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Messages - Wanderer

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46
AI War / Re: New colony ship: Armored
« on: November 26, 2012, 04:43:50 AM »
However, even with group move, there is a tiny delay between wormholes where colony ships are not cloaked.

For other ship classes, either said ships are numerous or tough. The colony ship has neither. As a result, the cloaker starship is not reliable for protecting colony ships outside transport range (3 or 4 jumps)

I've found to deal with this issue I use both cloakers simultaneously, and bracket the transport/whatnot that needs cloaking so there's always a cloaker on each side of the wormhole when the transport warps through.  I also use group-move as my default.

47
AI War / Re: Proposed update for the Orbital Mass Driver
« on: November 26, 2012, 04:40:17 AM »
OMD's do pretty solid damage against Raid SS's already, and if they get grav-guardian trapped they're utterly screwed.  I propose to you the following scenario:

OMD under glass on a world with an Eye, a common enough scenario.  How do you propose taking it out otherwise?

Eyes are anti-blob, sure, but the primary problem with most guerilla raid groups is forcefield III+ and spireshieldposts.  Raid starships are the only things that can get under those to remove these challenges without risking an eye detonation or having to grind your way to the target with a youngling stream, barring a small handful of bonus ships.  Eyes basically force you to go to starships or at least low-cap ships.

I'm not against the Raid SSs being stuck there longer so other things get into the fray while you're killing the OMD, that could be interesting.  I'd personally dislike seeing them completely useless against OMDs, however.  The RNG can be a real bugger with combinations of stuff.

48
AI War / Re: Multi - planet control groups
« on: November 26, 2012, 01:11:07 AM »
Yeah, I tried that, but it doesn't seem to work with rebuilders when you've got one in the group off-planet.  It overrides to only the locals, so you can't add to a group that's off planet.

49
AI War / Multi - planet control groups
« on: November 26, 2012, 12:19:19 AM »
Hey all.

I've been playing around with the new cntrl group feature, primarily to keep my rebuilders from rebuilding while enemies are on satellite planets.  However, I'm having a bit of trouble adding in Rebuilders on two different planets into the same control group.  Any hints?

50
After Action Reports / Re: Oh. Dear. Lord.
« on: November 25, 2012, 11:22:03 PM »
@Wanderer: did you ever find a suitably reproducible case of a wave demonstrating cowardice in the face of the enemy before the socially-acceptable 30-second threshold?

Erg, I forgot about this, sorry, for some reason I though I'd gotten it to you.  I'll probably forget again by the time I get back into town from Turkey Festivities, but will try to remember.

As requested Keith.

You don't even have to move the fleet into Matrix to have half the enemy bolt for it.

51
After Action Reports / Re: Oh. Dear. Lord.
« on: November 22, 2012, 02:02:20 AM »
@Wanderer: did you ever find a suitably reproducible case of a wave demonstrating cowardice in the face of the enemy before the socially-acceptable 30-second threshold?

Erg, I forgot about this, sorry, for some reason I though I'd gotten it to you.  I'll probably forget again by the time I get back into town from Turkey Festivities, but will try to remember.

52
AI War / Re: Discussion: Player Economy
« on: November 21, 2012, 03:16:31 PM »
Minor problems with this is that it allows for individual planets with large resource deposits (mainly, homeworlds. Possibly also an issue in multiplayer games) become VASTLY more useful than lower resourced planets. But then - is this a bad thing? I dunno.

Well, that's kinda how it stands now, no?

53
AI War / Re: Discussion: Player Economy
« on: November 21, 2012, 02:21:52 PM »
On a side note, Keith stated (awhile back, I'd have to find the thread) that the reason harvesters were uncapped and at the time remaining so was because of auto-rebuild maintenance.  Having to discreetly choose harvester rebuilds was tedious and aggravating, and the idea was pushed aside.

Also note that harvesters were buffed to compete with equivalent Mark II/III resource gains.  If an adjustment is required, nerf the harvesters, but I don't see that seriously improving the problem.  I (and others, presumably) would simply switch back to the econ stations.  I don't have a problem leaving MK III/II Econs on borderworlds where they're properly gate-raided.  Heck even now I usually just drop an Econ I there anyway.

