View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024070 | AI War 2 | Balance Issue | Nov 6, 2020 8:59 pm | Dec 2, 2020 4:59 pm | |
Reporter | CRCGamer | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.627 Hotfix | ||||
Fixed in Version | 2.644 So Many Good Things All At Once | ||||
Summary | 0024070: Range adjustments for Support Factory drone guns. | ||||
Description | Basically the limited AboveAverage4 range across the board isn't too helpful for several of the variants actual effectiveness. That range makes sense for things like the decoy drones drawing fire away from their host or the Backdoor factory hauling units away from it. However Overloader sabotage drones really need at least High2 so it can tackle turret nests without getting blown to pieces for wandering within high range turrets exclusion zone. The Combat Factory probably could use its space combat patrol using ExtremelyHigh because it is "extra" fleet support of ships slowing opponents and going through shields with fusion bomber damage. I've heavily leaned on this one in the past for getting Parasitic starting fleet off the ground for the first few planets because its the damage parasitic lacks early on. | ||||
Tags | No tags attached. | ||||
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Anyways I've done some work in my own mod using drone guns previously and you can totally set them to do sequential multi-fire with slower fire rates so drones are made in batches. This is actually really useful for things like the Sabotage drones which will need several at a time to actually have much effect on a turret nest. As for fire-rate I'd suggest moving Sabotage drones to groups of four to five of them every 10 seconds. Decoys are fine as is. Its mostly to keep that factory out of trouble. Tractor drones might be better in pairs or trios every 4-6 seconds so they drag away entire portions of a wave instead of just a minor amount at a time. As for the Combat Factory that is where it gets a little more interesting. The fighters are totally fine being a constant wave of output since individually they don't do much and you'll need them constantly entering the fray anyways. The bombers though tend to have more of a targeting preference for what they do and really could do with being launched in groups at a slower pace. So they actually generally target the same thing and deal notable damage. |
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I liked it back when they had infinite range as I prefer to keep the factories far away from the enemies, and aggroing distant foes wasn't a problem since enemies lurking in guardposts are a negligible threat compared to other things roaming the galaxy in my games. |
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I have a much different playstyle than crawlers, but I agree. I think having limited range drones is just as big of a problem as unlimited range ones were, if not more of one. It's quite strange to have a situation where support factories need to be near combat in order to be fully effective. A lot of playstyles at least will lend towards wanting to keep them safe. I also think the issue with drones aggroing GPs is still present anyway in other ways without drones - sniper-type ships have to put on hold fire or kept out of system/in a different fleet to avoid them doing the same thing. I think overall this change is neutral at best, and would support rolling it back entirely. |
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In case anyone cares, I have implemented most of these suggestions in the "SupportFactoryRange" mod in https://forums.arcengames.com/ai-war-ii-modding/some-micro-mods/ |
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Headed back to the old way of doing drones, so this is fixed also. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 6, 2020 8:59 pm | CRCGamer | New Issue | |
Nov 6, 2020 9:09 pm | CRCGamer | Note Added: 0059495 | |
Nov 6, 2020 9:25 pm | crawlers | Note Added: 0059496 | |
Nov 8, 2020 1:40 pm | Strategic Sage | Note Added: 0059512 | |
Nov 13, 2020 9:00 pm | TechSY730 | Note Added: 0059597 | |
Dec 2, 2020 4:59 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 2, 2020 4:59 pm | Chris_McElligottPark | Status | new => resolved |
Dec 2, 2020 4:59 pm | Chris_McElligottPark | Resolution | open => fixed |
Dec 2, 2020 4:59 pm | Chris_McElligottPark | Fixed in Version | => 2.644 So Many Good Things All At Once |
Dec 2, 2020 4:59 pm | Chris_McElligottPark | Note Added: 0059833 |