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IDProjectCategoryLast Update
0002630AI War 1 / ClassicBug - OtherMar 23, 2011 9:53 pm
ReporterDraco Cretel Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version4.073 
Fixed in Version5.007 
Summary0002630: Turrets cannot shoot marauders
DescriptionJust simply that, they cannot attack them or anything. It gives a damage range but they will not fire on them.
TagsNo tags attached.
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Draco Cretel

Jan 23, 2011 8:53 pm

reporter  

TechSY730

Jan 23, 2011 8:55 pm

reporter   ~0009608

Marauders have radar dampening. Are the turrets within range when that comes into consideration?

Draco Cretel

Jan 23, 2011 8:58 pm

reporter   ~0009609

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.

TechSY730

Jan 23, 2011 9:01 pm

reporter   ~0009611

Last edited: Jan 23, 2011 9:03 pm

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.

motai

Jan 27, 2011 1:19 am

reporter   ~0009718

my 2 cents is it should function like the cloaking flag and when a unit fires it will disable its radar damping temporaryily

Draco Cretel

Feb 13, 2011 11:50 pm

reporter  

Draco Cretel

Feb 13, 2011 11:58 pm

reporter   ~0010350

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.

KDR_11k

Feb 14, 2011 1:03 am

reporter   ~0010351

Maybe split off like a tenth of your main force?

Draco Cretel

Feb 14, 2011 1:19 am

reporter   ~0010352

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.

Chris_McElligottPark

Mar 23, 2011 9:53 pm

administrator   ~0011396

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.

Issue History

Date Modified Username Field Change
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