54
AI War / Re: AI War Beta 6.007-6.008 "Burying The Hatchet" Released!
« on: November 21, 2012, 01:08:53 PM »
New enclaves sounds great, hopefully paving the way for more things not directly controlled while still being helpful.
The human resistance and dyson gatlings in the base game and TZR can be incredibly helpful; I've seen them hold down most of a 10/10 defensive line by themselves, if the setup is right :)

Dysonball (TM) FTW!

Changes look good Keith, thanks.

55
AI War Strategy Discussion / Re: Newb with some strategy issues...
« on: November 19, 2012, 01:53:23 PM »
One question tho, I am hearing a lot of conflicting information about planet "neutering". I presume this is done to planets that you don't need/want to take, but don't want building up reinforcements. Can someone explain this to me, and what precisely it entails, what the result is, and what do those stupid Wormhole Guard Posts play in it?

Simple enough.  Each non WHGP (Wormhole Guardpost) allows for more units to be assigned to a planet, it increases the cap, up till around 10 of them.  Neutering a planet then is taking out most (if not all) of the non WHGP's to reduce the cap on a planet to below where Cross-Border Aggression can occur.  CBA occurs when there's more units on the planet then an invisible amount which is determined by difficulty and AIP.

Neutering a planet basically forces most of the reinforcements to the command center till they max off at around 500 or so on a planet.  WHGPs can still get some of those reinforcements, so you'll run into guardians and the like when you 'highway' through the system, but it's nowhere near as bad anymore.

56
AI War / Re: Discussion: Player Economy
« on: November 19, 2012, 04:18:13 AM »
9/9 vs. 9.6/9.6 is a HUGE difference here, even in the early game.  Some of it's due to me picking maws instead of something that constantly (and comparatively uselessly) went head to head with massive numbers of tanks (reprocessors), but yeaaaah, I'm floating in Econ on 9/9 and I'm in the middle of assaulting a MK IV after punting a MK III out the window.

Hell, I was able to defend the homeworld with a handful of gravs, 20 snipers, 20 LRMs, and 25 basics from both 'introductory' waves.  My fleet was able to go out and do stuff in the beginning.

Needless to say, that's not something I'm all that familiar with anymore.

At 50 minutes or so I had 2 worlds and most of the whipping boy built, along with a few warp gate pops to single-entry the homelands.

I didn't have any significant issues until I'd blown up the raids, was rebuilding a bit of fleet after stuffing it into a system and eating ions, and was still finishing up the final turretry on the WB.

At about an hour, I purposely drew out the SF.  They were measly targets.

These two planets are a 4/4 and a 0/4 taken for strategical reasons, and I've ignored a 2/1 and an 0/1 as easy borderworlds and only took the III/IV.  I'm getting 440 mats from the first and 220 from the second, and homeworld's a 6/6 so 660 there.  Had I Econ III'd I'd have those two up getting 320/world (+ energy) and only 240 off the homeworld from the harvesters.  I'm purposely ignoring the base econ from the structures for this.  I also don't have the energy crunch I'd usually have as I'm not relying on every blasted thing I can possibly build at this point.  I'm waiting for an AIP 73-75 wave to come in so I can try to discuss recovery calculations.  I've just started to bring the mini-forts online.  I'm really having no issue keeping my econ flowing (averaging at ~200k/300k) but I've yet to famine when it wasn't my own doing.

The waves are SLOW.  Wow.

1 hour in, the fifth (maybe fourth, I really need to clear my logs) wave finally gets around to showing up.  A mere 394 ships.  I lost... 'eh... 20 Basic Is?  Negligible losses.

In my opinion, the majority differences about the economic viability/overwhelming value of Harvesters is coming from the diff levels and expectations of use and loss, which Wingflier mentioned but it depends on where you want to balance for 9k in econ boosts vs. having MK IIs of the triangle + bonus ship (give or take 1k).  Econ IIIs (with a bit more worlds) are roughly equivalent of 3/3 worlds, which are above average unless you're hunting for them.  Balance off the starting harvesters and add-ons on the homeworld and even early game wouldn't really notice the difference.

Although, I personally agree with my first sentiment to this discussion.  If you think spending most of your starting K in economy and being able to (more) easily bank for refleets is too powerful, crank up your difficulty.  My personal preference is to throw 4 or 5 MK I fleets at a planet in the same time it'd take to build off the entire MK I/II fleet and use that (it'd be more but you have more defensive rebuilds with the multi-fleets).  However, the MK I/II fleet is probably more effective in the long term, though devastating to rebuild when waves are crashing the gates of your whipping boys.

