Author Topic: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)  (Read 20757 times)

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #45 on: August 21, 2010, 04:32:47 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.

Well I mean I'm there seeing it, but it doesn't make sense why they're dieing like they are in a 1k batch.

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #46 on: August 21, 2010, 04:35:54 pm »
sending full cap scouts and starship scouts. -.-; they seem to die so easily too. XD

Offline carlosjuero

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #47 on: August 21, 2010, 04:38:31 pm »
What is in the system killing them? Sounds like you might be hitting a mass right on the wormhole.
sending full cap scouts and starship scouts. -.-; they seem to die so easily too. XD

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #48 on: August 21, 2010, 04:57:53 pm »
managed to get a mass of scouts in.. XD

to say the least... i don't see anything that can pop 1k ships. theres no mass on the wormhole, and nothing that can hit multiple targets. o.o; however there are 2 permacloaked things in there right next to the wormhole.

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #49 on: August 21, 2010, 05:00:55 pm »
Heres a picture of whats all in there.

Fortress is a mk1. o.O

Offline snrub_guy

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #50 on: August 21, 2010, 05:20:14 pm »
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 ;)

Um... looking at the release notes, nothing. My post was somewhat factually lacking. I honestly have no idea where I picked that gem from...

Offline Trezamere

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #51 on: August 21, 2010, 06:07:34 pm »
I've actually been noticing scouts and scout starships instantly dieing as well when they shouldn't be, I think maybe there is some funkiness with the new mines and certain types of units?

Like one planet is MKIII and there are at most 10 units on the warp portal but a mass of scouts instantly dies when they zone in.  I think maybe they aren't immune to new mines or something IDK.

Offline keith.lamothe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #52 on: August 21, 2010, 07:18:37 pm »
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.
Yea, when I hear that people are getting to the point where they can shred them with a fleet I immediately think "ah, they're not hard enough!" but then I realize that the point isn't for them to be invincible death machines, and that they are succeeding in their goals of diverting significant player time and resources (and making it more interesting.

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I'm really looking forward to seeing some matured ones cropping up
I'm really looking forward to working on them, looks like it's time to start implementing a few tricks here and there.

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how do you know? Is the best indicator the mark level of their guards? If so, I've only met MkII equivalent.
They can only have guards of equal to or less than their mark level, yes; their guards won't always tell the full story as sometimes the hybrid hasn't had the need or chance to replenish their drones (they won't unilaterally drop them to replace them with newer ones, and they won't actively seek out a drone spawner until they're below half of their max subfleet size).  Their modules are usually a better indicator because upon maturing they will pretty much instantly drop everything and go find an appropriate-level equipment factory and refit.  The trouble there is that the different "branches" of classes (attacker, defender, builder) have different levels of access to the various modules.  A defender (the first tier of that branch) can have a MkII forcefield, but an attacker (the first tier of that branch, exact same amount of maturity as a defender) can only have a MkI but can also have MkII machine guns and laser cannons.  The builder branch tends to lack both, but can pick up construction modules from the construction factories and go around planting turrets and stuff (and, let's face it, even a builder with MkI equipment and a modest subfleet is a potential threat).

The most accurate way to tell what a hybrid is at the moment is to use F3 to turn on debug info and mouseover them, their description will mention their actual class and current mission, etc.  It's a mild form of cheating but kinda necessary at least during the beta for bug reports concerning them.  I think it's also a reasonable concession to players who are simply curious about the state of that game-within-a-game :)
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Offline superking

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #53 on: August 21, 2010, 07:32:34 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.

a single AI lightning turret?  :P

Offline Joe

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #54 on: August 22, 2010, 03:19:32 am »
I think you're heading in the right direction for the Dreadnought/Siege Starship; however, I feel like the massive range of some of the heavy defenses completely cripples them.  For example, earlier I sent in three of them against a single Fortress.  My starships did a huge amount of damage to it very quickly, but one of them also died from two volleys.  I had the same problem for one of the new guard posts.  I think it was a Missile one, but I don't remember.  I ended up taking large amounts of damage before even entering firing range.  I turned and fled to the exit wormhole back into safe territory and lost one on the way back.  To be fair, there were a few Mk 3 ships firing at it while it fled, but it wasn't being fired upon while closing to range with the guard post.

I think increasing their range significantly might be a good way to improve them.  Their damage seems sufficient to obliterate most turrets and such, but some of the other defensive units can vastly out-range them.

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #55 on: August 22, 2010, 03:54:14 am »
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.

a single AI lightning turret?  :P

nope, even posted an image of whats on the planet when i finally broke through with the scouts. There is nothing that can kill 1k ships that spam from the wormhole and expand via teleportation. All within a single moment, pop.

its happened twice before I managed to get scouts in. I'm going to see if I can recreate the instance and create a save file for it as well as pausing every moment to inspect. i donno though.

Offline Lancefighter

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #56 on: August 22, 2010, 03:56:09 am »
flak cannons might do that - tele raiders are incredibly fragile last i checked - a bunch of them exiting the wormhole (traditional choke point mechanics), an area of effect weapon hits them all - gotta be flak cannons. Maybe grenade launchers.
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Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #57 on: August 22, 2010, 04:05:12 am »
Running the game at the moment, on pause, inspecting the wormhole... No Flaks, and I thought flak turrets only hit about 15 targets now or so. Unless they still hit them all...

There are no grenade units either. So I'm going to jump 1k ships in and see what happens.

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #58 on: August 22, 2010, 04:12:00 am »
Ok heres a question. Do Laser Turrets fire AoE streams similar to HBMs?

I watch closely, and it appears as my fleet slips in. they flow like normal ships and the 'image' rams into the tractor beam which has a laser turret lined up perfectly to shoot down the line of my ships that warps in. When they hit the tractor beams i'm left with 27 out of 1192 ships.


LoL, nevermind... Improved Minefields FTW. XD!!!!.

But Yeeeeouch... o.o; That is a harsh impact. >.>
« Last Edit: August 22, 2010, 04:14:11 am by RedrumJackle »

Offline RedrumJackle

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Re: Prerelease 3.185/6/8 (Minefields, Seige Starships, Fixes)
« Reply #59 on: August 22, 2010, 04:16:12 am »
Before you were able to get away with your ships moving across the area and getting blown up... but with the new system the AI seems to be a deeply rooted one indeed.

I've felt the blunt and understand it now, so now i'm going to have the AI feel my sweet revenge XD!!