Author Topic: Fabricator hacking is no longer worth it?  (Read 2192 times)

Offline Kahuna

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Fabricator hacking is no longer worth it?
« on: July 28, 2014, 12:51:32 pm »
I'm mainly thinking about hacking Turret Fabricators.
It seems to me that it would always be more useful to do a Knowledge hack instead of a Fabricator hack. The hacking response has been buffed and the Knowledge cost of Turrets  has been reduced.
Also.. unlike Fabricator hack.. Knowledge hack can be performed on any planet so it's easier to do. Of course if you do it many times it will get harder. But still it seems to be that Knowledge hacking is much more useful than Fabricator hacking. Especially during the early game.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline keith.lamothe

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Re: Fabricator hacking is no longer worth it?
« Reply #1 on: July 28, 2014, 01:07:02 pm »
Good point about the impact of the turret K cost change.

Would increasing the cap of MkV turrets solve this?
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Offline TechSY730

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Re: Fabricator hacking is no longer worth it?
« Reply #2 on: July 28, 2014, 03:17:55 pm »
I think fabricator hack is still great for when you really want what it provides, in a hard to defend place or you can't afford to lose it, and you can't get anything like it otherwise (like zombard Mk. V when there are no zombard unlocks in any ARS or design server).

 I was sort of worried though that the Mk. V turret would become "under-desired"/overshadowed after their cap change. What is their current cap again?

Offline Fleet Unity

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Re: Fabricator hacking is no longer worth it?
« Reply #3 on: July 28, 2014, 04:27:00 pm »
I think fabricator hack is still great for when you really want what it provides, in a hard to defend place or you can't afford to lose it, and you can't get anything like it otherwise (like zombard Mk. V when there are no zombard unlocks in any ARS or design server).

 I was sort of worried though that the Mk. V turret would become "under-desired"/overshadowed after their cap change. What is their current cap again?

All of the MKV have a cap of 48 but the flak and lightning only have a cap of 24.

Offline Fleet Unity

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Re: Fabricator hacking is no longer worth it?
« Reply #4 on: July 28, 2014, 04:30:28 pm »
Good point about the impact of the turret K cost change.

Would increasing the cap of MkV turrets solve this?

It would be helpful if they were doubled I like the MKV turrets but they do have the same cap as all the others that are per planet. They cost enough energy to build so even if they were higher you would still need a lot of energy to build them, but having the option to build more would make the core turret controllers a more desirable capture.
« Last Edit: July 28, 2014, 04:35:09 pm by Fleet Unity »

Offline Lord Of Nothing

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Re: Fabricator hacking is no longer worth it?
« Reply #5 on: July 28, 2014, 04:31:45 pm »
IMHO, I'm really not sure MkV turrets should have any more power on a given planet than they already do...
Just throwing it out there, but reduced energy cost relative to the others?

Offline brianc

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Re: Fabricator hacking is no longer worth it?
« Reply #6 on: July 28, 2014, 05:53:22 pm »
I've honestly never used a fabricator hack either, I always opt for knowledge.  Maybe the hacking effect could be changed to only increase for the type of hack you attempt (which would therefore obviously be buffed) encouraging different play-styles.  I'd also mention that power requirements as a nerf seems like a good idea as well.

Offline Toranth

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Re: Fabricator hacking is no longer worth it?
« Reply #7 on: July 28, 2014, 07:15:09 pm »
I still fab hack a lot, just not for Turret Controllers anymore.  They used to be the end-all-be-all for the first hack or two, but now I like to concentrate on getting good Core fleetships to support my main battle fleet.  Core Starships just cost too much and take too long to build for the help they provide (Protectors excluded) for someone with a "moveable = disposable" playstyle like mine.

But yeah, I actually do perform knowledge hacks these days, where I almost never would before.  The turret unlocks are just so useful... but not as useful as getting a cap or two of good Mk V fleetships.

Offline brianc

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Re: Fabricator hacking is no longer worth it?
« Reply #8 on: July 28, 2014, 07:26:41 pm »
Regarding power in general I've had trouble since major changes were implemented probably ~1 year ago.  I've had to rely heavily on Zenith Traders knowing I can get the Zenith Power Generator then I try to grab one more as well.  I could obviously make less units but on the same level I haven't been able to perform as well since the change.

Offline Kahuna

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Re: Fabricator hacking is no longer worth it?
« Reply #9 on: July 29, 2014, 12:04:57 am »
I don't remember how much energy Turrets cost. But it goes something like EnergyCost=Mark*X right? So Mark V Turrets should cost 5*X Energy. Aka they should be in line with the lower Marks. Now I don't remember if they are already.. but if they aren't.. they should.
In addition to that.. yes IMO increasing their cap would solve this problem. Maybe their cap could be doubled? I'm not sure if doubling their caps would be too much though. Knowledge hack gives 3000 Knowledge which is enough to unlock 2 Mark IV Turrets.
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

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Re: Fabricator hacking is no longer worth it?
« Reply #10 on: July 29, 2014, 04:11:59 am »
Regarding power in general I've had trouble since major changes were implemented probably ~1 year ago.  I've had to rely heavily on Zenith Traders knowing I can get the Zenith Power Generator then I try to grab one more as well.  I could obviously make less units but on the same level I haven't been able to perform as well since the change.
Mark II Economical Command Stations and Matter Converters work at least until mid game.
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 Draco18s

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Re: Fabricator hacking is no longer worth it?
« Reply #11 on: July 29, 2014, 08:39:55 am »
I don't remember how much energy Turrets cost. But it goes something like EnergyCost=Mark*X right? So Mark V Turrets should cost 5*X Energy.

O'm pretty sure energy use is flat across marks, now.

Offline Kahuna

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Re: Fabricator hacking is no longer worth it?
« Reply #12 on: July 29, 2014, 09:08:37 am »
Maybe the hacking effect could be changed to only increase for the type of hack you attempt (which would therefore obviously be buffed) encouraging different play-styles.
Um that's how it already works.
Right?
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 Aklyon

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Re: Fabricator hacking is no longer worth it?
« Reply #13 on: July 29, 2014, 10:18:32 am »
I think he means the hacking effect (the Ai attacking your hacking attempt), not the HaP going up for each hack.

Offline Kahuna

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Re: Fabricator hacking is no longer worth it?
« Reply #14 on: July 29, 2014, 10:51:12 am »
I don't remember how much energy Turrets cost. But it goes something like EnergyCost=Mark*X right? So Mark V Turrets should cost 5*X Energy.

O'm pretty sure energy use is flat across marks, now.
Yep.. didn't notice that one. Never mind then.
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!