Author Topic: About that AI Eye...  (Read 9169 times)

Offline Draco18s

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Re: About that AI Eye...
« Reply #45 on: July 31, 2012, 09:00:27 am »
Cloakers are usually too weak on their own to take down guard posts.

This is entirely due to all of the tachyon guard posts the AI gets on every damn wormhole.  Which means, at best, you can fleet-ball the one just on the other side of your world, then send the cloaked ships 1 more planet over (where they then die before doing anything useful).

If tachyon posts were less common then cloakers would be useful.

(I've brought up this complaint before).

Offline platinawolf

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Re: About that AI Eye...
« Reply #46 on: July 31, 2012, 09:55:18 am »
I'd soo preffer if they matched FP instead of unit number,,, Just imagine bringing in a botnet gollem, the Eye would go nuts!

Offline Draco18s

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Re: About that AI Eye...
« Reply #47 on: July 31, 2012, 10:04:51 am »
I'd soo preffer if they matched FP instead of unit number,,, Just imagine bringing in a botnet gollem, the Eye would go nuts!

Problem is, last I knew, a lot of things had very poor FP values.

Admittedly it's been a while (*cough* last I played, all golems had 0 FP *cough*)

Offline Hearteater

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Re: About that AI Eye...
« Reply #48 on: July 31, 2012, 10:16:35 am »
For extended cloaking operations, assassinate the Tachyon Guardians two-three systems out.  Once you get to un-alerted systems, the group of ships guarding each warp point, and by extension Tachyon Guardian, gets pretty light.  Use a Cloaker to get your assassins into place.  It is actually pretty efficient and quick, depending on what the AI has unlocked.  If they have a tachyon ship, it doesn't work.  Astro Trains also make it tougher just because sometimes they suddenly pop through a warp point and uncloak your force.

Offline Draco18s

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Re: About that AI Eye...
« Reply #49 on: July 31, 2012, 11:05:28 am »
For extended cloaking operations, assassinate the Tachyon Guardians two-three systems out.  Once you get to un-alerted systems, the group of ships guarding each warp point, and by extension Tachyon Guardian, gets pretty light.  Use a Cloaker to get your assassins into place.  It is actually pretty efficient and quick, depending on what the AI has unlocked.  If they have a tachyon ship, it doesn't work.  Astro Trains also make it tougher just because sometimes they suddenly pop through a warp point and uncloak your force.

It might be easy but it is also tedious and requires a lot of manual control.

I'd much prefer if I had to do that job once or twice than six times in order to get to a system 3 jumps out.

Offline TechSY730

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Re: About that AI Eye...
« Reply #50 on: July 31, 2012, 11:15:26 am »
Cloakers are usually too weak on their own to take down guard posts.

This is entirely due to all of the tachyon guard posts the AI gets on every damn wormhole.  Which means, at best, you can fleet-ball the one just on the other side of your world, then send the cloaked ships 1 more planet over (where they then die before doing anything useful).

If tachyon posts were less common then cloakers would be useful.

(I've brought up this complaint before).

Well, I've mantised this for you, and jointly credited you with this: 9078: Reduce initial game seeding rate of tachyon guardians

Vote up if you like. ;)

Offline Draco18s

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Re: About that AI Eye...
« Reply #51 on: July 31, 2012, 11:36:26 am »
Well, I've mantised this for you, and jointly credited you with this: 9078: Reduce initial game seeding rate of tachyon guardians

Vote up if you like. ;)

Fantastic.  I was sure there was already a entry somewhere, but it's been so long I can't find it (might've been only a forum post, ha!).