Author Topic: The early game  (Read 30305 times)

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: The early game
« Reply #120 on: February 10, 2011, 11:20:33 pm »
This is a digression, but so is the whole thread, so I'll go ahead and ask. Can someone explain to me how turrets on the command station could be better than turrets on the wormhole? Every time I've tried it it seems worse. Yes, you can concentrate all your force at one spot, but you have to let the enemy get into killing range before you can do anything with it. And where does one put the tractor beams? Do you presume certain paths and just clump them up there? What if you have a mil-comm station and it's teleporting things all over the system and they're coming back from every angle? I may overdo it on my wormholes sometimes, but I like to have so much tractor coverage that waves don't move at all, they just get stuck there and chopped up before they can do much more than dent a few MkI tractors, which are mostly there to draw fire anyway. But then, I get twitchy if I lose a command station at all, even though replacing them is quick and easy.

Turrets on the command station can be very useful to take out those ships that manage to get past your wormhole defenses (or for teleporting ships or tractor beam immune ships). However, I would recommend putting them in both places, as if a whole fleet reaches the command station, it is probably too late no matter how many defenses you got stacked up there. The lessened firepower concentration is worth the extra coverage area. (It's up to you to decide what ratio to split up wormhole:command station defenses)

I usually put my tractor beams around the wormholes, as that is the only place I know that they will be near when they come to attack. If you want, you can try putting some on the path from wormholes to command stations, but keep in mind that AI ships may go off to other targets before going for your command stations, so they may sometimes bypass those tractors.
I don't put tractors near my command stations though. I don't want ships to be near it, so why should I deny it the opportunity to go somewhere else where it is less of a threat if it wants too?

If you are having trouble getting good performance out of your Mk. I tractors, go ahead and spend some knowledge for the Mk. IIs. They are much tougher, have better range, and trap more units. And not that expensive in knowledge for that extra stalling potential. The are a great investment.

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: The early game
« Reply #121 on: February 10, 2011, 11:39:29 pm »
Well, harder games tend to be less "sandboxy", as harder games tend to reduce the effectiveness of most strategies.
One goal of 5.0 was intended to help "correct" some of the unintentional easiness of 3.0. They said that the 3.0 was a low point in difficulty, and that was not intentional.
Sadly, this means many people who grew to love some of the suboptimal but still very fun tactics that you could do in 3.0 all of a sudden are finding this not working very well at all in 5.0. In other words, lots of people (including you apparently) were spoiled by that.

3.x was pretty much all I played.  I bought the game sometime between 0.9 and 2.9 (where, I am unsure, as I played two games).

I have nothing against making the game harder but I dislike the loss of tactics.

And it hasn't so much been "this tactic was basically cheating" that's annoyed me.  Transports jumping seven systems I agree, was too far.  Much too far.  Knowledge raiding being painless was, again, not desirable.

I have nothing against those changes.

It's been the more subtle shifts in....other things.  I can't even name anything.

But to me it feels like with the cap numbers (and relative power of units to compensate) that tractor beam turrets aren't as useful.  A single one is something like 10 of the old ones (IIRC / or they're supposed to be) but instead of stopping roughly the same amount of firepower, its like it stops less.

Just a series of cumulative minor changes that each individually did nothing to the balance, feel, or pacing of the game, but which cumulatively has resulted in my not being able to play the game effectively.

I've always thought 3.x was too easy, I have.  But 5.0 has quirks that make it frustrating rather than challenging.*

*Side note:
As I mentioned...somewhere, as it has turned out, every time I've lost a post-4.0 game its been because of either a bug, or some unit being unintentionally over powered.  Which only causes the frustration to mount further, as I have to wait for a fix to be applied or risk losing again to something that I know shouldn't happen.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: The early game
« Reply #122 on: February 10, 2011, 11:44:42 pm »

I've always thought 3.x was too easy, I have.  But 5.0 has quirks that make it frustrating rather than challenging.*

*Side note:
As I mentioned...somewhere, as it has turned out, every time I've lost a post-4.0 game its been because of either a bug, or some unit being unintentionally over powered.  Which only causes the frustration to mount further, as I have to wait for a fix to be applied or risk losing again to something that I know shouldn't happen.

I shudder at that frightening worry, but I honestly grew into the game during the 4.0 beta phase so I can't say if it is any different between then and now because this game as it currently stands IS my norm. Remember during that whole post 4.0 phase the game was in beta, you should ASSUME things will be out of whack and that things can change drastically from one update to the next. That is a key feature of beta.
Life is short. Have fun.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: The early game
« Reply #123 on: February 10, 2011, 11:50:49 pm »
About the tractors seeming less useful.

