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IDProjectCategoryLast Update
0001816AI War 1 / ClassicGameplay IssueDec 9, 2010 11:20 am
Reporterbonesbro Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.044 
Fixed in Version4.047 
Summary0001816: Spire Teleporting Leechs are insanely frustrating to play against
DescriptionI hate these units. They've forced me to switch off the Teleporting unit option. They have a decent attack, so there are a group of Mk. IVs teleporting around my planets and obliterating my command stations. One Mk. IV kills a command station in 0000066:0000012 seconds. They have significant HP, so the few incidental shots that land aren't enough to stop them. They can kill command stations and warp out before turret shots even connect with them.

Once they show up in a game, I stop having any fun. And I can't imagine that they would be any less broken in the hands of a player.
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Suzera

Dec 4, 2010 3:43 pm

reporter   ~0005238

They aren't immune to force fields, so put up force fields? They should take damage from all shots that haven't connected yet as they exit the wormhole now too by the way. That was put in a few patches back.

Kemeno

Dec 4, 2010 3:50 pm

reporter   ~0005240

Weren't structures formerly immune to minor electric ammo? Maybe that should be revisited... or at least, maybe teleporting units shouldn't be able to hit command-grade structures. I could see this being a problem for teleport raiders and teleport battlestations too...

Also, do grav well generators (or some other type of turret) disable teleport abilities?

bonesbro

Dec 4, 2010 3:52 pm

reporter   ~0005241

Logistics Mk. III disables teleporting. If grav turrets disable teleporting, it's not in the tooltip or abilities list.

Kemeno

Dec 4, 2010 4:18 pm

reporter   ~0005246

They probably don't then - meaning the only things that disable it do so planetwide (Logistics III as you said and Gravity Drills come to mind, not sure what else there is). Logistics III's are *very* expensive knowledge-wise, though - If I was looking for something that just disables teleporting I would have expected there to be a lower-cost unit to help deal with them (admittedly, I have not seen many games with teleporting units of late... so I'm not sure how people are dealing with them at present).

An immobile teleport inhibitor structure which disables teleporting for both the human and the AI at a nominal (say 1-2k) knowledge cost might be a good solution - put a cap of 5 or 6 on them and give them a steep power cost (maybe 10k-15k) to ensure you only put them where you really need them.

This is also going to be frustrating if the AI goes around one-shotting your harvesters in about 3 seconds. I'd need to try a game with them to see how it works in practice... but it definitely sounds nasty!

Suzera

Dec 4, 2010 4:35 pm

reporter   ~0005254

Gravity turrets don't stop teleportation. I use grav turrets all the time. Exo-shields would keep them from blowing up all your harvesters quickly if you're that concerned. That's only 750 knowledge.

Chris_McElligottPark

Dec 9, 2010 11:20 am

administrator   ~0005776

This should help a lot:

* Spire Teleporting Leechs now have a 90% penalty against command stations.

Issue History

Date Modified Username Field Change
Dec 4, 2010 3:01 pm bonesbro New Issue
Dec 4, 2010 3:43 pm Suzera Note Added: 0005238
Dec 4, 2010 3:50 pm Kemeno Note Added: 0005240
Dec 4, 2010 3:52 pm bonesbro Note Added: 0005241
Dec 4, 2010 4:18 pm Kemeno Note Added: 0005246
Dec 4, 2010 4:35 pm Suzera Note Added: 0005254
Dec 9, 2010 11:20 am Chris_McElligottPark Note Added: 0005776
Dec 9, 2010 11:20 am Chris_McElligottPark Status new => resolved
Dec 9, 2010 11:20 am Chris_McElligottPark Fixed in Version => 4.047
Dec 9, 2010 11:20 am Chris_McElligottPark Resolution open => fixed
Dec 9, 2010 11:20 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue