Advent mines feedback

I tried out a test game (1v1 small, normal AI - I wasn't trying to win quickly) to see how the new stuff functioned.  I was Advent against TEC.  May I first point out though that there were no crashes at all in over 2 hours of playing. 

 

Here are my main points:

 

1.  Auto-deployment of mines should be turned off automatically (you have to turn off manually) otherwise they just get deployed on the edge of the grav well as soon as the ships arrive, which is useless.  Its an absolute pain, because you can't change this setting unless you select an undeployed squadron, which is often impossible since it is instantly deploying if there are any ships in the grav well, regardless of where the ships in question are.  Basically it should be off automatically instead of on automatically.

 

2.  (This has already been mentioned I think) The deep space constructor should be able to place the starbase where you want it rather than building where it is immediately you press the button (ie be placed in the same way you place buildings)

 

3.  This maybe slightly aesthetic, but in the empire tree, can mine squadrons be seperated even when other ships etc are grouped?  It would make deployment of mines much easier in large fleet actions.

 

4.  A minor bug - when I took ships to a planet I didn't own, it disappeared from the empire tree as soon as I deselected the ships, so I had to go over there manually to click on one, whereupon it reappeared.

 

5.  Can mines be set to return to original positions if their target is destroyed before they detonate?  Enemy scouts kept making mincemeat of my mine formations simply by flying through them.

 

6.  Advent mines should have even lower life (such as 50

10,343 views 8 replies
Reply #1 Top

I played the same sort of game you did, so I'll chime in...

First, about the lack of crashes. That's true of me too, except I found one that was 100% consistent, and I'm surprised you didn't run into the same one. Did you ever try to mess with the strike craft menu for an entire fleet that included both ships that could, and couldn't build mine drones? That crashed every time, for me.

Now on to your points.

1. Yeah, seriously!

2. Yeah, seriously! ^_^

3. Yeah, seriously!

4. That's the way it should work, unless you have a fleet or a capital ship at the planet. If you did have one of those two things, then it's a bug. If it was just an ungrouped bunch of frigates, then it's normal.

5. Yeah, seriously!

6. Haven't gotten far enough to run into other people's mines, yet, so I can't comment on the ease of minesweeping, but I do think that there needs to be some sort of limit on the things. As Advent or Vasari, you can carpet the universe with them for free!

Reply #2 Top

4. it's called auto pinning. you can select planet/unit and click the pin icon at the top for it to always be in the tree. and/or you can set the options for auto-pinning in the settings. i believe you can do this for frigates as well as caps

 

MrL

Reply #3 Top

@ 1)

i find it a complete dissapointment they didnt change all abilites to manual as the standard option,  just imagine how annoying it is if a capship levels up , u pick ion bolt to try and halt enemy's cap ship from phase jumping,  instead  the moment u pick it it autocasts some stray friagate with 1 life, whilst waiting for antimatter to recharge,  the cap ship got away.....

plz dev's  change all abilities to manual when build this will seriously help alot of us getting frustrated cuase we COULD have won,  if not for annoying autocast

Reply #4 Top

I've edited 6 now, I'd misread the hull value originally

Reply #5 Top

As for 4, it was getting late (around midnight my time :d

Reply #6 Top

Did you ever try to mess with the strike craft menu for an entire fleet that included both ships that could, and couldn't build mine drones? That crashed every time, for me.

Yeah, I emailed a dump of this to support last night and got a reply back that they're able to reproduce it and it'll be fixed.

They don't know when the next beta update will be, but for now just don't try to do it with a mixed selection of ships :P

Reply #7 Top

Quoting Annatar11, reply 6
Yeah, I emailed a dump of this to support last night and got a reply back that they're able to reproduce it and it'll be fixed.

They don't know when the next beta update will be, but for now just don't try to do it with a mixed selection of ships
Rockin'.

Reply #8 Top

I agree with th original poster -- auto-deploy on mine squadrons should be off by default!  Not only is this a problem when enemies enter the gravity well, but once a squadron is fully populated with mines, it auto-deploys.  Before I understood what was going on, my hangar was surrounded by mines! 

In that vein, it would be nice to designate where you *would* like mines to be placed automatically.  I would really like to just mark a series of points where I'd like full mine squads to deploy, then go deal with other business while they populate those locations as rapidly as available antimatter will allow. 

I *like* the mines quite a bit, but I found myself babysitting the mine squads around a strategic planet instead of running the rest of the empire or fleet.  Queueing mine placement (not unlike queuing other structure construction) would be a big improvement over the squadron method.  On the other hand, I'd hate to lose the flexibility of deploying mines in the field from a drone host, or the quick-response ability of having mine squads ready to go without waiting for them to build every time...