Author Topic: Claoked Decloakers  (Read 4122 times)

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Claoked Decloakers
« Reply #15 on: June 27, 2013, 03:21:43 am »
Yes I agree but Mark II Starships + Decloakers are better than "Mark II" Tachyon Beam Emitters. There's no reason to pay 1500 Knowledge for "Mark II" Tachyon Beam Emitters. That's the absolute truth.
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 Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Claoked Decloakers
« Reply #16 on: June 27, 2013, 11:48:42 am »
 It's 4 decloakers+4 mk2 scout starships vs 19 mk2 decloak turrets. I'm not saying it's ever a good buy outside that scenario but if i have more than 3 exposed planets and AI has dangerous cloak ships then i consider those turrets mandatory. In such a case i would probably end up with both mk2 turrets (for defense) and decloakers (for offense).

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Claoked Decloakers
« Reply #17 on: June 27, 2013, 11:54:04 am »
It's 4 decloakers+4 mk2 scout starships vs 19 mk2 decloak turrets. I'm not saying it's ever a good buy outside that scenario but if i have more than 3 exposed planets and AI has dangerous cloak ships then i consider those turrets mandatory. In such a case i would probably end up with both mk2 turrets (for defense) and decloakers (for offense).

Honestly curious, if you need to guard 4+ exposed planets from cloaked stuff, what do the mk2 tachyon turrets do that a military command station doesn't?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Claoked Decloakers
« Reply #18 on: June 27, 2013, 11:58:31 am »
Honestly curious, if you need to guard 4+ exposed planets from cloaked stuff, what do the mk2 tachyon turrets do that a military command station doesn't?
Unless you mean mkIII military stations (9000 K to unlock), the difference is that the turrets can cover more distinct wormholes.  You only get one station per planet and it's not uncommon to have two hostile wormholes too far apart to cover with that one.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Claoked Decloakers
« Reply #19 on: June 27, 2013, 12:05:58 pm »
 As said above, the difference is the cost in knowledge and availability. Mk1 military + mk2 decloak turrets cost less then 2k knowledge and allow me to snipe up to 19 wormholes worth of eyebots/infiltrators/stealth battleships/planes/... insuring threats are handled as far as possible from my valuables.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Claoked Decloakers
« Reply #20 on: June 27, 2013, 12:11:21 pm »
Ah. Makes sense. :)

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Claoked Decloakers
« Reply #21 on: June 27, 2013, 12:18:23 pm »
Tachyon beam turrets, especially Mk. IIs, could use some love, but I wouldn't call them underpowered. Even if the Mk. IIs knowledge cost just went down a tad, that would pretty much "fix" it.

EDIT: That, and a bit of an HP buff for both would be nice.
« Last Edit: June 27, 2013, 02:46:27 pm by TechSY730 »

Offline Histidine

  • Hero Member
  • *****
  • Posts: 581
Re: Claoked Decloakers
« Reply #22 on: June 27, 2013, 01:16:11 pm »
Honestly curious, if you need to guard 4+ exposed planets from cloaked stuff, what do the mk2 tachyon turrets do that a military command station doesn't?
Unless you mean mkIII military stations (9000 K to unlock), the difference is that the turrets can cover more distinct wormholes.  You only get one station per planet and it's not uncommon to have two hostile wormholes too far apart to cover with that one.
There's also the fact that placing a command station that close to the wormhole makes it quite a bit harder to defend.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Claoked Decloakers
« Reply #23 on: June 27, 2013, 01:17:00 pm »
There's also the fact that placing a command station that close to the wormhole makes it quite a bit harder to defend.
Mil stations have a very "I can take'em, lemme at 'em!" attitude.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: Claoked Decloakers
« Reply #24 on: June 27, 2013, 02:02:44 pm »
There's also the fact that placing a command station that close to the wormhole makes it quite a bit harder to defend.
Mil stations have a very "I can take'em, lemme at 'em!" attitude.
And then they actually see the ships and go 'You! You sit over there and think about what you just tried to do.'

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Claoked Decloakers
« Reply #25 on: June 27, 2013, 02:06:47 pm »
And then they actually see the ships and go 'You! You sit over there and think about what you just tried to do.'
[/quote]"Yea, that room looks like a magazine for our missile tubes.  It's actually just full of Dunce caps."
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Claoked Decloakers
« Reply #26 on: June 27, 2013, 02:32:16 pm »
Due to the poor status of the current decloaking mechanisms, by default I gravitate to at the very least II military stations, and use III's to cover chokepoints.
Life is short. Have fun.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Claoked Decloakers
« Reply #27 on: June 27, 2013, 03:13:12 pm »
As if you would need Mark II Tachyon Beam Emitter IN ADDITION to the Mark Is. When you unlock Mark II Tachyons you're paying 1500 Knowledge for the Stealth ability..
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 Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Claoked Decloakers
« Reply #28 on: June 27, 2013, 03:26:10 pm »
 Much greater tachion range than mk1 decloak turret + cloaking means with mk2 decloak turret i can place it between the wormhole and my mk1 military and have tachion coverage vs cloaked threats at all times, which means i can tell missile/sniper turrets to focus them, which means my planets are safe from cloaked dangers with no micro for less than 2k knowledge.

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: Claoked Decloakers
« Reply #29 on: June 27, 2013, 05:28:49 pm »
As if you would need Mark II Tachyon Beam Emitter IN ADDITION to the Mark Is. When you unlock Mark II Tachyons you're paying 1500 Knowledge for the Stealth ability..

Stealthed ones are nice to have. And very often are a must have since they are made from tissue paper.
Mk I has a cap of 19 and 20k hp each. Fighter cap is 24, 660k hp each and 8k damage.
If you play with schizo waves tachyons are a decoration and a lure for your remains re-builders to get shot at :D