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Superweapons off-switch

Superweapons off-switch

They need to go.

Right, so it may just be me - but I feel like the AI is drastically over-exploiting the super-weapon abilities. I'm very good at keeping the AI out of my space, which usually results in only my border-planets being probed, as such these planets are subject of relentless super-weapon strikes, and I have to keep rebuilding them as a result. More often than not, I can select it for rebuild and it'll be destroyed again a few seconds later.

With large games where you need to focus your efforts on one AI at a time, it can become incredibly frustrating.

Since the super-weapons are ludicrously powerful to begin with, and the audio that triggers whenever one is used is annoying too - I would greatly appreciate the ability to disable the superweapon structures altogether.


Am I alone in this?

87,454 views 83 replies
Reply #76 Top

Quoting martox1, reply 76
The AI builds sb with aux gov so and nova wont cuz them to lose the world and with the AI econ cheats the econ debuff from the Nova doesnt rly affect them much

It does effect them greatly. Enough to give you the edge.

Yes he will counter with aux gov. However, a technique you can use is to not build any novas even once it's researched until you save up to buy a whole slam of them. He will lose lots of planets before he can get aux govs up everywhere.

Reply #78 Top

They should have more limited range =P.

Maby 2-4 Gravity well distance.

That way u can fortify your front line regions to survive attacks instead of having to rienforce everything.

It would also make them possible to eliminate so once u discover where they are and they ar elocated lets say 3 grav wells from the front line it would be possible to just run through and take down the Super weapon and then fall back again.

Giving them a distance like that would actually make them balanced and more "fun".

Instead of them being able to hit anything anywhere anytime across the entire map.

Alot of the time the Novaliths hitting u are not even in the same startsystem so ur ability to take it out is very limited.

Would it be possible to modd it to have a range? or is it inpossible.

Reply #79 Top

Hooooowwww about you all stop trying to change the game on here, use a mod like it has been suggested.. when the devs start listening to scrubs like you guys... it gets my blood boiling..

Reply #80 Top

Quoting ussrAvA, reply 80
Hooooowwww about you all stop trying to change the game on here, use a mod like it has been suggested.. when the devs start listening to scrubs like you guys... it gets my blood boiling..

 

They are. There are a lot of mods out there that deal with this issue. Instead of turning into ion cannons, there is a mod that has been posted that removes the research for the superweapons if you just want them gone.

Matt had a good point I've wondered about, why superweapons can reach anywhere instead of being limited to a single star system. If it was limited it would offer some protection on a large map, and limit Vasari movements more in a multi-star system.

Any mods for this?

Reply #81 Top

Quoting CoronalFire, reply 76
It does effect them greatly. Enough to give you the edge.

Yes he will counter with aux gov. However, a technique you can use is to not build any novas even once it's researched until you save up to buy a whole slam of them. He will lose lots of planets before he can get aux govs up everywhere.

I play against cruel and victorious AIs and i normally dont have to build any superweapons before the AI builds sb and aux gov since the other AIs rushes and builds them lol.

Reply #82 Top

Quoting mattebubben, reply 78
They should have more limited range =P.

Maby 2-4 Gravity well distance.

yes please limit there range and make them more useless /faceplam

Quoting mattebubben, reply 78
It would also make them possible to eliminate so once u discover where they are and they ar elocated lets say 3 grav wells from the front line it would be possible to just run through and take down the Super weapon and then fall back again.

You can already find them once they active the weapon you get a warning and they r easy to destroy  with a dozen scouts with explosive charge and the phase jump immunity upgrade.

Quoting mattebubben, reply 78
Giving them a distance like that would actually make them balanced and more "fun".

Instead of them being able to hit anything anywhere anytime across the entire map.

Alot of the time the Novaliths hitting u are not even in the same startsystem so ur ability to take it out is very limited.

Would it be possible to modd it to have a range? or is it inpossible.

Again the range limit would make them even more useless and and more boring and fun for me was the superweapon spam and with the limit in place now there aint no spam anymore :(

Reply #83 Top

Rebellion has a cap on superweapons, so any range limitation is unnecessary and would nerf them into oblivion. For diplomacy though, were unlimited numbers were possible, I wish they had limited the superweapons to one star system. Note that anything less in range I would be against implementing even in diplo.

I just finished playing cruel 1v1 small random and won by a large part to Novas. Both of us were TEC.

As I've posted elsewhere, killing super weapons isn't very hard at all (as TEC or Vasari against cruel/vicious). Or kill the 8th combat lab.