View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002630 | AI War 1 / Classic | Bug - Other | Jan 23, 2011 8:53 pm | Mar 23, 2011 9:53 pm | |
Reporter | Draco Cretel | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.073 | ||||
Fixed in Version | 5.007 | ||||
Summary | 0002630: Turrets cannot shoot marauders | ||||
Description | Just simply that, they cannot attack them or anything. It gives a damage range but they will not fire on them. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Marauders have radar dampening. Are the turrets within range when that comes into consideration? |
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Oh yeah, I forgot marauders have that and thus can only be killed by other ships. Something they need to fix. I can't fend them off if my fleet is occupied with other things and marauders pop up. In this case, I had a Devo golem between me and the marauders and in the end I lost that system and nearly a second. |
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I was thinking the same thing. Maybe only have the radar dampening be as big as their weapon range? That way, if they want to shoot something, they have to put themselves into risk, but still be safe from far away stuff. (In fact, this sounds like a good policy for any military ship with radar dampening, else it just becomes kind of stupid, being able to fire with little to no risk and all.) EDIT: Maybe a few high Mk. lvl, fragile artillery style ships can have radar dampening smaller than their weapon range, but it should be very rare. |
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my 2 cents is it should function like the cloaking flag and when a unit fires it will disable its radar damping temporaryily |
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I attached another image which further illustrates the problem. I have a system all alone that I captured for the Civilian Leader and a titanite deposit and every so often neinzuls attack and sometimes cause marauders to spawn. I have nothing to kill them since my fleet is way too far away and getting them there either with gates or slow-boating it is a mess. All I can do is basically get my Experimental Constructors over there to build turrets on them at a high rate, hoping they do not move beyond 4k from those turrets. And it's very annoying to have to do that and micro a huge amount to counter them. I honestly think if their stats stay the same they can't taken into account turrets, only mobile military ships, when attacking a system. |
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Maybe split off like a tenth of your main force? |
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Yes, I could do that, but I have about 5 systems that have this problem, and I am not done getting all the goodies in the galaxy. In the end, I will have well over 10 fronts and have to micro my turrets for all of them. It's just silly that you have to leave a part of your fleet just to defend against one enemy. My turrets do fine against neinzuls, but do null to marauders. |
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Good idea! * The radar dampening range of marauders and resistance fighers has been changed to be about 1000 greater than their attack range in all cases, soo that they always have to come into range of their targets in order to fire on their targets. This makes it so that turrets and other fixed-position defenses are not completely powerless against them. |
Date Modified | Username | Field | Change |
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Jan 23, 2011 8:53 pm | Draco Cretel | New Issue | |
Jan 23, 2011 8:53 pm | Draco Cretel | File Added: Screenshot_2011_01_23_20_16_26.png | |
Jan 23, 2011 8:55 pm | TechSY730 | Note Added: 0009608 | |
Jan 23, 2011 8:58 pm | Draco Cretel | Note Added: 0009609 | |
Jan 23, 2011 9:01 pm | TechSY730 | Note Added: 0009611 | |
Jan 23, 2011 9:03 pm | TechSY730 | Note Edited: 0009611 | |
Jan 23, 2011 9:03 pm | TechSY730 | Note Edited: 0009611 | |
Jan 26, 2011 8:07 pm | Draco Cretel | Summary | Turrets cannot shot marauders => Turrets cannot shoot marauders |
Jan 27, 2011 1:19 am | motai | Note Added: 0009718 | |
Feb 13, 2011 11:50 pm | Draco Cretel | File Added: Screenshot_2011_02_13_23_46_39.png | |
Feb 13, 2011 11:58 pm | Draco Cretel | Note Added: 0010350 | |
Feb 14, 2011 1:03 am | KDR_11k | Note Added: 0010351 | |
Feb 14, 2011 1:19 am | Draco Cretel | Note Added: 0010352 | |
Mar 23, 2011 9:53 pm | Chris_McElligottPark | Note Added: 0011396 | |
Mar 23, 2011 9:53 pm | Chris_McElligottPark | Status | new => resolved |
Mar 23, 2011 9:53 pm | Chris_McElligottPark | Fixed in Version | => 5.007 |
Mar 23, 2011 9:53 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 23, 2011 9:53 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |