Author Topic: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)  (Read 14740 times)

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #30 on: August 21, 2010, 12:37:15 AM »
Yes, there are a lot cheaper ways of killing one turret every 8 seconds. Although they have several shots now.
What has several shots now?  It's probably too late for me to try to make sense of things ;)
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 eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #31 on: August 21, 2010, 01:38:46 AM »
I call for the credits on the Minefields Idea!  ;D
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline Awod

  • Newbie Mark III
  • *
  • Posts: 48
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #32 on: August 21, 2010, 01:53:19 AM »
That surprised me a lot, was attacking an AI homeworld took down two guard posts was on my way to a third I get fairly close to it, maybe enough for some to fire but mostly out of range so I start to zoom out to get a different view on thing and BLAM a huge circle of youngling cockroaches spawn. I think I jumped, was not expecting that at all.

oO wow, they are brutal..

« Last Edit: August 21, 2010, 02:12:50 AM by Awod »

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,501
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #33 on: August 21, 2010, 09:36:05 AM »
I call for the credits on the Minefields Idea!  ;D

Oh yeah, I can definitely confirm you were originally the first to suggest this -- you even did art for it, nearly a year ago. :)
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 RedrumJackle

  • Jr. Member Mark II
  • **
  • Posts: 78
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #34 on: August 21, 2010, 12:22:34 PM »
Ooo Dreadnaught i mean Siegeship sounds a bit more fitting. ^_^;

I haven't tested the mine fields out, but I've been playing and things are looking smooth and good so far. Those Special Forces definitely got a bit more of a tanking ability. XD 4mill hp. They stand up for quite awhile.

Now I'm not exactly sure about this, but how many ships can Insta Kill Cloak spheres 'forgot the name' attack? It didn't seem all that dangerous to me when I was rolling around with cloaked ships just attacking stuff as the fleets were scrambling around trying to catch my ships. It seemed like it was only picking off 2-5 ships as I wasn't loosing that many.

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #35 on: August 21, 2010, 12:23:49 PM »
Yes, this will definitely assist my laziness in attacking AI worlds; drop off various starships including seiges and riots in range of multiple turret beds with some fleet support, and then do other grievous damage to the AI, like... sending a transport full of III bombers to another planet?  :D

Though I'm just wondering what fleet units pose the most significant threat?  Fighters (cruisers would definitely work well in a group with them then)?
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #36 on: August 21, 2010, 01:48:28 PM »
Alright, went and unlocked Sieges to see how they'd do, and I'm too scared to use them.

In my current game I took the Neinzul Viral Enthusiast and Neinzul Cluster Bomber. Each has their own cluster structure which spawns a swarm of younglings when you get close.

This causes you to overlook the fact that they are also armed. The Swarmer Structure Mk II has an 83000 range, 32000 attack on a 2 second reload. Bomber Cluster Mk II's have the same, except a 200000 attack. They also get bonuses against starships. They were doing at least 150000 damage a shot to my light starships and they've account for my losses of 10 flagships and 20 light starships so far. I don't want to think about what that would do to my Sieges.

(My saturday morning log of my game is here.

Going to give them a trial by fire here anyway, I've killed the Cluster structures in this next system although most of the rest is still up.

D.

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #37 on: August 21, 2010, 02:56:44 PM »
yeah, have to say I dont find the insane dam output of clusters all that enjoyable either. they should 100% fire EMP instead  :(

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #38 on: August 21, 2010, 03:21:01 PM »
I have no issues with the cluster having a mini-mass driver if that's the intention, but this just kind of appeared with this giant gun, when their main attack is supposed to be the younglings they spawn (as I understood it).

Depends on what the structure is supposed to actually be.

D.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #39 on: August 21, 2010, 03:22:52 PM »
Well, the wiki page says about Neinzul Clusters:
Quote
These immobile structures are defensive weapons invented by the Neinzul. At long range, it fires heavily-damaging single shots similar to an ion cannon. Meanwhile, however, it is storing up Neinzul ships inside itself as time passes, and when player ships get too close, these burst out in full "free" mode.
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 snrub_guy

  • Full Member Mark II
  • ***
  • Posts: 160
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #40 on: August 21, 2010, 03:59:44 PM »
Ha, yeh I just had to take a MKIII world, with an ion cannon and 5 Neizul clusters while I was only up to MkII. That took a while. But now I have finally killed some re-fitting stations for the hives! So that should get easier. Just wondering, I could have missed them, but is there an Icon for them in the galaxy map planetary summary? I didn't see any I don't think. In that they have a similar importance to some capturables that get an icon, maybe they should have them? Would make it a little simpler to find what planets you should attack to weaken the hives.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #41 on: August 21, 2010, 04:02:04 PM »
There's no icon but they're listed as "Hybrid Facility" in the ship type counts.  I tried adding the icon but they all show up separately since the icons are by specific type rather than category.  So rather than have like 7 separate icons that all look the same on some of the mkIV worlds, I figured I'd just leave it to the ship types.  If you want to see the facility counts "at a glance" there's an overlay that will display that straight on the map.
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 RedrumJackle

  • Jr. Member Mark II
  • **
  • Posts: 78
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #42 on: August 21, 2010, 04:25:41 PM »
Something is very odd. I don't understand and i can't see how i'm loosing 1k Teleport raiders as soon as I enter a planet... O_o;

I see 1k+ enter.. 1194 or so to be exact.. then its 30 and dropping quick. >.>

I hear but ton of one explosion echo'd with masses others in one go.

Offline carlosjuero

  • Full Member Mark III
  • ***
  • Posts: 211
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #43 on: August 21, 2010, 04:27:43 PM »
Tried sending a few sacrificial scouts through? Maybe a cap group of scouts & a scout starship? [assuming you don't have scout presence otherwise you would see what is happening]
Something is very odd. I don't understand and i can't see how i'm loosing 1k Teleport raiders as soon as I enter a planet... O_o;

I see 1k+ enter.. 1194 or so to be exact.. then its 30 and dropping quick. >.>

I hear but ton of one explosion echo'd with masses others in one go.

Offline snrub_guy

  • Full Member Mark II
  • ***
  • Posts: 160
Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #44 on: August 21, 2010, 04:29:11 PM »
There's no icon but they're listed as "Hybrid Facility" in the ship type counts.  I tried adding the icon but they all show up separately since the icons are by specific type rather than category.  So rather than have like 7 separate icons that all look the same on some of the mkIV worlds, I figured I'd just leave it to the ship types.  If you want to see the facility counts "at a glance" there's an overlay that will display that straight on the map.

Yeah,  assumed there was a reason. That'll be fine, I was just wondering. Oh by the way, I think Hives are in a very good place balance wise just now. They make everything more difficult, but are manageable with decent tactics. I'm really looking forward to seeing some matured ones cropping up- how do you know? Is the best indicator the mark level of their guards? If so, I've only met MkII equivalent.