[Bug] Guardian "Repulsion" is still heavily exploitable

The guardian repulsion ability still has the following exploits which can prolong otherwise losing battles indefinitely:

- Each time the ability is enabled, it accelerates enemies MORE even if they are already moving away from a previous repulsion.

- The ability can be manually stopped by ordering the guardian to move or stop (even when it is not already moving).

- Rapidly enabling then disabling will cause repelling effects without consuming antimatter (you can do this indefinitely)

- Spamming the W,S, W,S, W,S keys will accomplish all of the above very effectively.

3,343 views 9 replies
Reply #1 Top
This is actually one of the things that got fixed well in my opinion. Guardians can no longer move while they do repulse. This is all that was necessary, the big problem before is it would just do it while it moved. The fix is sufficient imo.
Reply #2 Top
What about this increased acceleration the TC is talking about? I haven't tried Advent since the beta patch was released, but the sound of that worries me if you can toggle Repulsion quickly on and off, not burn AM, but send enemy fleets flying away at great speed.
Reply #3 Top
Regarding the 'extra acceleration': Repulsion seems to be a two-step effect. A bunch of velocity is applied the moment you start the ability, and then a lower-intensity force is applied after that. This is probably intended to prevent ships closer to the guardian to accumulate too much speed before they are pushed out of range.

The problem (in my mind) is that you can just rapidly toggle the ability and trigger that strong, initial push multiple times on the same ship(s). I've kicked ships from near an ice planet out to somewhere between 1.5x - 2x the normal jump threshold radius with one guardian and a few re-activations of repulsion.


The antimatter consumption seems to happen only when you leave the ability on for at least a second. If you're rapidly activating and immediately shutting it down, that never happens, and you get very strong repulsion for free.


The best counter to this that I know of is to use a horde of strike craft to assassinate the guardians, since the strike craft aren't affected by repulsion. Unfortunately, if someone's using repulsion to constantly blow you across the entire gravity well, they are probably using their own strike craft just to keep hitting you.
Reply #4 Top
A cooldown would fix the exploit.
Reply #5 Top
How to solve it :/

Make repulsion requiring X of antimatter before it can activate.

If you can still move and repulse, make repulsion immobilise guardian for X amaunt of time regardles if you stop the repulsion or not.


problem solved.


HOW HARD CAN IT BE :/
Reply #6 Top
Also, iff you can exstra accelerate ships allredy accelerating.

Add goddamn strip of thing that removed repulsiuon effect.

If ship Status=Repulsed(duration remainig 9,4 second)
Ship effected by repulsion=GODDAMN FALCE.

that way ship , that was recently hit by repulsion wont be able to be repulsed in nexst 10 second or so.
Reply #7 Top
I think cooldown + initial AM cost to start the repulsion effect. Nothing fancy, just enough so that spamming enable / disable won't pay off.
Reply #8 Top
Also I think that repulsion should have a number cap. Let's say one Guardian can only repulse 10 ships. That was it doesn't become to ridiculously disproportional. If your enemy has 100 ships, then you need 10 Guardians to create a complete sterile area. If you have only 5 Guardians, then only 50 of his ships will remain inside the sterile area. The ratio can of course be different, and also it can be based on ship size. i.e 5 HC or 10 LRMs, etc.
Reply #9 Top
lrms outrange repulse by default