Author Topic: Of decloakers and mirrors...  (Read 803 times)

Offline RogueThunder

  • Jr. Member Mark III
  • **
  • Posts: 97
Of decloakers and mirrors...
« on: March 14, 2010, 12:15:46 am »
So... I started a nice game today, and one of my AI's was one of those SOB's with cloaked guard posts.

Okay, I thought, decloakers as usual. No big deal... They take freaking forever to build... But they make this not so much an issue.
...

A little while latter I realise I've gone through 20 decloakers in the last 10 min. And have no clue how... until I realize...
His ally seems to be using zenith mirrors... Oh my.
I selected my decloakers... only to realize they cannot be powered down.
... And with their range, they decide to break every mirror they can.

More interestingly, decloakers are one of the few units I've ever seen survive a reflected shot. Which is nice and all. But doesn't matter when there are constantly mirrors around... And with decloakers (awsomely) long range, they ping em frequently. And with no way to stop this behavior...

Now. I don't mind decloakers being cuddly hugged  by mirrors so much. Mirrors cuddly hug  everything that doesn't fire missiles at the cost of their lives. The problem is there is NO way to stop my decloakers (which are completely necessary, against an AI who is spamming alot of cloaked, and has cloaked guard posts) alive. I suppose I could use transports... but that seems like its a bit silly.

Could we please get the ability to tell decloakers to NOT shoot--aka power em down--like every other ship? Perhaps also no tachyons when powered down to compensate... I don't mind powering them up when they are needed... Why can't they power down anyway? Seems like anything with tachyons has said inability... (Tho I didn't check scout starships... but their tachyon is silly small.) That said, decloakers having a gun--and not being able to power down... is irritating. Tho if it's a choice of loosing the gun. I would keep the awesome bombardment gun... XD

PS: XD Also... Why are zenith bombards told they're strong against teleport stations? XD... Mk 1-2's so far cry before a handful of tele stations...
« Last Edit: March 14, 2010, 12:18:49 am by RogueThunder »
It's a secret. Xellos, The Mysterious Priest

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Of decloakers and mirrors...
« Reply #1 on: March 14, 2010, 12:21:50 am »
well thats disappointing. The fact that they have a silly range means that its absolutely ludicrous to even try bringing them on a cloaker starship raid , especially if they cant be powered down.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Of decloakers and mirrors...
« Reply #2 on: March 14, 2010, 12:26:13 am »
Ah, good catch.

I'll look into the powering-down issue but for 3.084 I've changed Decloakers to be immune to shot reflection.  The mirrors are supposed to be annoying, cloak-heavy AIs are supposed to be annoying, but the combination was not intended to be *that* annoying :)
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 RogueThunder

  • Jr. Member Mark III
  • **
  • Posts: 97
Re: Of decloakers and mirrors...
« Reply #3 on: March 14, 2010, 12:34:44 am »
XD That is good to know.
Tho I must say I find the combination kinda fun. You NEVER can stop being paranoid... in THEIR systems. A few good tacheon turrets solve it for your systems... well. That and the fact I started with Tele Stations. Certainly makes cloaked units a bit less annoying xD
It's a secret. Xellos, The Mysterious Priest