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-   -   New Patch - Lack of Testing (http://forum.shrapnelgames.com/showthread.php?t=16050)

Vortex January 29th, 2004 03:05 AM

New Patch - Lack of Testing
 
Well I'll say one thing for the new patch. It completely screws playability.

Shame you didn't test the interaction between the AI, Pirate Weapons Load, and Pirate Tactics.

Scenario - You jump through a warp point. Waiting for you are 4 pirate cruisers and 3 destroyers.

Three of the cruisers have their usual compliment of weapons - 3 iconic pulse missiles, 4 anti-proton beans, 1 point defence cannon, and their usual ability to shoot down ALL incoming missiles fired from greater than 20ls - I wish I hand that ability.

So there you are in your battleship with 3 pulse missiles, 3 tachyon cannons, 2 High eneryg magnifiers, weapons damper, and 2 point defense cannons.

The fight is initially rather quick and you dispatch the 1 cruiser and 3 desrtoyers - because they bother to come closer than 160ls to attack you.

By now you can't go anywhere even should you want to because the consistant hits of those Iconic missiles from the other cruisers means your engines don't work. Oh and the cruisers now don't come closer than 110ls, and they always fire the missiles in 3's, and since they have point defense cannons your missiles are useless, and so there you sit with your phased shields at 100% and your armour at 100%, unable to do anything, except wait for the intervention of a passing friendly cruiser.

Well it took me 1.5 hours real time to get out of this one. Either revoke the iconic missile fix, or sort out the pirate weapons load - how about making them obey the same space and enery rules that player ships have to, or make point defense cannon work properly for player ships.

I'm not sure whether I'm going to bother playing any further.

Phoenix-D January 29th, 2004 03:28 AM

Re: New Patch - Lack of Testing
 
What are you talking about? The patch didn't do a thing to ionic weaponry exept to add the weapon damage resistance field, which doesn't make a difference because they didn't get enough to withstand even a low-level point defense hit. Haven't seen the shoot-down issue either, actually.

Phoenix-D January 29th, 2004 03:40 AM

Re: New Patch - Lack of Testing
 
Little messing around and I've found that some Pirate cruisers will be generated with nothing but 3 Ionic missiles..could be your problem. Not sure what in the patch could cause the behavior you described except maybe the response range fix.

Vortex January 29th, 2004 10:45 AM

Re: New Patch - Lack of Testing
 
Quote:

Originally posted by Phoenix-D:
What are you talking about? The patch didn't do a thing to ionic weaponry exept to add the weapon damage resistance field, which doesn't make a difference because they didn't get enough to withstand even a low-level point defense hit. Haven't seen the shoot-down issue either, actually.
<font size="2" face="sans-serif, arial, verdana">Before the patch ionic missiles had little or no effect. I've dealt with the situation described before without to much dificulty. Now its impossible.
All it takes is about 8 hits to disable over 5000 points of propulsion which is greater than required to give the max 600 speed on a battle ship (5 engines give 517 points - if you want to do the calculation I've got 4 lvl 15 and 2 lvl 16 quantum engines fitted).
Once your engines start to recover, it takes just a single hit to flatline them again, and since your facing 8 or so iconic missiles in a barage you stand no chance.

As regards the shoot down issue, you've never fired 2 missiles at a pirate at 40ls range and watch both missiles get shot down, but been on the receiving end of at least 1 hit in the same situation. And both my point defence cannons are lvl 16.

Renegade 13 January 30th, 2004 02:41 AM

Re: New Patch - Lack of Testing
 
One idea: Were you chasing the enemy ship when they shot down your two missiles, and you couldn't shoot down their one? Because what you're describing makes total sense if that is the case.

Vortex January 30th, 2004 10:18 AM

Re: New Patch - Lack of Testing
 
Quote:

Originally posted by Renegade 13:
One idea: Were you chasing the enemy ship when they shot down your two missiles, and you couldn't shoot down their one? Because what you're describing makes total sense if that is the case.
<font size="2" face="sans-serif, arial, verdana">No. Absolutely stationary. Couldn't go anywhere. No engines!

Renegade 13 January 30th, 2004 06:45 PM

Re: New Patch - Lack of Testing
 
However, if they are moving away when you fire your missiles, they would have plenty of time to shoot them all down. Whereas, if you are stationary, their missiles would take much less time to reach their target, giving you much less time to shoot them down. Having no movement is a definite disadvantage when dealing with missiles.

Vortex January 30th, 2004 07:51 PM

Re: New Patch - Lack of Testing
 
Quote:

Originally posted by Renegade 13:
However, if they are moving away when you fire your missiles, they would have plenty of time to shoot them all down. Whereas, if you are stationary, their missiles would take much less time to reach their target, giving you much less time to shoot them down. ]
<font size="2" face="sans-serif, arial, verdana">So does flying onto incoming missiles but the AI still manages it.
Quote:


Having no movement is a definite disadvantage when dealing with missiles.

<font size="2" face="sans-serif, arial, verdana">Only because the PD doesn't work. If you have an incoming missile from 120ls and the PD has a range of 40ls then the PD fires to intercept at 40ls (ie what the AI does for AI ships, not starts firing at 40ls - which is what it does for player ships.

If there are multiple in bound missiles then each is allocated in rotation to available PDs. Once a missile is destroyed the PD becomes free and the next missile/fighter is allocated to it.

Since 2 hits from iconic missiles now render you stationary and pirate cruisers generally carry 3, you're dead in the water as soon as you get close to one. And since the criuser will then stand off at 120ls just firing iconic missiles at you in 3's - you can never go anywhere, and your missiles are useless against them because they can always shoot them down.

Ergo the game is unplayable.

Phoenix-D January 30th, 2004 09:10 PM

Re: New Patch - Lack of Testing
 
What level are you? Playing at 12, (expert difficulty) two ionic missile hits killed 50% of my speed, not all of it. And I still haven't seen an abnormal number of missile shoot-downs in testing, though the PD difference you say is there is certainly possible.

Otter January 31st, 2004 06:17 AM

Re: New Patch - Lack of Testing
 
I run an equal mix of Scattering and Stealth armor. It's maxed out at 95% effectiveness. The engine sapping missles have very little effect. Also, the missles are too slow when you're chasing someone. Their relative speed allows them to be shot down easily or they time out and self-destruct. I only use a bLast of two at point blank range. One might get shot down but the other piles into the target. Oh, and I practice the stay close on his rear strategy and just bLast his behind off. Even Battleships (or Dreadnoughts) go down fast. Keep you ship well stocked with electronic countermeasures. I double up on Scanner Jammers (multiples are still allowed), and the one each allowed MasterComputer and Neural Combat Net. Even in large clusters of enemy ships very little actually hits me and they're all kind enough to stay far enough out of the action to let me pound the backside of the first victim before switching to the next.

[ January 31, 2004, 04:19: Message edited by: Otter ]


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