View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022713 | AI War 2 | Balance Issue | Jan 26, 2020 7:55 pm | Jan 27, 2020 2:37 am | |
Reporter | Ryulong | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.309 Instigator Cheekiness | ||||
Fixed in Version | BETA 1.313 Listening To Lists | ||||
Summary | 0022713: SuperCat 1.309 has fallen | ||||
Description | Simple/Dreamcatcher; Raid/Webbed/Rejuvenator with maxed civilian stuff; Anticipatory warden/Kite Master hunter; coarse processing disabled and default unit stacking. It was totally because my home planet was Murdoch. Okay seriously though, this victory was mostly brought to you by the armored golem. Compare the shotgun Spire frigate with the armored golem. The frigate has been cut down quite a bit, but now the golem hits harder, is tankier and can carry ships. This toy either needs a nerf or it needs to become a lone wolf. Maybe both, I dunno. I understand you're already working with Raidlord Zeus to redesign the raid frigates, so I'll just say cloaked bombers are best bombers and leave it at that. Threat is strange. Look at Catmull. That fleet has been bouncing back and forth between Catmull and Jundeen for hours. Why isn't it hammering down on me? That's more than enough strength to piledrive through to Murdoch, armored golem or not. I'll (re?)open a separate ticket if I can find enough saves to demonstrate the oddities. See ticket 22614. There's some sort of glitch where AI ships stop reacting to certain intruders, in particular Spire frigates and armored golems. It doesn't persist across reloads. After half an hour of play, I can send my armored golem onto the AI homeworld and nothing moves or shoots until I move into range. It's especially problematic for drones and it made my homeworld assault much easier. Play the start final push save for 15~30 minutes, then move fleet 4 onto the AI homeworld. Please advise if I can provide anything else. | ||||
Tags | No tags attached. | ||||
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What AIP did you wind up at? |
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501-274=226 after phase 2 died. I was floored up until the homeworld assault. Guard posts adding AIP makes it impossible to go much lower. The homeworld alone adds what, 170 aip? Threat was mostly controlled up until...uhh...110 or so? I had a spike from some poorly timed deepstrikes prompting reserves, but I think it all merged into the Catmull group. |
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Fix a nasty bug where Fireteams (in particular the Hunter) was identifying Command Stations that had died to remains as valid targets. In this game, this meant that about 500 strength of Hunter Fleet seems to have been Just Chilling for much of the game. |
Date Modified | Username | Field | Change |
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Jan 26, 2020 7:55 pm | Ryulong | New Issue | |
Jan 26, 2020 7:55 pm | Ryulong | File Added: victory.save | |
Jan 26, 2020 7:55 pm | Ryulong | File Added: start final push.save | |
Jan 26, 2020 7:55 pm | Ryulong | File Added: what is all that threat doing.save | |
Jan 26, 2020 8:15 pm | BadgerBadger | Note Added: 0055777 | |
Jan 26, 2020 11:35 pm | Ryulong | Note Added: 0055779 | |
Jan 27, 2020 2:37 am | BadgerBadger | Assigned To | => BadgerBadger |
Jan 27, 2020 2:37 am | BadgerBadger | Status | new => resolved |
Jan 27, 2020 2:37 am | BadgerBadger | Resolution | open => fixed |
Jan 27, 2020 2:37 am | BadgerBadger | Fixed in Version | => BETA 1.313 Listening To Lists |
Jan 27, 2020 2:37 am | BadgerBadger | Note Added: 0055782 |