View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024321 | AI War 2 | Balance Issue | Jan 14, 2021 12:41 pm | Jan 18, 2021 3:24 pm | |
Reporter | Arides | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.715 Unload Queuing | ||||
Fixed in Version | Beta 2.717 Tuning And Optional Capture | ||||
Summary | 0024321: Poltergeist shooting under force fields seems like a very cheesy mechanic | ||||
Description | I get it, the general idea is that from certain AIP, player can no longer expose their HW directly to the AI. However having such a rule-breaking unit seems to limit the viable playstyles. - HW cannot be exposed, or player risks dying to a sneaky ship. - Nanocaust seems to have a difficult time with this unit as well, since it can often slip detection until the core system, and then simply survive until it gets into firing distance, killing the nanocaust command hub. I would much prefer a massive shield damage bonus (stingray / plasma effect) over a sneaky "you lose" mechanic. It should still be scary, but not break any rules. AI was also seen attacking fortified planets, making their way to the station, killing it and leaving. It makes perfect sense to do this from AI perspective (brownout goal), however defence against this is... non-existent. | ||||
Tags | No tags attached. | ||||
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Hmmm, I had never really imagined these being in regular games without you having a large fallen spire force to fight these off. They are in tier 1 when dealing with spire, but the fact that late-game stuff can lead to these showing up in a regular game is... problematic. |
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I'd suggest just moving this to a higher war tier, since you are very unlikely to go over tier 1 without spire (or very powerful other factions) |
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If you have The Spire Rises DLC installed, the Scourge has the Evuck warriors; these frigate-sized beasts can shoot underneath forcefields as well. Most likely your command stations happen to be in the way of the Poltergeists; their targets tend not to be the player unless the Spire or player-allied Nanocaust is enabled. I can easily handle Poltergeists and other Tier 1 extragalactic units. Things start to get crazy with Tier 2 extragalactic units assuming I don't have Spire or other factions (especially nanocaust or marauders) involved, especially if the Wendigo arrives. |
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Thanks! * The Poltergeist has been moved to tier 2 instead of being tier 1 in the AI Exogalactic War Front faction. ** This makes it so that they are very unlikely to show up in any game that doesn't have Fallen Spire or something else truly crazy going on. The fact that these guys can shoot straight under forcefields is way overpowered and seems cheesy when it shows up out of context, but when it is properly pitted against the really overpowered forces you gather up in the Fallen Spire campaign, it fits right in. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 14, 2021 12:41 pm | Arides | New Issue | |
Jan 14, 2021 12:46 pm | Chris_McElligottPark | Note Added: 0060289 | |
Jan 14, 2021 2:25 pm | BadgerBadger | Note Added: 0060290 | |
Jan 14, 2021 6:41 pm | Crabby | Note Added: 0060296 | |
Jan 18, 2021 3:24 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 18, 2021 3:24 pm | Chris_McElligottPark | Status | new => resolved |
Jan 18, 2021 3:24 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 18, 2021 3:24 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.717 Tuning And Optional Capture |
Jan 18, 2021 3:24 pm | Chris_McElligottPark | Note Added: 0060342 |