Author Topic: Overpowered/Buggy assault transports  (Read 2187 times)

Offline damiac

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Overpowered/Buggy assault transports
« on: October 17, 2014, 01:07:11 pm »
Hey guys, long time lurker, just registered.

I love the game, but I have a bit of an issue with assault transports:

Firstly, they're just really powerful when full of ships, to the point where they can take down any unshielded guard post in seconds, with pretty much zero risk.  So of course they're always my first unlock.

However, the real issue is this: Once you've loaded up an assault transport once, they keep all their shots until you quit the game.  So I can take 200 ships, put them into one assault transport, unload, then do the same thing again until all 10 have had 200 ships in them.  Now I have 10 assault transports with full firepower until I quit the game.  Next time I load up, I just have to repeat this and they're superpowered again.

Even if you're not blatantly exploiting it like that, it happens accidentally if you use them at all. For example, I take my fleetblob into a system, unload on the edges, and now I've got my whole fleet's firepower, plus the assault transports still have their full firepower! So I can park my fleet on the edge of the well, sniping targets and what not, then take my assault transports and go pop the guard posts.

I won my first 7/7 game almost exclusively on the merits of assault transports.  Ion cannons? Assault transports. Nuclear eye? Bust up the guard posts with assault transports.  Wrath lance? Ok, assault transports didn't do the whole job there, but still, they made it a lot easier.

Now I"m playing a 9/9 game, and I'm trying not to lean on them as much, but I feel like my 10 assault transports have as much firepower than the rest of my fleet combined.  It just seems like a bit much for something I can unlock and build the moment the game starts.

If it weren't for the attrition outside of supply, they'd be outright game breaking.  I think another part of the reason they're so good though, is that they regenerate, for free, at super high speed, whenever they're in a friendly system.  So I can just tank with them, send each one home if it gets below 50%, and as long as I'm paying attention, I can keep rotating them like this indefinitely. 

They're not quite so great against large AI fleets, which is good, but even there they're great at soaking up damage and popping lots of ships.

I think if the full firepower when empty bug was fixed, and the wormhole attrition damage was somehow separated from combat damage, so they only regen the attrition damage rapidly, they'd feel a bit less unbalanced.

Offline Zair

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Re: Overpowered/Buggy assault transports
« Reply #1 on: October 17, 2014, 06:23:05 pm »
I thought something was up with their shot counts, but I wasn't quite sure.

This thread should probably be moved to Bug Reports and/or replicated to the Mantis Tracker. And congratulations, getting bug report credits does feel good :D

Offline damiac

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Re: Overpowered/Buggy assault transports
« Reply #2 on: October 21, 2014, 07:00:32 pm »
Could someone give me a link to wherever I should report this bug?

Offline tadrinth

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Re: Overpowered/Buggy assault transports
« Reply #3 on: October 22, 2014, 12:05:42 am »
Arcen's Mantis bug report tracker site: http://www.arcengames.com/mantisbt/my_view_page.php

Offline damiac

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Re: Overpowered/Buggy assault transports
« Reply #4 on: October 23, 2014, 12:57:26 pm »
Thanks Tadrinth,

Now, how do I actually post a new issue?  I can't see any 'new issue' button or anything.  Do I have to register there as well?

Offline TechSY730

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Re: Overpowered/Buggy assault transports
« Reply #5 on: October 23, 2014, 01:33:40 pm »
Thanks Tadrinth,

Now, how do I actually post a new issue?  I can't see any 'new issue' button or anything.  Do I have to register there as well?

Yea. Sadly, the forum and the bug tracker use two different login "stores", so you need to register separately for it.

It's "conventional" to use the same username there as you do the forums to make it easier to track and "link" discussions, but it is not manditory.

The passwords can be different if you want.

Offline damiac

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Re: Overpowered/Buggy assault transports
« Reply #6 on: October 23, 2014, 04:50:47 pm »
Man, you guys are asking me to jump through a lot of hoops just to effectively nerf my favorite unit... :P

Alright, I'll register there too.  I'm a bit surprised in all the time this game has been out nobody noticed this before. 

Offline DrFranknfurter

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Re: Overpowered/Buggy assault transports
« Reply #7 on: October 23, 2014, 05:05:52 pm »
The transports were changed relatively recently... actually scanning through the patch notes for references to 'transport' you're right, it's been quite a while with no one noticing (pre v7 at least I think). The changes I was thinking were another nerf - not letting lightning warheads be transported. Nerfing transport bombs of blood-chilling terror. In relation to that this bug is a little less obvious. (Still a good find though)
« Last Edit: October 23, 2014, 05:08:46 pm by DrFranknfurter »