Author Topic: AI War Beta 4.046, "Megaton," Released!  (Read 10326 times)

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #15 on: December 07, 2010, 06:05:43 am »
whats that pic on the top you keep using?

That's the AI Beachhead.

needs hitman-a-tising with red lights

Offline HitmanN

  • Sr. Member
  • ****
  • Posts: 334
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #16 on: December 07, 2010, 07:01:45 am »
Finally, an update I can't wait to apply. :D Yay.

needs hitman-a-tising with red lights

Ouch, that's a big structure. But... maybe some day. ;)

Offline Mithror

  • Jr. Member Mark II
  • **
  • Posts: 76
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #17 on: December 07, 2010, 08:17:53 am »
So, the release notes mention that existing saves will have CSG disabled. What happens if there were already CSG in the game? It would make my game a tad easier if the last CSG disappeared (as it was put on the only ASR I hadn't capture yet and it forces me to take something I don't want to take yet), so that would be great.

Also, I don't suppose the ASR change works retroactively? That would be nice if it did though!

Beyond that, I think these release notes look really nice. Great work! I'm looking forward to trying out the changed microfighters. I'll have to be more careful in using my MRS now though =)

Offline Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #18 on: December 07, 2010, 09:05:06 am »
A side effect of the MRS change is that they are more likely to survive now that they are not traveling with the main fleet.
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #19 on: December 07, 2010, 09:13:05 am »
do fighters still beat frigates 1:1?

Offline Salamander

  • Full Member
  • ***
  • Posts: 117
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #20 on: December 07, 2010, 10:07:39 am »

The three current weakest bonus ship classes in the game should now be pretty exciting to use: Autocannon Minipods, Zenith Chameleons, and Tachyon Microfighters have been majorly buffed.

 ;D

I'm especially happy to see the autocannon mini-pod changes as my posting history probably shows my love for these little guys. Overall, I'm sure most/all of us will be happy to see all bonus ships become desirable as the balance changes arrive for one reason or another, instead of:"Always take bonus ship x over bonus ship y". Half the fun of the game(for me anyway) is trying new bonus ships and I'm always interested to see one I've never used and give it a whirl.

Offline unclean

  • Newbie Mark III
  • *
  • Posts: 47
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #21 on: December 07, 2010, 10:38:33 am »
I'm especially happy to see the autocannon mini-pod changes as my posting history probably shows my love for these little guys. Overall, I'm sure most/all of us will be happy to see all bonus ships become desirable as the balance changes arrive for one reason or another, instead of:"Always take bonus ship x over bonus ship y". Half the fun of the game(for me anyway) is trying new bonus ships and I'm always interested to see one I've never used and give it a whirl.

Coming from playing a hell of a lot of Starcraft II, I'm oddly happy about not only having Autobanelings in the game, but autocannon mini-voidrays too. :P

Offline ShadowOTE

  • Hero Member
  • *****
  • Posts: 517
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #22 on: December 07, 2010, 11:05:28 am »
I was curious about the MRS and deep-nerfing and how that would work out - haven't been able to check the relevent discussions in the last day or so. Sounds like things just got a bit more interesting :D

Offline Suzera

  • Full Member Mark III
  • ***
  • Posts: 220
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #23 on: December 07, 2010, 01:25:40 pm »
The coming experimental auto-kiting sounds great from what I've heard so far too. It should really help even out the fighters vs frigates issue.

Offline ShadowOTE

  • Hero Member
  • *****
  • Posts: 517
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #24 on: December 07, 2010, 01:31:08 pm »
Yeah, it'll be interesting to see how that plays out. Hopefully it results in very cool fleet battles, with dynamic emergent fleet repositioning for optimal engagement range that looks like you might actually see happen (though I'd settle for enhanced survivability of fighters vs frigates)

Offline Elukka

  • Newbie Mark III
  • *
  • Posts: 32
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #25 on: December 07, 2010, 05:37:09 pm »
I think the ships, besides wanting to stay at x range, should also want to stay together, so that when you have a group of frigates they'll retreat as a group instead of dispersing all over.
I realize that's probably a pony to code if it is to work well. :P

Offline Suzera

  • Full Member Mark III
  • ***
  • Posts: 220
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #26 on: December 07, 2010, 06:01:44 pm »
The ideal is technically directly along the line from the thing you are running away from and the ship itself. This will cause them to run away in a kind of arc spread that gets larger the more they run. They'll be "grouped" at the same orthogonal distance from the approximate ellipse that their targets are in, and thus approximately all the same distance from the battle. Making them run clustered would also be a coding headache.

The only minor problem is if they run too far and anger an extra guard post, but ideally, you wouldn't want to approach from that direction if you were to microkite anyway.

Offline Nemo

  • Jr. Member Mark III
  • **
  • Posts: 93
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #27 on: December 07, 2010, 11:40:04 pm »
Quote
Fixed bug where a Spire City Hub could be given a gather point that could result in the structures it produced being sent through a wormhole upon completion. Cute, but wrong.
"Its not a bug, its a feature!"  ;D

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #28 on: December 08, 2010, 11:16:41 am »
0.47 changelog:

Quote
Bomber:

    * Base Move Speed from 28/25/22/18/30 => a flat 28 (same as a fighter).
    * Base Attack Power from 600/2700/4200/9000/15000 => 1500*mk.
    * Base Range from 1000/1300/3000/3400/3000 => 800 + (200*mk).
    * Attack Reload Time from 12/12/12/12/8 => a flat 12.
    * Base Health from 8,000/20,000/36,000/60,000/65,000 => 9,000*mk.
    * Armor Rating from 500/1500/3500/3500/5500 => 200 + (300*mk).

8000 health at MK I?

hugely nerfed armour improvement between MK?

this is madness!

Offline Suzera

  • Full Member Mark III
  • ***
  • Posts: 220
Re: AI War Beta 4.046, "Megaton," Released!
« Reply #29 on: December 08, 2010, 11:34:47 am »
0.47 changelog:

Quote
Bomber:

    * Base Move Speed from 28/25/22/18/30 => a flat 28 (same as a fighter).
    * Base Attack Power from 600/2700/4200/9000/15000 => 1500*mk.
    * Base Range from 1000/1300/3000/3400/3000 => 800 + (200*mk).
    * Attack Reload Time from 12/12/12/12/8 => a flat 12.
    * Base Health from 8,000/20,000/36,000/60,000/65,000 => 9,000*mk.
    * Armor Rating from 500/1500/3500/3500/5500 => 200 + (300*mk).

8000 health at MK I?

hugely nerfed armour improvement between MK?

this is madness!


Bombers were by far the best triangle before and had a huge survivability swing depending on which mks vs which marks. Mk 3s are practically immune to mk 1 fighters right now. I'm not sure how this change will pan out though. With the fighter damage nerf it might be ok. Maybe.