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IDProjectCategoryLast Update
0024321AI War 2Balance IssueJan 18, 2021 3:24 pm
ReporterArides Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version2.715 Unload Queuing 
Fixed in VersionBeta 2.717 Tuning And Optional Capture 
Summary0024321: Poltergeist shooting under force fields seems like a very cheesy mechanic
DescriptionI 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.
TagsNo tags attached.

Activities

Chris_McElligottPark

Jan 14, 2021 12:46 pm

administrator   ~0060289

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.

BadgerBadger

Jan 14, 2021 2:25 pm

manager   ~0060290

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)

Crabby

Jan 14, 2021 6:41 pm

reporter   ~0060296

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.

Chris_McElligottPark

Jan 18, 2021 3:24 pm

administrator   ~0060342

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.

Issue History

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