Author Topic: Special forces can be a bit... overwhelming  (Read 2653 times)

Offline Wingflier

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Re: Special forces can be a bit... overwhelming
« Reply #15 on: October 22, 2012, 12:21:47 pm »
I have to disagree with Moonshine Fox here.

I think that all of the major changes you've made between 5 and 6.0 (especially recently) have been incredibly important and beneficial to the entire game - ESPECIALLY the Special Forces change, which is undoubtedly my favorite.  I think most players would agree that these changes have been really very good.

@Moonshine Fox - there's a solution if you don't like all the major game changes:  Stop updating your client.
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Offline Mánagarmr

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Re: Special forces can be a bit... overwhelming
« Reply #16 on: October 22, 2012, 12:22:53 pm »
Largely because you keep asking us to ;)
Irrelevant :P Haven't you learned from Electronic Arse and Buggisoft that you never, ever listen to customers?
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Offline keith.lamothe

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Re: Special forces can be a bit... overwhelming
« Reply #17 on: October 22, 2012, 12:24:16 pm »
@Wingflier: I believe Fox is being largely sarcastic here ;)
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Offline Wingflier

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Re: Special forces can be a bit... overwhelming
« Reply #18 on: October 22, 2012, 12:25:36 pm »
Oh I'm sorry then.

I've been a part of too many gaming communities where people will ask for something, then complain when it's implemented.

I've gotta chill out.
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Offline Kahuna

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Re: Special forces can be a bit... overwhelming
« Reply #19 on: October 22, 2012, 02:10:22 pm »
The save file is 2466.88 kB. Let me guess. You're playing with multiple home worlds?
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline Vinco

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Re: Special forces can be a bit... overwhelming
« Reply #20 on: October 22, 2012, 06:10:53 pm »
The save file is 2466.88 kB. Let me guess. You're playing with multiple home worlds?
Actually, I picked 4 saves and threw them in.  May not have been an ideal choice.

Going to earlier respondents in the thread:  Good thoughts on the martyrs/cloaks.  The limit of my tactical thinking had been to throw my fleet at it, eat what I can, retreat the botnet, rinse and repeat.  It just wasn't working well, especially when the 100+ blade spawners made their transit.

I do like the special forces concept.  I have just hit an edge case where they might be a bit too beefy for a 7.3 game.  I don't know what changes, if any, I'd want to make.

Offline TechSY730

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Re: Special forces can be a bit... overwhelming
« Reply #21 on: October 22, 2012, 10:57:20 pm »
For the record, one of my favorite techniques for dealing with special forces is, surprise, surprise, beachheads! Throw down 2 forcefields (or more), 2 mini-forts, some spider turrets, a few engies, and a moderate amount of escorting/defending units, and you got yourself something that will take on a very large number of special forces. I have been able to prune like 4000 special forces ships to 800 or so (numbers gotten from the debug info display) with only about a third of my defending units lost. That pruned down special forces enough for me to get past what would of otherwise been an annoying chokepoint the special forces loved to defend for some reason.

Offline Volatar

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Re: Special forces can be a bit... overwhelming
« Reply #22 on: October 22, 2012, 11:15:18 pm »
For the record, one of my favorite techniques for dealing with special forces is, surprise, surprise, beachheads! Throw down 2 forcefields (or more), 2 mini-forts, some spider turrets, a few engies, and a moderate amount of escorting/defending units, and you got yourself something that will take on a very large number of special forces. I have been able to prune like 4000 special forces ships to 800 or so (numbers gotten from the debug info display) with only about a third of my defending units lost. That pruned down special forces enough for me to get past what would of otherwise been an annoying chokepoint the special forces loved to defend for some reason.

Now that's tactics!

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Offline Atomikkrab

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Re: Special forces can be a bit... overwhelming
« Reply #23 on: October 23, 2012, 02:39:41 am »
Trying it with two crafty spire ais resulted in me eating hundreds of spirecraft special forces.  :(

Luckily I just suicided my champion into the guard posts until headway was made.  :-\ poor champion you died so much and then the first exo wave nuked my command station anyway.

Offline keith.lamothe

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Re: Special forces can be a bit... overwhelming
« Reply #24 on: October 23, 2012, 10:19:38 am »
2xCraftySpire = death likely :)  2x any of the "red" AIs, or even 1x, is generally going to hurt.

That said, iirc spirecraft don't go into special forces, but they may have been threatfleet, normal threat, or something else.

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