Author Topic: Whine whine whine! Eyebots and Decoys  (Read 1499 times)

Offline Wanderer

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Whine whine whine! Eyebots and Decoys
« on: January 24, 2012, 09:12:39 pm »
First, just to get it off my chest:  Eyebots being immune to every long range turret is a bit evil.  Missile and sniper immunity?  sheesh.

Now, for the real whine... Decoys.  Are they supposed to protect each other, where only one is targetable at a time?  Example, I'm recently mucking about with the support AI.  He tosses 20-30 decoys in with every wave from the other guy.  That's all well and good, but my fleet goes about killing them...

One.........

At........

A....

Time...

And...
 
Eventually...

There's...

20 left...

....and crap, I have no more fleet.

If this is supposed to be how they work I'm going to have to take a significantly stronger look at decoys.  As they stand that 1 at a time bit wastes most of the firepower sent at it.  I just wanted to make sure that it was intentional mechanics.
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Offline keith.lamothe

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Re: Whine whine whine! Eyebots and Decoys
« Reply #1 on: January 24, 2012, 09:21:58 pm »
Anything with a single-shot salvo should be getting their reload "refunded" if their target dies before the shot lands, but I'm not sure how well that works nowadays.

As for the decoys decoying for other decoys, that's not something I was aware of, though I didn't make the unit.  Perhaps they can be made immune to the decoy-coverage such that they are all targetable.

But yea, decoys can be pretty incredible in the right situations.
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Offline Wanderer

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Re: Whine whine whine! Eyebots and Decoys
« Reply #2 on: January 24, 2012, 09:25:50 pm »
Anything with a single-shot salvo should be getting their reload "refunded" if their target dies before the shot lands, but I'm not sure how well that works nowadays.
From my visual witnessing, it's failing.  40-50 decoys with a fleet can make sure mine's erased before we're through them.

Quote
As for the decoys decoying for other decoys, that's not something I was aware of, though I didn't make the unit.  Perhaps they can be made immune to the decoy-coverage such that they are all targetable.
That'd be awesome.  It's almost acting like the super-cloaking, where only one remains available.
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Offline Hearteater

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Re: Whine whine whine! Eyebots and Decoys
« Reply #3 on: January 24, 2012, 09:58:58 pm »
Did you see the thread on suggested Eye Bot buffs? :)  I'm guessing you wouldn't be a fan of any buffs there.

Offline Wanderer

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Re: Whine whine whine! Eyebots and Decoys
« Reply #4 on: January 24, 2012, 10:08:05 pm »
Did you see the thread on suggested Eye Bot buffs? :)  I'm guessing you wouldn't be a fan of any buffs there.
Considering if 4/5 slip through the front line they can take out a command station before anything can respond?  That'd be a no, I wouldn't.  At least not in the AIs hands...
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Offline keith.lamothe

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Re: Whine whine whine! Eyebots and Decoys
« Reply #5 on: January 28, 2012, 03:43:03 pm »
Just checked the decoy code and I can't see why a decoy would be covering another decoy.  Save?
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Offline Wanderer

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Re: Whine whine whine! Eyebots and Decoys
« Reply #6 on: January 29, 2012, 01:26:58 pm »
Just checked the decoy code and I can't see why a decoy would be covering another decoy.  Save?

I'll poke around and see if I still have one stored, or will recreate.   Basically take vanilla and support.  Support AI will send in decoys (and other assorted stuff) with the wave.
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