Author Topic: Did you guys make it harder to activate golems?  (Read 15561 times)

Offline sarudak

  • Newbie Mark III
  • *
  • Posts: 28
Did you guys make it harder to activate golems?
« on: July 27, 2012, 10:37:13 pm »
I'm finding it very difficult to activate golems now. I seem to remember activating them with maybe one or two full reserves of resources but now I'm trying to activate a single botnet golem and I've spent hours on it and it's barely over 50%

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Did you guys make it harder to activate golems?
« Reply #1 on: July 27, 2012, 10:52:41 pm »
Golem activation is based off repairing it.

There was a patch for units to be repaired at the correct cost.

As a result, it is now 2 to 4 times more expensive.

I'd be crying more if econ didn't get a buff through not paying for massive amounts of energy
Life is short. Have fun.

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
Re: Did you guys make it harder to activate golems?
« Reply #2 on: July 27, 2012, 11:02:13 pm »
I'm finding it very difficult to activate golems now. I seem to remember activating them with maybe one or two full reserves of resources but now I'm trying to activate a single botnet golem and I've spent hours on it and it's barely over 50%

You may want to consider banking resources (purchase expensive items and sell them later on). I think it should be prohibitive to repair, but maybe it's too much.
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK

Offline sarudak

  • Newbie Mark III
  • *
  • Posts: 28
Re: Did you guys make it harder to activate golems?
« Reply #3 on: July 27, 2012, 11:05:05 pm »
It does seem a little excessive. I've been playing for about 4 hours with most of the focus of my strategy being getting this golem... :(

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Did you guys make it harder to activate golems?
« Reply #4 on: July 27, 2012, 11:37:54 pm »
Hmm, yea. Golem costs could probably go down some to compinsate for repairs being handled properly now. How about halfing their resource cost? That would still leave them more expensive than before (significantly if you liked to toss lots of Mk. II and Mk. III engineers on them), but not quite as painful.

Offline Martyn van Buren

  • Hero Member
  • *****
  • Posts: 642
Re: Did you guys make it harder to activate golems?
« Reply #5 on: July 28, 2012, 12:15:34 am »
Btw didn't the cost of the Botnet in particular go up in the most recent patch?

Offline PokerChen

  • Hero Member Mark III
  • *****
  • Posts: 1,088
Re: Did you guys make it harder to activate golems?
« Reply #6 on: July 28, 2012, 12:38:12 am »
Actually, the repair cost went up by 6, 9 or 12 times depending on the mark of Engineer you used to repair it. :P

Also, it can cost >1000 m+c / sec to have it active. Botnet golem, especially.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Did you guys make it harder to activate golems?
« Reply #7 on: July 28, 2012, 07:14:45 am »
No wonder repairing everything was a pain in the ass. Especially massive defenses after a big battle....
I haven't noticed anything special when constructing.. but repairing is killing me. I used to have 600k both resources, but then I took a repair cost in a knee.

I almost NEVER unlock Mark II or III Engineers because I don't think there's any reason to. Now there's even less reason to do that. Maybe Mark II and III Engineers should be buffed so they would be more cost efficient than Mark Is. If constructing something with MarkI Engineers (which have a construction rate of 1) costs 100metal/second with MarkII Engineers (which have a construction rate of 2) it could cost 150-175metal/second and with MarkIIIs 125-150metal/second.
edit: constructing and repairing^^
« Last Edit: July 28, 2012, 07:34:47 am by Kahuna »
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 Mánagarmr

  • Core Member Mark V
  • *****
  • Posts: 4,272
  • if (isInRange(target)) { kill(target); }
Re: Did you guys make it harder to activate golems?
« Reply #8 on: July 28, 2012, 08:02:46 am »
The Botnet was made very special in the last patch.
Click here to get started with Mantis for Suggestions and Bug Reports.

Thank you for contributing to making the game better!

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Did you guys make it harder to activate golems?
« Reply #9 on: July 28, 2012, 08:28:42 am »
No wonder repairing everything was a pain in the ass. Especially massive defenses after a big battle....
I haven't noticed anything special when constructing.. but repairing is killing me. I used to have 600k both resources, but then I took a repair cost in a knee.

I almost NEVER unlock Mark II or III Engineers because I don't think there's any reason to. Now there's even less reason to do that. Maybe Mark II and III Engineers should be buffed so they would be more cost efficient than Mark Is. If constructing something with MarkI Engineers (which have a construction rate of 1) costs 100metal/second with MarkII Engineers (which have a construction rate of 2) it could cost 150-175metal/second and with MarkIIIs 125-150metal/second.
edit: constructing and repairing^^

I wonder if this played into my last 10/10... I updated to 5.050 during that match  ::)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline MaxAstro

  • Sr. Member Mark II
  • ****
  • Posts: 345
  • Love, Peace, and Calvinball
Re: Did you guys make it harder to activate golems?
« Reply #10 on: July 28, 2012, 09:19:22 am »
Considering I use Mark 3 engineers almost exclusively, you should have seen the look of shock on my face when 800k metal/crystal vaporized instantly as I was trying to repair my Botnet Golem after using it to hold off a sizeable attack.  And that didn't even get it to full health.

I am definitely of the opinion that golems are way, way too expensive to repair now.

I really liked that higher mark engineers spent less m/c on repairs, for that matter.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Did you guys make it harder to activate golems?
« Reply #11 on: July 28, 2012, 09:43:01 am »
I'm going to go against what may be popular opinion and say like I like that all engineers now pay the same net costs to repair costs. An increase in repair rate should be just that, repair RATE, but still cost the same amount.

That said, now that engineers are paying for repairs properly now, I can see why Golems are too expensive now.

I have not had enough playtime since the change to make an opinion on whether base repair cost multiplier overall should go down a tad. IIRC, the default base rate is .25, which honestly seems about right.

EDIT:
Actually, that guy who tested repair costs (and discovered the bug in the first place) care to do it again, or at least tell us your setup? It would be nice to see what the repair multiplier is now.
« Last Edit: July 28, 2012, 10:02:27 am by TechSY730 »

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Did you guys make it harder to activate golems?
« Reply #12 on: July 28, 2012, 09:57:58 am »
Considering I use Mark 3 engineers almost exclusively, you should have seen the look of shock on my face when 800k metal/crystal vaporized instantly as I was trying to repair my Botnet Golem after using it to hold off a sizeable attack.  And that didn't even get it to full health.

I am definitely of the opinion that golems are way, way too expensive to repair now.

I really liked that higher mark engineers spent less m/c on repairs, for that matter.
LOL true true. That reminds me of the Regeneration Golem few months ago. Before it was made cheaper to repair. Now all Golems seem to be like the old Regeneration Golem.
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 Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Did you guys make it harder to activate golems?
« Reply #13 on: July 28, 2012, 10:16:18 am »
I wonder if this played into my last 10/10... I updated to 5.050 during that match  ::)
It probably did. It affected my game yesterday a lot.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Did you guys make it harder to activate golems?
« Reply #14 on: July 28, 2012, 10:53:57 am »
I'm happy to reduce golem m+c costs to some degree to compensate for the repair fix (though probably not to the point that they're as cheap as they were), and/or having the base repair cost be 1/2 construction cost across the board, but we're not going back to different units having different m+c/% efficiencies on repair :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!