Author Topic: Eye Bots are immune to Tachyon..  (Read 6568 times)

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Eye Bots are immune to Tachyon..
« on: June 12, 2013, 01:14:19 pm »
..intentional or a bug?

So I got a counter attack on my home planet.. the wave spawned.. and the Mark III Eye Bots didn't care about my Tachyon Emitter nor the Scout Starship. Is it because of the Cloaking Booster x2? I wish Eye Bots were this good in player's hands too..

The Eye Bots destroy my Home Command Station every time even if I bring my fleet and try to focus the Eye Bots. I think parking the Cutlasses and Vampires next to the Command Station where the Eye Bots decloak will do the trick.. or I could just use a Warhead but oh my GOD the pain..

There's a save file a couple of seconds away from this situation. The counter attack just spawned.
« Last Edit: June 12, 2013, 04:49:55 pm 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 Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: Eye Bots are immune to Tachyon..
« Reply #1 on: June 12, 2013, 01:17:48 pm »
Quote
intentional or a bug?

So I got a counter attack on my home planet.. the wave spawned.. and the Mark III Eye Bots didn't give a damn about my Tachyon Emitter nor the Scout Starship. Is it because of the Cloaking Booster x2?
Intentional. Anything cloaking boosted cannot be decloaked by normal tachyons (might even apply to tachyon bursts, not sure).
If warheads can't solve it, use more warheads.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Eye Bots are immune to Tachyon..
« Reply #2 on: June 12, 2013, 01:19:19 pm »
The cloaking booster is the operative factor, yes.  That's been there for a while; it's a big part of scout survivability too.

And actually a tach warhead won't penetrate that, though mkIII military station will (since it contributes that foldout to your home command.

Anyway, I think a combination of grav turrets to keep the eyebots from getting away too fast and making sure you keep the tach coverage on while killing the revealed eyes (dead eyes don't boost) as fast as you can should handle it.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Eye Bots are immune to Tachyon..
« Reply #3 on: June 12, 2013, 01:20:36 pm »
If milIII is too much for an emergency K unlock, there's also counter-missile turrets :)
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 Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Eye Bots are immune to Tachyon..
« Reply #4 on: June 12, 2013, 01:21:14 pm »
If milIII is too much for an emergency K unlock, there's also counter-missile turrets :)
Both are too expensive in Knowledge to be worth it. Especially milIII.
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: Eye Bots are immune to Tachyon..
« Reply #5 on: June 12, 2013, 01:21:45 pm »
If milIII is too much for an emergency K unlock, there's also counter-missile turrets :)
Both are too expensive in Knowledge to be worth it.
Worth not losing? :)
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 Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Eye Bots are immune to Tachyon..
« Reply #6 on: June 12, 2013, 01:38:39 pm »
If milIII is too much for an emergency K unlock, there's also counter-missile turrets :)
Both are too expensive in Knowledge to be worth it.
Worth not losing? :)
I lost because of a mistake. I can learn from that mistake so I don't need to unlock MillIII nor counter-missiles.
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 TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Eye Bots are immune to Tachyon..
« Reply #7 on: June 12, 2013, 01:46:36 pm »
They can be this effective in players' hands with proper micro.

Wait, does the cloak boosting still "flicker" sometimes? I saw it some even after the patch which was supposed to fix it came out.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Eye Bots are immune to Tachyon..
« Reply #8 on: June 12, 2013, 01:59:28 pm »
They can be this effective in players' hands with proper micro.

Wait, does the cloak boosting still "flicker" sometimes? I saw it some even after the patch which was supposed to fix it came out.
Nope. I haven't seen that.
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: Eye Bots are immune to Tachyon..
« Reply #9 on: June 12, 2013, 02:38:00 pm »
Ok these things are ................... So far only Mark >= III are a problem though.

title ai unlock check
if %EyeBots%==Unlocked (
   set /A %Player'sKnowledge%-4000
) else (
   unlock useful technology
)

That's like player unlocking x = special forces removed for the rest of the game

No but seriously.. there's no counter those besides Counter-Missile Turrets and Miilitary Stations Mark III
.....actually.. I'm pretty sure Mark I Military Command Stations detect Eye Bots.... but Home Command Station doesn't.... if humans are THAT stupid they deserve to become extinct.

There's 73 of them so they have 22484000 health in total. 1 volley destroys the command station.

Now the question is.. do I want to waste 4000 Knowledge.. or use 1 Warhead and increase the AIP by 1... well of course I will choose the +1 AIP but...................

Oh and yes^^ I still hate TDLs more.
« Last Edit: June 12, 2013, 02:43:21 pm 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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Eye Bots are immune to Tachyon..
« Reply #10 on: June 12, 2013, 02:45:11 pm »
Are grav turrets just not cutting the mustard with these?

I mean, I'm pretty sure there's some way other than the counter-missile turret to stop any fleet ship.  It just depends on how much distance you have to work with.  Are these guys spawning near your station?
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 Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Eye Bots are immune to Tachyon..
« Reply #11 on: June 12, 2013, 02:55:08 pm »
Are grav turrets just not cutting the mustard with these?
No because they decloak only when they're in range to shoot the command station. So it doesn't matter if getting into range takes 10 seconds or 10 minutes.
Decloak at range ---> 1 shot the Command Station.

EDIT: Tried the Mark II Tachyon Emitters too. Didn't work. I also tried tractoring them away with Mark I Riots.
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: Eye Bots are immune to Tachyon..
« Reply #12 on: June 12, 2013, 02:59:35 pm »
No because they decloak only when they're in range to shoot the command station. So it doesn't matter if getting into range takes 10 seconds or 10 minutes.
Decloak at range ---> 1 shot the Command Station.
What I mean is that gravity gives you more time to kill the ones your tachyon beams _are_ decloaking, which causes them to stop boosting the invisible ones, which causes those to be decloaked by your tachyon, so you kill those and they stop boosting, etc.

Or are your tachyon beams not decloaking _any_ of them?  That would be a bug.
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 LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Eye Bots are immune to Tachyon..
« Reply #13 on: June 12, 2013, 02:59:57 pm »
Are mines, flak turrets, and lightning turrets of any use?

Lightning turrets really do 526 damage a burst now? Even with 8x refractive bonus that feels a little low. Still, a full cap of mark one lightning turrets should be able to do at least 206 thousand damage in a single burst (not counting multiple targets), and combine that with a regular mine and that should theoretically kill off those eyebots.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Eye Bots are immune to Tachyon..
« Reply #14 on: June 12, 2013, 03:01:10 pm »
Yea, for actually killing them I strongly recommend lightning turrets.  Laser turrets have a bonus against refractive too, so worth throwing them in.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!