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apparently implosion artillary pass on gravity immunity to everything in system?. cause when i killed the implosion artillery everything became slowed. |
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Guessing the implosion artillery was the lead ship. All other ships basically get the lead ship's movement speed (plus 5ish) and things like gravity immunity. This is so the wave stays together. |
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motai
Nov 30, 2011 12:04 am
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~0017612
Last edited: Nov 30, 2011 12:11 am
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i was actually thinking it was tied to the tag teamer ai maybe. that ships might inherit traits so when i killed the gravity immunity it removed it from fleet but not sure details on that i regardless seemed like something wasnt right. so looking for feedback whether this was a bug or a "Feature" for that ai.
also this was after it hit my planet not until it hit my planet. it penetrated 2 systems before i could take out the implosion cause its fast and that is with them blowing thru a level 1 hardened ff and 50% of a level 2 hardened ff. with 1 fortress 8 hvy beam turret mk1 30 each of mk 1 and 2 missles and laser and mlrs firing the whole way cause it took 130 ai ship about 45 secs to blow thru 10 mil of forcefield with nothing but base ships and 1 implosion mk 3.
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I think this is working as designed (assuming the golem, spire ship, or some other grav immune thing was in the lead).
However, I do think that the interaction of the speed boosting of ships escorting grav immune stuff and gravity effects should be rethought. Maybe a compromise, like things escorting something with grav immunity "inherit" only part of the immunity, instead of all of it? (like halfway between their escorting speed and the speed the gravity effect would put them at, or some other ratio) |
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motai
Dec 1, 2011 3:42 am
reporter
~0017617
Last edited: Dec 1, 2011 3:43 am
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im curious is the logistic command station considered gravity as well? cause that was being ignored as well. my min complaint is that this speed boosting works wel where the ai has supply but should end there. because bombers andspce tnks being accelerated from 40 to 120 just because they happen to accompany an imploder that cant be killed because it doesnt get targeted is ridiculous.
also it appears that the imploder was moving closer to 200 speed not 120 but that is hard to prove at the points im catching it. but the wave is moving at far higher speed than it is supposed to. and now that i think about it perhaps that is the bug is that the logistics is taking effect but for some reason doubling rather than halving the speed.
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