Sinkillr Sinkillr

FIX Cobalt attack behavior (screenshots)

FIX Cobalt attack behavior (screenshots)

Seriously... this is causing me to hate playing tec... 

The problem I am talking about is when your cobalts try to attack a fleeing enemy ship (lets say a cap). The idiot cobalts run to cap, decide to stop JUST at the edge of their attack range, decelerate and shoot one volley, and dilly dally for 3-5 seconds while the enemy cap laughs and retreats with sub 500 health. This is extremely frustrating, as even a few seconds could have meant a dead enemy cap. None of the other light frigates have this kind of behavior, as the disciples and the skirmishers stay with the fleeing target, and shoot while moving.

 

(If you still dont understand, think of how like in starcraft 2, the terran marines have to stop to shoot their rifles (TEC). Then stop and think about how unbalanced it would be if they could suddenly shoot while moving (advent and vasari).

 

Now I know what the multiplayer folks will come out and say; you have to predict the path of the fleeing enemy cap and move to its destination, thus enabling the cobalts to shoot while moving. But this is only a partial solution. Often times, the severe lag in multiplayer makes your ships not auto-fire at all, even when within range of enemy ships. And if your opponent decides to surround his fleeing cap with other ships, the crap ai decides to shoot at them instead of the cap. And keep in mind you can't decide to shoot at the cap itself, as that immediately makes the cobalt decelerate and resume their idiot dance. This also is a problem when skilled players decide to play ring-around-the-rosie with repair bays, as then the cobalts become useless (other light frigates are ok at dealing with this).

 

This wouldn't be a problem if all light frigates had this trait. However, the fact that only the cobalt is singled out means that tec are at a disadvantage when it comes to lf spam with other races, especially advent, as their lf are more cost efficient.

 

I propose that all light frigates in the game (disciples, skirmishers) be given this attack behavior, as I think it would mitigate the heavy light frigate spam tec/advent early game is becoming. This would also increase the skill ceiling, as this behavior can be microed with (but virtually impossible unless you have fantastic rig or no lag game). Or you could decide to remove it altogether, making cobalts equal with other light frigates.

 

Screenshots- There are multiple captures, so make sure to watch them in order

cobalts- http://imageshack.us/photo/my-images/600/6lqx.jpg/

Disciples- http://imageshack.us/photo/my-images/607/3wu3.jpg/

 

 

P.S. vasari loyalist titan still broken. I tested it and it killed 90 cobalts plus marza with only 5 overseers. It was level 1, and had all health upgrades. Tec was slightly upgraded

67,824 views 59 replies
Reply #51 Top

Quoting Seleuceia, reply 49


Quoting JinglyGoo, reply 48Even look at the replies here, i dont agree with you = you are troll conclusions from zombie.

To be fair, I sometimes pulled that card when people would argue wail wasn't OP....of course, when pro players come on here and said "use radiance to disable culture centers" even though it can't target things without AM, well, hard not to call them trolls...

 

Wail was never op.

Reply #52 Top

Quoting ARESIV, reply 51


Quoting Seleuceia, reply 49

Quoting JinglyGoo, reply 48Even look at the replies here, i dont agree with you = you are troll conclusions from zombie.

To be fair, I sometimes pulled that card when people would argue wail wasn't OP....of course, when pro players come on here and said "use radiance to disable culture centers" even though it can't target things without AM, well, hard not to call them trolls...

 

Wail was never op.

 

Thats probably because you had decent enough micro to use your radiance properly.

Reply #53 Top

 I wish I could remember who suggested that and "confirmed" that it worked....

Reply #54 Top

Quoting Seleuceia, reply 53

 I wish I could remember who suggested that and "confirmed" that it worked....

Greg never confirmed it worked... He was just throwing out ideas to counter wail. He thought since it worked against BRB which didn't require AM it would work against a culture center. 

Reply #55 Top

Fix the freaking flak frigs prioritizing SC over Corvettes...

Reply #56 Top

When is this bug going to be fixed?

Reply #57 Top

I've also noticed this issue/bug a long time ago when I first played Sins. That more than anything else convinced me to give up real-time play on Sins, at least on SP. In real time, you have to "click spam" a movement order roughly every second for the LFs and you can forgo giving them any fire orders. Once they start shooting at the enemy cap, tell them to move two grid lengths ahead. When that's almost done, give another identical order. You cannot use queued orders (in a straight line) because that changes the LFs' top speed when they see the ultimate waypoint much further away. In theory, it's possible to queue zigzag orders at just the right angles, but in real-time it's nigh impossible [for me] to pull off the proper angles. Another blow for the touted "low micro-management" of this game.

I have some fairly trivial recordings for you guys to watch: http://www14.zippyshare.com/v/52368517/file.html The successful chase uses continuous manual orders. You can also see how the queued ones fail. In all of these, I'm waiting for the Prog to finish its turn before commencing the actual demo.

"Match target speed" is apparently unheard of in Sins lore; only "accelerate [to top speed] and decelerate", and the 2nd part is more like sudden stop given the insanely high deceleration that most ships have in this game relative to their acceleration. I concur with not having realistic physics for the sake of gameplay, but the combination of ship AI/behavior and the physics in this game make for anything but cringeworthy gameplay, unless you continuously spam orders. So you might as well turn it into a variable-turn-length WEGO-style game by using pauses aplenty.

 

Reply #58 Top

When is this going to be fixed?

+2 Loading…
Reply #59 Top

Quoting Sinkillr, reply 58

When is this going to be fixed?

In Sins 2