Author Topic: Missile guard posts and shields.  (Read 1369 times)

Offline Niwantaw

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Missile guard posts and shields.
« on: August 20, 2013, 11:32:14 pm »
So I had a fun game earlier. two planets in on a bottleneck AI decided to have two tier 4 missile guard posts under tier 3 shields.
Wiped out a full cap of teir 1-3 bombers supported by full caps of teir 1-2 missile frigates and tier 1-2 fighters. as well as whatever my two tiers worth of para's had borrowed. :l

So err. I haven't played much since the guard post buff...

How the hell are you supposed to do anything short of warhead this?
(As they kill /both/ the counters to shielding without even blinking. Namely raid starships and the large pile of polycrystal bomber clones.)
allergic to sensible plans.

Offline Ayrix

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Re: Missile guard posts and shields.
« Reply #1 on: August 21, 2013, 12:28:44 am »
You may want to try out the newly added Sabotage Hacker
It's designed for just this job, killing a specific (non guardpost) structure when all else fails.
That will finish off the shields effortlessly (and for very little hacking progress), you could also build a beachhead in that system, sniper turrets can hit shields even if they'll take some time to kill them.

Offline Niwantaw

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Re: Missile guard posts and shields.
« Reply #2 on: August 21, 2013, 12:31:00 am »
You may want to try out the newly added Sabotage Hacker
It's designed for just this job, killing a specific (non guardpost) structure when all else fails.
That will finish off the shields effortlessly (and for very little hacking progress), you could also build a beachhead in that system, sniper turrets can hit shields even if they'll take some time to kill them.

Perhaps. It's a little overkill having a situation where a position is strong against everything however imo.

(for bonus points add a fortress.)
allergic to sensible plans.

Offline Kahuna

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Re: Missile guard posts and shields.
« Reply #3 on: August 21, 2013, 12:53:36 am »
4 words: beachhead or space planes
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline TechSY730

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Re: Missile guard posts and shields.
« Reply #4 on: August 21, 2013, 01:42:18 am »
Transports and cloaker starships.

Yea, it won't necessarily allow you to kill it in one run-by, but it will keep them alive longer so they can do more damage, reducing the number of run-bys needed.

Or you can leave the planet and come back later when you have more ships and starships to throw at it.


BTW, also look into Plasma Bomb Starship (or whatever it's called, it's been through so many name changes.  ::))

Offline ZaneWolfe

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Re: Missile guard posts and shields.
« Reply #5 on: August 21, 2013, 02:30:29 am »
Raid Starship MKIII is MISSILE IMMUNE. Spend the K and let it walk right up and take both the guard post and the shield without batting an eye.

Offline PokerChen

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Re: Missile guard posts and shields.
« Reply #6 on: August 21, 2013, 03:51:24 am »
Regarding missile immunity: Raid starships mk-II and above gain this. If there are sniper guardians nearby (which can also 1-shot your raids), escort them with scout starships.

It's still cheesy. Still forced weapon of choice for AI Eyes if Artillery Golem is not around... Will neuter AI planets without needing supply for beachhead, or losses if the local AI commander likes missile units. Would personally rather guard-posts re-nerfed halfway to former levels and not use this kind of hard-counter-counter shenanigans.

= = =
Plasma Sieges (in transports to get them in range) will do. Slowly.
« Last Edit: August 21, 2013, 03:58:54 am by zharmad »

Offline keith.lamothe

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Re: Missile guard posts and shields.
« Reply #7 on: August 21, 2013, 10:48:04 am »
From the sound of it (3 missile posts close together, under the same shields, if I understood correctly) that's a subcommander planet.  Thankfully, most planerts in the game don't have one of those :)

They can be tough nuts to crack. 

There are a bunch of bonus types that would make that a lot easier if you had them (shield bearers, zenith devastators, youngling weasels, protector starships, etc), but you might not have any of those.  Though if the AI has a type you think would cut this knot, you could hack to copy that type (which is possibly a better deal than sabotage would be here, as it wouldn't be purely a one-time benefit).

In terms of always-available stuff I think most of it has been mentioned.  Transports, in particular, make any kind of assault more likely to survive, though bear in mind that ships exiting a transport have to reload from empty before firing.

Assault Transports, on the other hand, leave the ships at half-reloaded status when they exit (assuming they were at least half-reloaded when they entered), which improves the post-unload alpha.  Also, the assault transports themselves have some non-trivial firepower when fully loaded, so you could just stuff your full triangle fleet into those and have them sit on top of the offending post/shield cluster until the transports died and let the little guys out.  My guess is that this would be a tenable form of whittling, if not particularly efficient.

Mobile Space Docks are potential options for whittling, as they can just keep cranking out the ships (possibly from fairly close, thanks to their radar dampening iirc) so as to make attrition warfare more viable.  There's also the Enclave Starships for throwing out extra chaff to clog targeting lists.  One thing in your favor is that a Missile Guard Post's rate of fire is pretty low (compared to an MLRS, for example), so just zerg-swarming it is more viable than it is with other things.

Higher-mark raid starships have already been mentioned, but I'm not sure if anyone mentioned Scout Starship IVs which actually provide missile immunity tp all nearby allied units.  That may be more K than you want to spend on this ;)

And yea, any time you see big shield clusters (or anything nasty under shields, really), consider the plasma-siege starship.  Particularly if you have other stuff drawing fire so they don't die fast (attrition tactics with starships get, um, expensive), they can take out a lot of stuff "under glass" or at least contribute to the doing so.


In summary, there's a lot of things you could do.  Figuring out what's the right balance of cost and effectiveness is the challenge :)
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