View Issue Details

IDProjectCategoryLast Update
0001654AI War 1 / ClassicSuggestion - Balance TweaksDec 23, 2010 4:19 pm
ReporterMoonshine Fox Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.041 
Summary0001654: Counter-Spy rendered fangless by radar-jamming scouts
DescriptionWe're currently in a 3 player game where one AI is a counterspy (purple) and the other some form of turtle (red).

We've been able to scout with impunity and even have blobs of scouts hanging out on counterspy worlds. They seem completely inactive, thanks to the scouts radar jamming.

Could there perhaps be some balancing to this, as this pretty much renders the counterspy AI rather lame.

Multiplayer savegame attached.
TagsNo tags attached.
Internal Weight

Activities

Moonshine Fox

Nov 28, 2010 5:08 pm

reporter  

TimSamTob.sav (456,033 bytes)

Lancefighter

Nov 28, 2010 7:17 pm

reporter   ~0004602

Last edited: Nov 28, 2010 7:19 pm

it counters.. uh.. spies.

except

the radar jamming mechanic makes it useless.

Sooooooo

random suggestion: add 'radar piercing' mechanic, so that stuff like counterspies can have a moderately larger range.

Ideally, itd work such that the piercing is added to jamming to get the new range

LintMan

Nov 28, 2010 9:24 pm

reporter   ~0004603

Given the cost, specialized nature, and generally limited availability of the counterspy, why not make the counterspy immune to the radar jamming effect?

Sigma7

Nov 29, 2010 1:23 am

reporter   ~0004606

I've been seeing this even though there's no radar jamming. If you send 0000064:0000010 scouts to a system with counter-spy, they usually get far enough to avoid being killed.

Also, I think the firing rate for the counter-spy may be a little weak. Since it only targets cloaked units, it's not like its going to shred an attack force if it is sped-up slightly.

Moonshine Fox

Nov 29, 2010 2:32 am

reporter   ~0004607

Guys, you are completely missing my point. I've sent no specialized ships to the counterspy worlds, only scouts. And as far as I am aware, scouts don't have Radar Jamming, do they?

Lancefighter

Nov 29, 2010 2:40 am

reporter   ~0004608

yeah, they do :\

Moonshine Fox

Nov 29, 2010 7:05 am

reporter   ~0004611

Huh, when was that added? I must've missed it. Oh well, that certainly explains the fangless Counter-Spy. *edits issue*

KDR_11k

Nov 30, 2010 2:54 pm

reporter   ~0004699

That was added because the instant impact on wormhole use made scouts die like flies.

Chris_McElligottPark

Dec 23, 2010 4:19 pm

administrator   ~0006908

* Ion cannons, core warhead interceptors, orbital mass drivers, and counterspies are all now immune to radar dampening.
** This is another nerf to scouts, as well as a general buff back to all these ships.

Thanks!

Issue History

Date Modified Username Field Change
Nov 28, 2010 5:08 pm Moonshine Fox New Issue
Nov 28, 2010 5:08 pm Moonshine Fox File Added: TimSamTob.sav
Nov 28, 2010 7:17 pm Lancefighter Note Added: 0004602
Nov 28, 2010 7:19 pm Lancefighter Note Edited: 0004602
Nov 28, 2010 9:24 pm LintMan Note Added: 0004603
Nov 29, 2010 1:23 am Sigma7 Note Added: 0004606
Nov 29, 2010 2:32 am Moonshine Fox Note Added: 0004607
Nov 29, 2010 2:40 am Lancefighter Note Added: 0004608
Nov 29, 2010 7:05 am Moonshine Fox Note Added: 0004611
Nov 29, 2010 7:06 am Moonshine Fox Category Bug - Other => Suggestion - Balance Tweaks
Nov 29, 2010 7:06 am Moonshine Fox Summary Counter-Spy doesn't seem to do anything => Counter-Spy rendered fangless by radar-jamming scouts
Nov 29, 2010 7:06 am Moonshine Fox Description Updated
Nov 30, 2010 2:54 pm KDR_11k Note Added: 0004699
Dec 23, 2010 4:19 pm Chris_McElligottPark Note Added: 0006908
Dec 23, 2010 4:19 pm Chris_McElligottPark Status new => resolved
Dec 23, 2010 4:19 pm Chris_McElligottPark Resolution open => fixed
Dec 23, 2010 4:19 pm Chris_McElligottPark Assigned To => Chris_McElligottPark