That is in part because of a change in the wave size to AIP formula that occured sometime in the post-Unity port but pre 4.0 stages (I think). Basically, it made wave sizes grow faster than they used to. People are STILL getting used to that. (The fact that it is taking so long for people to adjust may be a sign that the new formula took it a bit too far, but we already have another post for that discussion)

Basically, even though tractor beam turrets can stop more ships now, the AI is sending even more still.
Plus, tractor beam turrets have become more fragile since the 3.0 days. (Especially the Mk. I version)

But yea, thanks to all the radical changes and the push to get stable releases out before those changes could "settle", 5.0 is less polished and sound than the last stable 3.0 version (which the devs have already apologized for). Essentially, 5.0 feels like a slightly less buggy beta. (Admittedly, 5.0 is MUCH better balanced than 4.0 was)

But I do think that 5.0 "framework" has much better potential than the 3.0 "framework". I eagerly wait the "polish patch" that is due in a month or two.
« Last Edit: February 10, 2011, 11:54:32 pm by techsy730 »

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: The early game
« Reply #124 on: February 10, 2011, 11:57:55 pm »
I... don't build tractor beams.  I don't find them to be useful because they're expensive and always seem to die way too fast.  Though, I have made some playstyle changes since I made that determination that may change my opinion, so I guess I should go try them out again.  With the turret clustering, it shifts importance from tractor beams to forcefields.  If turrets around the command station don't work for you, they don't work, that's fine.

This is also why military command stations work well with this, since it disperses ships (though you often do waste a lot of firepower as your turrets fire at something that then gets teleported away).

I also don't care about losing my command stations at all, most of my planets are lightly defended, with the exception of my homeworld and a wave planet if I have one.  Military mk3 if it's on a dangerous border, mk2 if it's on some other border, econ otherwise, usually no turrets or forcefield - 5 of each turret and a mk1 only if absolutely necessary.  If I have fortresses unlocked, I'll toss one on my homeworld just-in-case, one on my wave planet, and the other three on dangerous border-worlds.

It really depends on how the game is shaping up though, since the various AI types, galaxy layout, etc. can have a huge impact on things.  Say you end up against (horror of all horrors) a speed racer with eyebots (those are immune to tractor beams, I think?).  200 speed eyebots.  Wormhole defenses just aren't going to cut it in that case, though it is a pretty extreme case.  On the other hand, unlocking counter-missile turrets will completely neuter eyebots (and thank the devs for that -  I see eyebots, and that's one of my first unlocks).

You know, this is why I liked old AI War more.

The more changes keep coming the less and less viable certain tactics were and the more and more there becomes only One True Tactic.

I do not like sandbox games with One True Way.

Would you be saying the same thing if turrets around the command station were not viable, if tractor beams were not completely necessary?  Of course changes are going to come with such huge re-imaginings of the game.  I also never said you HAVE to use a new strategy, merely suggested one that I have had success with, since you've expressed discontent with yours.  I used to be a wormhole turret-clusterer, back before the turret changes in 4.0 where they were all made 5x as powerful or so, and then when I stopped having success with that strategy and saw someone suggest the command station clustering, I tried it, and it worked (roughly), so I refined it.  I do agree with your tractor turret assessment - that's what drove me away (as I said above), they seem to die way too fast even though they tractor 3x the ships now (old mk1 used to be 10x tractor).  I think it's because all the units have had such a major, major increase in base damage from before - infiltrators used to do 40 per shot, and now do 1,080.  When fighters were updated to do 3000?  That was unheard of - I think they used to be something like 300 (though I can't remember at all).

The thing is, there isn't "one true way".  From what I've read, if you ask Suzera she'll tell you to take Space Tanks and deepstrike from half a galaxy away, and that's that.  Fleet (I think it was) hates fleet ships and basically spends the first two hours building starships.  I've jumped through many phases, but I always come back to doing an absolute ton of landgrabbing (though it usually eventually leads to stalemate or demise).

Defense is just a microcosm of this - I defend two or three worlds extremely heavily, and don't mind losing outposts so long as they don't have critical infrastructure on them, but Bob sounds like he tries to defend every single world to the death, and he has a different defense strategy that works for him.  Tech uses a mix, defense in depth (not sure whether that's on every planet).

I also think turrets are very useful and effective (heck, I even like the mk1s - I don't think they're underwhelming at all compared to what they used to be!), but if you don't think turrets are useful, there are other options. Consider selecting Bulletproofs, Tachyons, or Muniboosters (yes, they can boost turrets more than 1.2x - they boost turrets at a .1 penalty I think, so mk3 normally boosts at 2.1x, so turrets are 2x, last time I checked) as your starting bonus ship, and run a more mobile defense operation that can handle the bomber waves.  Maybe build some flagships to go with your fighter swarm if you don't have muniboosters, or consider investing in military command stations - if you don't like the teleportation, drop some logistics stations and abuse the extra speed/enemy slow abilities.  Use your environment - if you find a nearby AI planet with a grav drill, take it, load it up with a military command and a pile of turrets, and divert all your waves to it.  Same applies for armor suppressors.  Maybe research grav turrets instead of spiders.  Or just fast-tech to mk2 turrets and skip building mk1 turrets at all in the beginning.

Be creative, try new things - AI war is a living entity, unlike a lot of other RTS games that tend to settle down into an "optimal" build because they don't get updated, let alone, re-imagined every so often.

(6 posts were made while I was typing this, so I haven't gotten to accommodate all the new discussion!)

Offline Zeyurn

  • Full Member
  • ***
  • Posts: 117
Re: The early game
« Reply #125 on: February 11, 2011, 12:05:51 am »
Again, I'd like to reiterate the fact that I've never ever seen anyone post the strategies we use in our group when we play and that I learn a new one almost every time I keep looking at the forums, and I think most/all these people (including ourselves) play at difficulty 8ish (or at least 7), means that there are still plenty of ways to win.

I've been frustrated occasionally at the loss of an especially good strategy I used to use, but new ones keep showing up.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: The early game
« Reply #126 on: February 11, 2011, 12:06:19 am »
It seems that I am not alone about my feeling that tractor beam turrets are still too fragile. Like a 2 months ago or so (I think), they got an good HP boost, but I think it was only for the Mk. II and Mk. III versions.  ::)

Clearly, this was not enough. Maybe a similar increase in HP for the Mk. I tractors? And maybe another minor buff for the Mk. II and IIIs as well?

EDIT: Just made a post for this (http://www.arcengames.com/mantisbt/view.php?id=2787)
« Last Edit: February 11, 2011, 12:12:19 am by techsy730 »

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: The early game
« Reply #127 on: February 11, 2011, 12:13:05 am »
Consider selecting Bulletproofs, Tachyons, or Muniboosters (yes, they can boost turrets more than 1.2x - they boost turrets at a .1 penalty I think, so mk3 normally boosts at 2.1x, so turrets are 2x, last time I checked)

Bulletproof fighters are expensive fighters good against fighters.  They're not really a tactical ship, but more of a "would you like more frigates?" and I already don't like frigates.
Tachyons I don't get at all, unless you're going up against an AI that uses cloaking ships (but then, I'd have to select that, at the time I choose my ship, rather than an AI at random, and why would I intentionally shoot myself in the foot like that?)
Minition boosters are good, but they're one of those "rather have in an ARS" than a starting ship.

I shudder at that frightening worry, but I honestly grew into the game during the 4.0 beta phase so I can't say if it is any different between then and now because this game as it currently stands IS my norm. Remember during that whole post 4.0 phase the game was in beta, you should ASSUME things will be out of whack and that things can change drastically from one update to the next. That is a key feature of beta.

I know it was a beta. :|  That wasn't my point.
My point was, I stop playing and wait for an update, which is frustrating.

Quote
The thing is, there isn't "one true way".  From what I've read, if you ask Suzera she'll tell you to take Space Tanks and deepstrike from half a galaxy away, and that's that.

Oh, I know there are still "many" options, but that its getting hedged in.

Take a field, you can do anything.
Now build some fences.
You can still do a lot
Build more fences.

Keep doing this until you start feeling like there's less you can do, but still at the point at which there are still many options.

Quote
Be creative, try new things - AI war is a living entity, unlike a lot of other RTS games that tend to settle down into an "optimal" build because they don't get updated, let alone, re-imagined every so often.

Its evolving faster than my ability to maintain a mental list of Dos and Don'ts.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: The early game
« Reply #128 on: February 11, 2011, 12:18:07 am »
I know it was a beta. :|  That wasn't my point.
My point was, I stop playing and wait for an update, which is frustrating.

Quote
The thing is, there isn't "one true way".  From what I've read, if you ask Suzera she'll tell you to take Space Tanks and deepstrike from half a galaxy away, and that's that.

...

Quote
Be creative, try new things - AI war is a living entity, unlike a lot of other RTS games that tend to settle down into an "optimal" build because they don't get updated, let alone, re-imagined every so often.

Its evolving faster than my ability to maintain a mental list of Dos and Don'ts.

Don't worry. Chris has promised that this beta cycle will not be "game breaking" like the last two were. He admitted that the constant reinvention was starting to grate on the player's nerves.
You should be able to continue you're games without having to fear that a big enough change has come that a reseed or completely different start is justified to survive.

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: The early game
« Reply #129 on: February 11, 2011, 09:40:19 am »
Bulletproofs and Tachyons, while they have neat little side things going on, for the most part are Fighters+.  They have the same bonuses as regular fighters (they each got the boost to 5x polycrystal, for example), but IIRC they each ALSO have about 1.5x the base cap-DPS of fighters.  They're a little more expensive than normal fighters, but if you're having problems with bombers, having 2.5x DPS against bombers in a game from fighters and fighter-like ships, compared to your previous games, could help a ton.

On the subject of tractor beams - I think 4.0 was when the shift was made from Epic/4x being the normal setting to Fast and Deadly (now normal) being the normal setting was made.  So tractor beams are taking 4x more damage now compared to when we were used to tractor beams being effective, and it's possible the tractor beams just didn't get enough of a bump to deal with that.  We're also more likely to notice tractor beams dying fast than other things because it's really easy to notice that suddenly, all the enemy ships are zooming towards your command station again.

Offline Oralordos

  • Sr. Member Mark III
  • ****
  • Posts: 434
  • Suffering from Chronic Backstabbing Disorder
Re: The early game
« Reply #130 on: February 11, 2011, 09:59:25 am »
It really depends on how the game is shaping up though, since the various AI types, galaxy layout, etc. can have a huge impact on things.  Say you end up against (horror of all horrors) a speed racer with eyebots (those are immune to tractor beams, I think?).  200 speed eyebots.  Wormhole defenses just aren't going to cut it in that case, though it is a pretty extreme case.  On the other hand, unlocking counter-missile turrets will completely neuter eyebots (and thank the devs for that -  I see eyebots, and that's one of my first unlocks).
*shudders* My first difficulty 7 game was against a speed racer with eyebots, spire stealth battleships, and spire gravity drains. I lost horribly. It still ended up on the highest point of my high-score list. Now I'm playing on diff 6 while I work up courage to go back to diff 7.

It seems that I am not alone about my feeling that tractor beam turrets are still too fragile. Like a 2 months ago or so (I think), they got an good HP boost, but I think it was only for the Mk. II and Mk. III versions.  ::)

Clearly, this was not enough. Maybe a similar increase in HP for the Mk. I tractors? And maybe another minor buff for the Mk. II and IIIs as well?

EDIT: Just made a post for this (http://www.arcengames.com/mantisbt/view.php?id=2787)
Currently I would have to say that I haven't found too many problems with tractor turrets if I stick a mark-I forcefield over them. Of course, that may show that they are not cost-effective because they have their own cost and I have to pay the cost for a forcefield as well.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: The early game
« Reply #131 on: February 11, 2011, 10:04:05 am »
FYI, I hadn't done tractor turrets in my sweeping balance pass (I was focusing on cowsstuff with guns).  I just put in a change for 5.001 to linearize the durability across marks; it should improve the mkIs at least.
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 keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: The early game
« Reply #132 on: February 11, 2011, 10:05:45 am »
Oh, and to echo an earlier comment: bulletproofs and microfighters are good stuff when trying to kill lots of bombers, since they're basically fighters that are better than fighters.  Can't count on having them, of course, but they make that particular aspect of the game a little easier when you have them.
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 Draco18s

  • Resident Velociraptor
  • Core Member Mark V
  • *****
  • Posts: 4,251
Re: The early game
« Reply #133 on: February 11, 2011, 10:08:43 am »
On the subject of tractor beams - I think 4.0 was when the shift was made from Epic/4x being the normal setting to Fast and Deadly (now normal) being the normal setting was made.  So tractor beams are taking 4x more damage now compared to when we were used to tractor beams being effective, and it's possible the tractor beams just didn't get enough of a bump to deal with that.  We're also more likely to notice tractor beams dying fast than other things because it's really easy to notice that suddenly, all the enemy ships are zooming towards your command station again.

I play on 4X, always have.

Currently I would have to say that I haven't found too many problems with tractor turrets if I stick a mark-I forcefield over them. Of course, that may show that they are not cost-effective because they have their own cost and I have to pay the cost for a forcefield as well.

I've been sticking FFgens over them also, but again, it's a huge crystal cost to do early game, so I don't put down many tractors (4).  It also means I can't fund sniper turrets or riot starships.  Two other things that are "required to not-lose."

Oh, and to echo an earlier comment: bulletproofs and microfighters are good stuff when trying to kill lots of bombers, since they're basically fighters that are better than fighters.  Can't count on having them, of course, but they make that particular aspect of the game a little easier when you have them.

Or I could get something like Shield Bearers and put fighters under them.  It doesn't even matter if bombers are good against them, as I can drop engineers under there too.  The odds that a single Bearer takes enough damage to die is really really rare.  My last game I only ever had to rebuild 5 of them (from Marks 1-3).  And they have other uses too.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: The early game
« Reply #134 on: February 11, 2011, 10:16:11 am »
It also means I can't fund sniper turrets or riot starships.  Two other things that are "required to not-lose."
I generally get by fine without using either (I do build snipers, but generally don't rely on them for upfront defenses, and they're not key to my early defense strategy).  Which difficulty are we talking about again? You've mentioned both 8 and 7 lately, just wanted to be sure.

Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!