View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015661 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Aug 12, 2014 2:24 pm | Apr 14, 2016 3:52 am | |
Reporter | Ranakastrasz | Assigned To | |||
Status | acknowledged | Resolution | open | ||
Product Version | 7.062 | ||||
Summary | 0015661: Artillery Golem and Similar | ||||
Description | MY artillery golems have fun wasting their overpowered shots on things like defensive turrets, of which we have hundreds, and overkill them to a hilarious degree. Suggest units such as Artillery Golems (as well as any slow firing, heavy hitters, such as anti-starship arachnid effect, Mass Drivers) should target as follows. High Threat Targets. (Golems, Spire, Champions) High Value targets. (Command center, Capturables, Power generators, etc) Starships Shields Whatever else is valid. ~Dont target shields if anything else higher priority is killable. But dont target turrets or w.e if shields exist. ~Mass drivers, while immune to shields, if not modular, should take them out as a priority, to open it up for other attackers. | ||||
Tags | No tags attached. | ||||
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Artillery golems certainly should get the "prefer big things" flag like the plasma siege starships and the bomber starships have (assuming they don't already). In the mean time, you can work around this by putting the arty golem in low power mode before sending through a wormhole, going through, giving it the thing to attack, then turning it back on. Also, make sure your preferred target settings on it isn't set to something small; that takes priority over "prefer big things" if it can find such a unit that the golem has set as a "preferred" unit (this applies to all ships BTW). You can clear a "preferred target" with the "stop" command (bound to End by default) |
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My problem is that the AI uses it in a horribly ineffective way. I see them as a joke compared to, say, armored golem, which did around 10 times as much damage over it's life due to it's durability. If the two artillery golem focused on my forcefield, then my command center, I would have lost the planet within around 30 seconds. Instead, they wasted 2-3 minutes killing turrets, for no good reason. |
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With some remains rebuilders, the arty golem turret killing spree can be maintained indefinitely. |
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My problem isn't my own Artillery Golems, which I know fully well how to use, but rather the AI using them. I was momentarily terrified, considering their damage output is enough to obliterate my command center's shield in one hit, followed by the second, followed by the command center, and there was a large fleet supporting it, and two artillery golems. And then I was massively disappointed by the lack of doom.... |
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Seems like a good candidate for the 'Bullheaded' targeting type used by Carriers, which makes them prioritize: "military command stations, logistics command stations, modular forts, forts, heavy beam cannons, and other command stations (in basically that order)" - 6.028 notes, https://arcengames.com/mediawiki/index.php?title=AI_War:Current_Post-6.000_Beta#AI_Improvements). Would be a good start. I think that will make them ignore most of the chaff in favor of pounding their way through any FFs covering command stations. If that's a weighted priority list and the actual target selection is slightly randomized, I think that would be perfect. If it's a hard ordering, spam rebuilding Mk1 HBCs could keep an arty golem busy for a while. |
Date Modified | Username | Field | Change |
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Aug 12, 2014 2:24 pm | Ranakastrasz | New Issue | |
Aug 17, 2014 11:49 pm | TechSY730 | Note Added: 0038978 | |
Aug 18, 2014 11:57 am | Ranakastrasz | Note Added: 0038979 | |
Aug 25, 2014 10:43 am | crawlers | Note Added: 0039079 | |
Nov 14, 2014 6:35 pm | Ranakastrasz | Note Added: 0039744 | |
Nov 14, 2014 7:18 pm | Chris_McElligottPark | Status | new => acknowledged |
Apr 14, 2016 3:52 am | tadrinth | Note Added: 0045480 |