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IDProjectCategoryLast Update
0002899AI War 1 / ClassicBalance IssueFeb 21, 2011 12:08 am
ReporterEgahn Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.000 
Summary0002899: Raid ships extremely vulnerable to snipers, reduces their effectiveness too much?
DescriptionIn previous versions of AI war, I've used Raid starships extensively, to great effect. I really liked their utility, the hit and run nature of the class, and the very "mission focused" attitude that was necessary.

However, when playing with newer versions, I noticed that the raid ships are taking extremely high damage from snipers, probably because of the armor penetration. This ends up making the raid ships quite a bit less useful, as they can (and in my case, often do) get picked off by random snipers on the way, before even reaching the target system.

Is there a way to reduce the effectiveness of snipers against raid ships, even just a little bit? I find I don't even bother building them any more, because using the in the way I used to results in me losing half of them before being able to do any serious neutering of a system.

If this is intended behavior, I'll re-assess my tactics =)
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keith.lamothe

Feb 20, 2011 11:48 pm

administrator   ~0010559

Snipers were made a fairly hard counter against Raid Starships to help humans have more of a chance against them :)

Out of curiosity, any luck sending scout starships along with the raid starships (since the scout-stars have counter-sniper), or are they too slow or fragile, etc?

Egahn

Feb 20, 2011 11:51 pm

reporter   ~0010560

I did try that, and it worked to some degree, but it has some issues. One is that the scout starships try to go immediately haring off into deep space when the battlegroup reaches the target =) I know I could turn off the auto-scramble for scouts, but I want that on otherwise most of the time. Also the drag-selection for the two groups doesn't overlap... drag-boxing the battlegroup only selects the raid ships, which makes it clumsy (similar issue with having an allies' ships in there in multiplayer, already have another bug on that one to enable control-grouping allied ships).

Egahn

Feb 20, 2011 11:53 pm

reporter   ~0010562

Also, yes, the scout starships are much too fragile, and it seems like every system nowadays has a Tachyon Guardian on every gate, which means the scouts bite it almost immediately. I am weighing whether to write a bug complaining about the Tachyon guardians, or whether I should just man up and deal with it =)

keith.lamothe

Feb 21, 2011 12:00 am

administrator   ~0010563

Well, the tachyon guardians on every wormhole is intentional, though I'd like to maybe switch some of them out for tractor guardians (or an immobile variant of the tractor guardian) or something like that.

Anyway, yea, it sounds like right now the AI getting Snipers is bad, bad news for your Raids.

Since the point was to make it easier for humans to deal with Raids, rather than for the AI to do so, for 5.002 I've switched the Sniper (ship, not turret) 6x bonus against UltraLight to Light. That will make them eat fighters quite a bit more, etc, but they'll do 1/6th as much damage to your Raids ;) Probably will still put the hurt on, though, don't want them running around too freely.

Egahn

Feb 21, 2011 12:08 am

reporter   ~0010564

That should be great, if I can't get it done while taking 1/6 of the current damage from snipers, then the fault lies between the keyboard and the chair =)

Swapping out tachyons for tractors sounds like a great idea actually. It's pretty hard to get scouts anywhere right now, without military backup. Would be nice if it was possible to probe and find a gap in the tachyon coverage and achieve a "scouting breakthrough" so to speak! =)

Issue History

Date Modified Username Field Change
Feb 20, 2011 11:41 pm Egahn New Issue
Feb 20, 2011 11:48 pm keith.lamothe Note Added: 0010559
Feb 20, 2011 11:51 pm Egahn Note Added: 0010560
Feb 20, 2011 11:53 pm Egahn Note Added: 0010562
Feb 21, 2011 12:00 am keith.lamothe Note Added: 0010563
Feb 21, 2011 12:00 am keith.lamothe Status new => resolved
Feb 21, 2011 12:00 am keith.lamothe Resolution open => fixed
Feb 21, 2011 12:00 am keith.lamothe Assigned To => keith.lamothe
Feb 21, 2011 12:08 am Egahn Note Added: 0010564
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue