So has this bug been fixed in the patches or entrenchment? (Iconus Guardian’s Repulsion )

 

When using the Iconus Guardian’s Repulsion ability it seems that a ships distance to its target/objectives is not reset.

I notice it when I fly a Guardian between a planet and planet bombers to push them away from the planet. The ships will fly way out sided their weapons range but they keep firing on the planet from halfway across the system. I forget if the ships stop firing after they settle into their new position or if they keep firing. I believe they will keep firing till they have to move.  

 

Another time I see it is if I push a fleet of ships that are trying to jump out of a system back into the gravity well. I would think their phase windows would collapse when the ship was within the gravity well. But I have ships jumping out throughout the gravity well.

 

Has this been addressed? It seems like something that would be really hard to fix.

You can added it to V1.1 and have another day :)

 

4,967 views 9 replies
Reply #1 Top

Hmm, an interesting point, but I hope they don't change it so that it breaks phase space charge-up. It would be way too easy to prevent entire fleets from jumping and could be kept up indefinitely - not exactly good for overall gameplay, especially taking MP into account :)

Reply #2 Top

We'll fix it for Entrenchment, thanks for bringing it to our attention. Without testing it, we know its a problem because those systems don't poll for range, unlike regular weapons fire.

Reply #3 Top

Hrm well I guess we'll get to play around with it in the Entrenchment beta to see how cheesy it can make jump disruption :P

Reply #4 Top

 

Oh I had a much bigger issue with weapons fire than with the jumping out of ships. To me it seems like the point of repulsion is to lower damage that your fleet is taking by sending ship away. I don’t think it should break a jump, but if a ship is sent into the gravity well it should increase the charge up time. Game play is more important but is does look odd having a ship jump out of a system from “10ft” from a planet.

Reply #5 Top

oh and

Thank you for reading and acting,

Reply #6 Top

Yeah I definitely agree on the weapon fire. Seems like increasing charge-up time a bit would work out ok - the main issue with breaking the jump completely is ships can get tossed every which way and if their jump cancelled completely, instead of fighting a fleet that could actually put up a fight, you're picking off easy prey. Will have to play around with it :)

This ability is great, but it's always caused different problems :P

Reply #7 Top

I think that’s the point of the ability. My advent ships get creamed by gravity bombs. Why can’t I hold their ships by pushing them in system? But yeah I do think it would be overkill since the ability doesn’t use any/much(1.1) antimatter. I just don’t like that strike craft are immune to the Guardians, Is that a bug or intentional?

Reply #8 Top

Intentional, they are already similiarly affected by Telekinetic Push and Fighters/Bombers are one of the desired counters to someone spamming Repulse.

Reply #9 Top

The thing with gravity warheads is it's a capital ship ability and as of 1.1 you need 2 of them to keep it up constantly. You can spam Guardians much easier and cheaply, and it's much harder to prevent 20 Guardians from repulsing than one or two eggs.