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IDProjectCategoryLast Update
0002663AI War 1 / ClassicSuggestion - Balance TweaksMar 23, 2011 5:02 am
ReporterFleet Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.073 
Summary0002663: Make artillery golems immune to radar dampening
DescriptionI think that the role of "artillery" should generally be immune to radar dampening. Siege Starships and Artillery Golems fit the bill here.
TagsNo tags attached.
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KDR_11k

Jan 27, 2011 10:43 am

reporter   ~0009721

Radar dampening is supposed to counter artillery.

Fleet

Jan 27, 2011 11:57 am

reporter   ~0009723

Last edited: Jan 27, 2011 11:58 am

Oh...I thought that was just to get medium/long range fleet ships close enough where they can be fired back at. Since fleet ships usually are numerous and have decent speed, this is not a problem (apart from losing a few ships to counter fire, but thats intended).

Most dedicated artillery style ships are slow, and have limited HP. If they can't target posts, I'm not sure that the Artillery Golem is balanced. It already auto-fires shots, often targeting guardians (with 30seconds till the next shot) which I feel is a wasted shot sometime (unless I pause/unpause, it will "waste" the first shot after going through a wormhole). The siege starships are numerous enough, and have a good RoF, so they are great for keeping with the fleet to take guardians, but it seems that the Artillery Golem has very limited use/targets.

The artillery golem is pretty useless for taking out posts in the current circumstance, since if it is actually close enough to the post to fire (and survived the trip there), then there likely are not even many AI ships around, which means the fleet ships could take care of the guard posts more quickly.

BobTheJanitor

Jan 27, 2011 12:33 pm

reporter   ~0009724

I'm with you on this, the artillery golem isn't doing much to fulfill its original role now. Especially compared to the ability of something like a Botnet or Armored golem to absolutely chew through fleet ships. I've got a couple Artillery golems that are on permanent power down mode in my current game because I can't find anything useful to do with them. Sure there's a point to radar dampening for standard ships, but golems are supposed to be the super powered units that laugh at normal defenses. I think 30 seconds between shots is more than enough of a drawback and that it should be able to shoot anything from anywhere.

TechSY730

Jan 27, 2011 1:15 pm

reporter   ~0009725

Last edited: Jan 27, 2011 1:19 pm

Artillery in general should NOT have blanket radar dampening immunity. One the very reasons for radar dampening in the first place was to keep "infiltrating" and "raiding" style ships useful even when there is artillery defending that planet.
I do agree that rare, high level artillery units should get radar dampening immunity, as it helps to give them an edge over more common artillery. They are also rare enough that radar dampening does not lose it's purpose.

KDR_11k

Jan 28, 2011 10:42 am

reporter   ~0009766

Or it could be turned into something similar to the artillery guardian that can do a number on fleets as well.

Sonorus

Feb 4, 2011 6:27 pm

reporter   ~0010027

There are already golems that can mop up fleets pretty well. No point in converting the artillery golem into another one.

The artillery golem is not only expensive, but very limited in targets in can hit. Why give it such a long range if it can barely use it?

Entrenched Homeperson

Feb 24, 2011 9:50 am

reporter   ~0010718

I dont know about Siege Starships, but having a unique, hard to obtain ship as the exception to the rule doesn't seem unblanced. Giving Arties immunity to radar dampening would make them a golem again, instead of a large sprite that gets in the way of all my real troops. xD There not totally useless, but currently I have better ways of doing what it does that I find it... totally useless.

KDR_11k

Feb 24, 2011 3:14 pm

reporter   ~0010734

Spire ships already have radar dampening immunity on their sniper modules so why not...

Irxallis

Feb 24, 2011 6:25 pm

reporter   ~0010741

At the moment Artillery Golem is quite unusable. It is very slow, very fragile for a golem and fires too rarely.

I have tried to use Artillery Golem combined with Cloaker Starship (so - low power golem + Cloaker, power on, fire, power off) and then the Golem just fired at the closest guardian... I just cannot find any use for them after introduction of Radar Dampening to every guard post. Anything Artillery Golem can do, Spirecraft Penetrator can do much better (and MUCH cheaper).

RogueThunder

Feb 26, 2011 5:45 pm

reporter   ~0010795

Yeah. Radar dampening has gotten a bit out of control. Especially all guardposts having said...

KDR_11k

Feb 27, 2011 3:57 am

reporter   ~0010805

100M health isn't that fragile. Both the cursed and the botnet golem have way less. But yeah, there aren't many high value targets that you can hit with the arty golem and actually destroy. The cursed golem shoots more often with the same range, I'm not sure what its DPS is like though.

keith.lamothe

Mar 7, 2011 4:08 pm

administrator   ~0010945

For 5.003:

* Another from the vote tallies: Artillery Golems are now immune to radar dampening.

HTL2001

Mar 23, 2011 4:48 am

reporter   ~0011319

Nice, now I'm not just limited to "sniping" an Eye with these

zoutzakje

Mar 23, 2011 5:02 am

reporter   ~0011322

oh cool, didn't notice this yet. Now I might actually have use for artillery golems.

Issue History

Date Modified Username Field Change
Jan 27, 2011 1:16 am Fleet New Issue
Jan 27, 2011 10:43 am KDR_11k Note Added: 0009721
Jan 27, 2011 11:57 am Fleet Note Added: 0009723
Jan 27, 2011 11:58 am Fleet Note Edited: 0009723
Jan 27, 2011 12:33 pm BobTheJanitor Note Added: 0009724
Jan 27, 2011 1:15 pm TechSY730 Note Added: 0009725
Jan 27, 2011 1:19 pm TechSY730 Note Edited: 0009725
Jan 27, 2011 1:19 pm TechSY730 Note View State: 0009725: private
Jan 28, 2011 10:42 am KDR_11k Note Added: 0009766
Feb 4, 2011 6:27 pm Sonorus Note Added: 0010027
Feb 4, 2011 7:04 pm TechSY730 Note View State: 0009725: public
Feb 24, 2011 9:50 am Entrenched Homeperson Note Added: 0010718
Feb 24, 2011 3:14 pm KDR_11k Note Added: 0010734
Feb 24, 2011 6:25 pm Irxallis Note Added: 0010741
Feb 26, 2011 5:45 pm RogueThunder Note Added: 0010795
Feb 27, 2011 3:57 am KDR_11k Note Added: 0010805
Mar 7, 2011 4:08 pm keith.lamothe Note Added: 0010945
Mar 7, 2011 4:08 pm keith.lamothe Status new => resolved
Mar 7, 2011 4:08 pm keith.lamothe Resolution open => fixed
Mar 7, 2011 4:08 pm keith.lamothe Assigned To => keith.lamothe
Mar 23, 2011 4:48 am HTL2001 Note Added: 0011319
Mar 23, 2011 5:02 am zoutzakje Note Added: 0011322