Ceasefire Ability Issue

Hi there


I am really enjoying playing the Beta and had an epic game playing against 3 A.I on Hard. Since the patch I can see definite improvements but found an interesting situation that was a game killer. I was defending a starbase with a large fleet of capital ships and my titan. The enemy jumps in with asimilar fleet including 5 capital ships with the ceasefire ability. The battle just stalemated with them constantly using the ability and after 2 hours not one ship on either side had been taken out. Only the fighters and bombers seemed to carry on the fight and with very little impact. I think the ceasefire ability is pretty silly really as it would never work in a real battle (what is the point?). So I suggest that it should cost more antimatter and no matter how many ships have the ability, it should take the same amount of antimatter off each ship whenever any ship activates it to limit the amount of times it could be used. I'm guessing it's meant to be a "get out of jail" ability that allows a player a chance to run from a fight?


The other issue I noticed is that the A.I don't know how to react when your a Victory planet option is on.


thanks for letting me play the Beta and I can't wait for th efinished product. Awesome game.

2,210 views 3 replies
Reply #1 Top

Actually the AI knows damn well what to do when Capital Planet Victory is enabled. At least on Cruel and Vicious difficulty (Some of them instantly rushed my Capital planet, completely ignoring my more forward planets). The AI still needs some tweaks, though, I admit that.

As to your original statement about the Armistice spam on Akkan class Battlecruisers: The autocast just needs to be fixed on this ability. The AI uses it instantly when rushing an enemy gravity well, which is just completely pointless. The level 6 superability of the Marza class Dreadnaught needs to be fixed as well by the way, since those things still seem to use it even when there are no enemy ships near the dreadnaught, like they did in Sins Trinity.

So yeah, you are right about the spamming problem of Akkans. Good catch! :thumbsup:

Reply #2 Top

The ceasefire ability was also an issue in trinity, my only strategy against it is having a fleet of 1500+ supply for the carriers only, and make bombers focus on every Akkan cap. Always worked for me.

Reply #3 Top

Yeah, I noticed this too.  An inferior (but heavily cap-shipped) AI fleet jumped into a fortified gravity well, containing my entire attack fleet, and started spamming Armistice like there was no tomorrow.  Very annoying -- IMO, it shouldn't even be possible to do this.

 

Anyway, I finally broke the stalemate by moving everything in the fleet except the Titan to an adjacent well.  This apparently convinced the AI that it wasn't outnumbered any more (arguably also a bug), so it stopped casting Armistice and tried to fight.  My Titan and the adjacent fully upgraded starbase were able to kill off the Akkans, and then I jumped the rest of my fleet in and crushed the AI's ships before they could get away.