a frequent complaint ;)  But they do seed extra data centers to counterbalance the AIP hits from the BHGs.  BHGs are also great when captured for preventing wave-retreats that turn into threatballs.
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Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #32 on: July 17, 2012, 09:53:32 pm »
I've heard that but there didn't seem to be more than maybe 1 or 2 extra data centers

EDIT: Also how do people deal with Inter planetary munitions boosters? They seem like a huge pain. I can't decide whether to destroy them or not.
« Last Edit: July 17, 2012, 10:08:23 pm by sarudak »

Offline rabican

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #33 on: July 17, 2012, 10:16:43 pm »
BHGs aren't that bad, just dont shoot them, they don't cause ai progress if you capture the planet.

munitions boosters cause headaches. debends on situation.

Offline Wanderer

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #34 on: July 17, 2012, 10:23:03 pm »
Also how do people deal with Inter planetary munitions boosters? They seem like a huge pain. I can't decide whether to destroy them or not.

Painfully.  Very painfully.  There is no good way.  Bypass them and their surrounding systems entirely or get on your gimp suit, you're going to take it one way or another from them.
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Offline TechSY730

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #35 on: July 17, 2012, 10:23:30 pm »
To mention a point from the OP, adding a 6.3 and a 6.6 difficulty may be a neat idea, where the AI starts getting slightly less and less sloppy (along with the normal increases to wave size and such)
There would still be a small spike in difficulty between 6.6 and 7, but it would at least let newer players train against and learn how to deal with the tricks the AI at 7+ uses without having to face its full "trickiness" all at once.

Offline ledshok

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #36 on: July 17, 2012, 11:55:20 pm »
I think the AIP advice here is much too conservative for a new player; 300 by the first homeworld on 7/7 is totally reasonable.  Lower is better, sure, but I feel like ending the game under 200 is seriously high-level play.  It's a something you have to learn to take on the high difficulties but you aren't playing wrong if you can't do it yet.

Seriously... I thought I was being conservative... :P
Hmmm, I'm attempting to finally complete a 7/7 game and I'm about 10 hours in with an AIP of almost 700! Admittedly I've taken around 20 planets but I still haven't located any of the homeworlds so a final assault is hardly imminent. The comments in this thread are making me nervous!  :)
The last exo-wave left 1500 high mark units camped in a black hole machine world right on my border, but one mkII lightning warhead later and I now have a fairly defensible system with an intact BHM and mkIII Ion Cannon.

Offline Hearteater

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #37 on: July 18, 2012, 12:00:36 am »
If you are finding 7/7 a little rough, 7/6 is a good alternative.  Nothing says the two AIs need to be the same difficulty.

Offline Bognor

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #38 on: July 18, 2012, 10:38:38 am »
I'm surprised no-one's mentioned some of the obvious reasons the OP might have found a huge jump from 6 to 7.  You mentioned One-Way Doormaster, but you haven't said what the other AIs you fought were.  AI types make a huge difference to difficulty.  Also, randomness plays a significant role.  For example, some bonus fleet ships, such as Zenith Bombards and Eye Bots, make terrifying unlocks for the AI.  Others, not so much. 
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Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #39 on: July 18, 2012, 12:54:09 pm »
For example, some bonus fleet ships, such as Zenith Bombards and Eye Bots, make terrifying unlocks for the AI.  Others, not so much.

Too true. The last game I started the AIs first wave was a wave of vampire claws... That ended my game early. Everytime I built a command center and moved my fleet in they swooped in and destroyed it. They ignored shields and everything. Super obnoxious!

Offline keith.lamothe

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #40 on: July 18, 2012, 01:01:28 pm »
Too true. The last game I started the AIs first wave was a wave of vampire claws... That ended my game early. Everytime I built a command center and moved my fleet in they swooped in and destroyed it. They ignored shields and everything. Super obnoxious!
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Offline Hearteater

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #41 on: July 18, 2012, 01:04:49 pm »
Gravity Turret + Lightning Turrets = dead Vampires.  Use a Tachyon Drone or Scout Starship to detect them if you don't unlock the Tachyon Turret.  Of course if you don't find out about the Vampires until too late, you are hosed.

Offline chemical_art

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #42 on: July 18, 2012, 01:09:58 pm »
Military com stations counter melee hard. Doubly so for the claw.

I for one am glad claws are to be feared now.
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Offline chemical_art

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #43 on: July 18, 2012, 01:12:44 pm »
In my book if you can avoid MK III waves you are fine, if not you will struggle, and IV is the dead zone.
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Offline sarudak

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Re: 7 is a huge jump from 6 and other noob observations
« Reply #44 on: July 18, 2012, 01:55:42 pm »
Gravity Turret + Lightning Turrets = dead Vampires.  Use a Tachyon Drone or Scout Starship to detect them if you don't unlock the Tachyon Turret.  Of course if you don't find out about the Vampires until too late, you are hosed.

Huh... I've never used gravity turrets and i didn't even know that Scout Starships could reveal cloaked ships!