View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001816 | AI War 1 / Classic | Gameplay Issue | Dec 4, 2010 3:01 pm | Dec 9, 2010 11:20 am | |
Reporter | bonesbro | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.044 | ||||
Fixed in Version | 4.047 | ||||
Summary | 0001816: Spire Teleporting Leechs are insanely frustrating to play against | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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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. |
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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? |
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Logistics Mk. III disables teleporting. If grav turrets disable teleporting, it's not in the tooltip or abilities list. |
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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! |
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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. |
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This should help a lot: * Spire Teleporting Leechs now have a 90% penalty against command stations. |
Date Modified | Username | Field | Change |
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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 |