Author Topic: AI War Beta 4.070 Released -- Release Candidate 1!  (Read 5428 times)

Offline keith.lamothe

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #15 on: January 18, 2011, 08:24:13 pm »
That's very valuable feedback, thanks.  The numbers sound odd, though.  The spawner's AIPerGuardPostShipCap is 2, and they don't use unit cap scale.  How many guard posts and how many spawners, exactly?

But in general I'm leaning towards doubling the "reload time" and doubling the lifetime of the blades (which doesn't directly increase dps but does make them less dependent on quickly getting a target list).
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Offline TechSY730

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #16 on: January 18, 2011, 08:27:26 pm »
I think the complaint is more about the blade's moving speed. Maybe increase lifetime but decrease speed a bit?

Offline keith.lamothe

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #17 on: January 18, 2011, 08:38:43 pm »
Well, if there are fewer of them, it seems that would require less saturation of "point defense".

But sure, a speed nerf on the blades is also possible.  I just don't want to make them excessively hard to use for the human player.
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Offline x4000

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #18 on: January 18, 2011, 09:01:50 pm »
I buffed the speed recently -- that's needed for targeting to really work with them. Otherwise they wind up chasing stuff out of their range. I would suggest leaving the speed but adjusting damage or other factors as the safest course.
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Offline Burnstreet

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #19 on: January 18, 2011, 09:21:20 pm »
That's very valuable feedback, thanks.  The numbers sound odd, though.  The spawner's AIPerGuardPostShipCap is 2, and they don't use unit cap scale.  How many guard posts and how many spawners, exactly?

But in general I'm leaning towards doubling the "reload time" and doubling the lifetime of the blades (which doesn't directly increase dps but does make them less dependent on quickly getting a target list).

I think about 10 guard posts on that planet, no time to look now - and both AIs have them, so 4 per GP. And there probably were some free ones, too.

I did a test, most blades I saw were reaching my blob with 20-50% health left.
40 MK IV spawners generate blades with 4.8m health per second, so I need 1-2.5m DPS just to not take damage. Add in overkill and I would say its 3.5-4m just to not take damage from 40 ships.

Even with only about 10 spawners and a few other ships left, my fleet of 1000+ ships, starships, spirecraft and golems was unable to intercept all incoming blades due to their speed, every few seconds one or two would get through and do damage.

I think the main reason that makes them feel so strong is that the blades have practically sniper range, so you have to fight all of them from the time you enter the planet.
« Last Edit: January 18, 2011, 09:26:36 pm by Burnstreet »

Offline keith.lamothe

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #20 on: January 18, 2011, 09:28:26 pm »
I think I'll reduce that per-guard-post-cap to 1 for these in particular, and slow down the rate of spawning at least of bit.  May nerf blade health too, not sure.

Not wanting to nerf these into uselessness either, of course.
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Offline Kordy

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #21 on: January 19, 2011, 02:10:07 am »


Okay, who's idea was this joke? :D <insert whine about forcefields here>

It's from the intermediate tutorial.

Offline hullu

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #22 on: January 19, 2011, 03:43:48 am »
I'm a bit hesitant to make a mantis report about this since I'm not at my home computer, but I seem to recall that anti starship arachnid's description was WAY off. It was something along the lines of "This ship dose a lot of engine damage.", and nothing else. And well, it doesn't do engine damage at all. What it does is hit hard, but only on big targets and it cant' hit (most?) fleet ships at all it seems.

If no one confirms this one way or the other I hope I remember to do it in the evening:)

Offline Ozymandiaz

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #23 on: January 19, 2011, 04:01:14 am »
If I get it right, waves where halfed for normal unit caps? Then doubled again? In essence making them bascially the same for normal caps? :)

I also like the zombie changes, makes the Golem that makes zombies a lot better since teh zombies just don't go off and die (just too bad it can't affect MK V ships ^^) :P.
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Offline Red Spot

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #24 on: January 19, 2011, 09:03:30 am »
Someone made a Mantis about them rulling the skies(err .. spaces??) so they where nerfed to only attack starships and iirc no longer do engine damage.

edit: Mantis
« Last Edit: January 19, 2011, 09:05:48 am by Red Spot »

Offline x4000

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #25 on: January 19, 2011, 04:18:19 pm »
New one: http://www.arcengames.com/forums/index.php/topic,8100.0.html


And Kordy, I addressed your very valid complaint there -- thanks!
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Offline zebramatt

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #26 on: January 19, 2011, 04:32:24 pm »
New one: http://www.arcengames.com/forums/index.php/topic,8100.0.html


And Kordy, I addressed your very valid complaint there -- thanks!

I know it's just semantics but it did make me chuckle to see Kordy's post above referred to as a suggestion in the release notes!  :D

Offline x4000

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #27 on: January 19, 2011, 04:36:09 pm »
Eh, well... ;)
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Offline keith.lamothe

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #28 on: January 19, 2011, 04:41:07 pm »
Yea, kinda like "we 'suggest' for the sake of your kneecap-integrity that the tutorial go light on the ff's, m'kay?" ;)
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Offline Kordy

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Re: AI War Beta 4.070 Released -- Release Candidate 1!
« Reply #29 on: January 19, 2011, 06:52:20 pm »
Beware my powers of suggestion! :D

I checked out the tutorial, because a friend of mine said he had problems with it, then I saw that monstrosity. For the sake of the tutorial, those shields are okay, since the AI's pretty much mutilated at that point due to being level 1, but still.