Author Topic: Exodian Blade and Implosion  (Read 1594 times)

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Exodian Blade and Implosion
« on: July 17, 2014, 02:05:54 pm »
The Exodian blade isn't resistent to implosion attack... Do I need to say more?
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Exodian Blade and Implosion
« Reply #1 on: July 17, 2014, 08:59:21 pm »
I'm so annoyed at implosion on offense and plasma bombs on defense that I now play most games with protectors mk1 and mk2 filled with anti energy weapons. I don't unlock mk3+ though because then i cant resist using the other modules and cheesing the poor AI to death.

Offline Aklyon

  • Core Member
  • *****
  • Posts: 2,089
Re: Exodian Blade and Implosion
« Reply #2 on: July 17, 2014, 09:43:20 pm »
I don't unlock mk3+ though because then i cant resist using the other modules and cheesing the poor AI to death.
...The point of the protector starship is not to cheese the AI? :o :P

Offline Qatu

  • Full Member
  • ***
  • Posts: 139
Re: Exodian Blade and Implosion
« Reply #3 on: July 17, 2014, 09:48:46 pm »
 I try to only apply the necessary cheese to remove/lower the parts of the game I don't enjoy, so my playtime is as entertaining as possible!! So only protectors mk1+mk2 with energy modules for me!

 Attempts at self control are sometimes successful.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Exodian Blade and Implosion
« Reply #4 on: July 18, 2014, 04:36:17 am »
There should be a switch in the game lobby that would disable/enable all Implosion weapons. In the "Ships" tab I mean.
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: Exodian Blade and Implosion
« Reply #5 on: July 18, 2014, 04:39:18 am »
I (and many others) would disable Implosion stuff for sure.

PS. I'm not trying to get as many posts as possible. I'm at work and posting with my crappy phone so editing isn't a realistic option.
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 Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Exodian Blade and Implosion
« Reply #6 on: July 18, 2014, 11:01:33 am »
There should be a switch in the game lobby that would disable/enable all Implosion weapons. In the "Ships" tab I mean.

I totally agree.
But, how to deal with "no implosion" and "spirecraft" in a same game? Spirecraft would be enabled but the implosion artillery would be impossible?
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Exodian Blade and Implosion
« Reply #7 on: July 18, 2014, 11:52:25 am »
So, are AI only implosion things still OP? They recently got a nerf (well, some of the escaped the nerf bat, like the guard posts)

An implosion ship toggle and spirecraft should probably work like the heavy defense (which includes forcefields) or cloaking and spirecraft. Heavy defense off and spirecraft on leads to spirecraft shield bearers still avialible, so should spirecraft implosions when implosion is off (similar with cloaking and spirecraft penetrators). If not, then spirecraft implosions would be gone when implosion is off.


What do people feel about another toggle for plasma siege weaponry? IMO, I think it is mostly fine (though the FF splash damage STILL does not give a "you command station is under attack" message), but I have seen lots of people complaining about it. (BTW, I am mostly fine with implosions too)

Offline vigilo confido

  • Jr. Member Mark III
  • **
  • Posts: 92
Re: Exodian Blade and Implosion
« Reply #8 on: July 19, 2014, 12:11:40 am »
You have to move the exodian blade within firing range of the exo wormhole. Problem is that the AI goes ballistic and ends up spawning a lot of implosion stuff.

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Exodian Blade and Implosion
« Reply #9 on: July 19, 2014, 01:52:24 pm »
That's why I think it deserves a little implosion resist. Every golems got some, if I remember well, and the blade is a golem.
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Exodian Blade and Implosion
« Reply #10 on: July 19, 2014, 04:56:51 pm »
Actually, golems did NOT get implosion resistance, only spire capital ships. Keith did mention however he was open to the possibility of other superweapons, including golems I guess, getting this too if the community thought it would be needed.

Offline Pumpkin

  • Hero Member Mark III
  • *****
  • Posts: 1,201
  • Neinzul Gardener Enclave
Re: Exodian Blade and Implosion
« Reply #11 on: July 20, 2014, 02:41:47 am »
Oh, and that's why I thought golems already got implosion resistance. Thanks for pointing this out.
Please excuse my english: I'm not a native speaker. Don't hesitate to correct me.