Ogrov torpedo cruiser issues

I know there's a running thread on the long range anti-building ships, but this doesn't belong there :) There are 2 main issues I have with the Ogrov:

1) The damage is dealt to the structure when the nukes are only about half way there. It looks incredibly silly and makes it hard to gauge what's going on when when you have multiple cruisers firing at a starbase.

2) There's no way to order all the Ogrovs in a selection to use the nuke ability simultaneously. I remember Blair posted that some ability behavior will be improved and I'm 99% certain the ability to make all the ships in a selection fire off the ability with a single click was part of it - but currently, it doesn't happen. This means players currently need to micromanage every single Ogrov to make it shoot where we want. Since it has no weapons we can't assign it a target, and need to babysit the ability cooldowns.

Great little ship otherwise, though :)

6,280 views 11 replies
Reply #1 Top

Yeah i love the Ogrov but the micro is a tad bit annoying.  I love the little searchlights on it!

Reply #2 Top

You know what's odd? I haven't even used one of these cruisers yet, nor felt the need to. I've taken out buildings and starbases just fine without them. Actually, probably easier without having to deal with the micro.

Reply #3 Top

Quoting Tkins, reply 2
You know what's odd? I haven't even used one of these cruisers yet, nor felt the need to. I've taken out buildings and starbases just fine without them. Actually, probably easier without having to deal with the micro.
End of Tkins's quote
I hear you. I just clear the well except the starbase and spam bombers since I have a silly amount of carriers in my fleets anyways.

Reply #4 Top

Nothing better than jumping in your fleet to engage an enemy fleet then sneaking in some Ogrovs to destroy a tradepost or refinery. :P

Reply #5 Top

Quoting Tkins, reply 2
You know what's odd? I haven't even used one of these cruisers yet, nor felt the need to. I've taken out buildings and starbases just fine without them. Actually, probably easier without having to deal with the micro.
End of Tkins's quote

I actually ran into a fully upgraded Transcendia last night (full weapons and full hp) and my fleet wasn't big enough to take it out in good time, so I reloaded and decided to pump out a few Ogrovs to help out. They're great, especially for unshielded structures since they do 1250 damage a pop from very long range.. but the micro is very annoying, I just let them destroy whatever they wanted before the starbase (mostly some labs, a trade port, and 2 mines :P)

Reply #6 Top

Could be that I just haven't played a game long enough yet to encounter a fully armed and operational battle station!.

I'll get some time to play farther than the 2 hour point tonight.

Reply #7 Top

I haven't played with Ogarev's yet, but i didn't even try to micro the Adjudicators, i just parked them next to the starbase, and let them hit what they want, still it seemed that bombers did more damage.

BTW, i wonder if IC has unique speech coming for the Ogarev and Adjudicator?

Reply #8 Top

BTW, i wonder if IC has unique speech coming for the Ogarev and Adjudicator?
End of quote

I believe so.

The micro issues would be easily solved if you can just select all the ships, click the ability, click the target, and have them all fire. :)

Reply #9 Top

I think they need to act smarter.  You don't want to have 6 of them all fire on one trade port if it only takes 2 or 3 to kill it.  You should be able to queue up targets for them, but right now it seems like they can't actually target structures, you can only use the ability, but you can't use the ability for the fleet when it's grayed out, even if one or two of them are ready to fire.  You have to go hunt for the ones that are ready and then tell them to use their ability to attack.

So, we need the ability to queue up targets just like other ships, and have the AI understand that it doesn't have to make all of them fire at the target, just enough to get the job done.  They should only overkill by a little, not a lot.  If it looks like it would take 2 of them to kill it, then have 3 of them fire at it just to be sure.  The other 3 can hold off, and then the group moves on to the next target and the remaining 3 can hit it (assuming that's how many the AI determines are needed to kill it).  The remaining 3 shouldn't move on to the next target until the first one is dead though.  It could take them into range of the first target (assuming it's a turret or something else that shoots).

Reply #10 Top

I think they need to act smarter. You don't want to have 6 of them all fire on one trade port if it only takes 2 or 3 to kill it.
End of quote

This does happen for normal weapon fire, just not abilities.

Reply #11 Top

with capships when thier special abilityis are on autocast it will target what its firing at if it can, what u can do is give the cruisers a "normal" attack with the same range as its ability (but crap damage, like 2) that way u can "attack" with the cruisers and they will autocast with the missles. its simple and eliminates alot of the micro