At this point it's a design decision.  What should 9000 in research K actually DO to an empire?  That's 3 worlds of K.  I personally don't feel the econ rate is overpowered for the price.

Looking over the numbers, however, I need to retract my earlier comparison between Econ Stations and Harvesters, but not for the reasons that you're losing other stations.  Only 6 of the Econ stations are important.  I'd actually prefer to see MK III Econs get uncapped so the IIs aren't underwhelming when you bring Mil/Log IIIs online.  The rest are either fillers in huge empires or they're additional bonuses if you can't find any decent starter worlds nearby in the early game (3/3+ that you can take).  So, are MK III Harvesters overpowered compared to MK III Econ stations.  Well, yes, if you don't care as much about strategical positioning as you do about building your econ.  But mostly because of usage.  A rebalance of the howeworld resources would get rid of any other early game advantage.

To explain why I don't think they're THAT far off each other however, to utilize the 9k I've spent on harvesters effectively to AIP, I need to leave two AI worlds with access to the homeworld, or I soak 40+ AIP for minimal econ gains.  Econ stations allow for more strategical access to roughly equivalent econ, but take up space from something else more 'useful', depending on its location in your supply chain.

57
After Action Reports / Re: Oh. Dear. Lord.
« on: November 18, 2012, 09:55:08 PM »
Alas, Don Quixote has hung up the spear.  There's always other windmills.
Rocintante, charge!

When the SF doesn't have an active "go crush human" mission it rallies to a random planet 3 hops deep in AI territory.  Just so happened it picked Sox after your last tangle.  If you provoke them into a defense mission again and then retreat, once the mission clears they'll roll the random for a rally planet again, and thus probably not re-park on Sox.
Ah, I'd been afraid of that.  Tiny little force they've got there.

Quote
As you guessed, it was due to the remains units under your control.  The threatfleet group there wasn't satisfied that those turrets were dead enough, so it was sticking around to finish the job.  Only it couldn't.
These humans... you, yes you 300 or so, stay around and make sure they STAY dead.  I've heard rumors of some bride of a prince that was only Mostly Dead!

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Your Sirius Cybernetics Complaints Department Representative is certain you'll be elated to know that once the bug in question was dislodged, the threatfleet blob immediately moved along its planned circuitous route around your borders to attack and flatten Macross, and then proceeded on schedule to Poker (I didn't watch that one).

As part of our referrals incentives program, you have received a substantial credit at the Sirius Cybernetics Complaints Department Gift Store for your assistance in exterminating the human race.
LOL, Macross dying was an expected result. XD  Mouse in a field running in front of a tractor.  A few mini-forts won't halt up quite that horrible an assault. 

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(i.e. thanks, that bug was probably causing all manner of problems)
LOL, no problem.  Glad you were able to nail it so easily. :)

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Zenith Descendents probably need a promotion.  Or two.
Errr. I dunno.  If EVERYTHING is in hard then what's left?

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Well, thanks for leaving your forehead imprints in the brick wall in order to facilitate study and analysis.  For science!
Glad to assist.  My dented noggin'... for !!fun!! and !!science!!

58
AI War / Re: Amusement
« on: November 18, 2012, 05:42:18 PM »
at least you've spotted a few nice targets already, judging from the priorities you've set ^^

Ish.  There's an ARS two jumps out (P9) and a Bombard V Fab (P7), the P0's and 1's are things to watch out for.  There's a few eyes, a Special Forces Alarm, Counterspy, stuff like that.

It's just the 'chew through the MK IV' to get at that ARS... LOL. It's just a LOT of MK IV, particularly as borderworlds.

59
AI War / Amusement
« on: November 18, 2012, 05:30:17 PM »
How to know when the universe hates you:



The Red are MK IVs, the yellows MK IIIs, and the Blues are II's and under.  This is gonna get ugly.

60
After Action Reports / Re: One's Own Medicine
« on: November 18, 2012, 04:50:17 PM »
Hey Keith, just tried a game with Tackle Drones.  Out of curiousity, are they supposed to not be able to damage Missile Frigs due to AoE immunity?

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