Author Topic: Battle Ogre MK2 on turn 46  (Read 727 times)

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Offline bvanevery

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Battle Ogre MK2 on turn 46
« on: November 02, 2018, 12:52:58 AM »
Battle Ogre MK2 turn 46
Battle Ogre MK2 turn 46

This is awkward.  In my mod the MK2 is a pretty serious death weapon, so I'll have to nerf this somehow.  There's no way it's acceptable to have both a fusion reactor and an attack 12 weapon this early in the game!  And it's got Dissociative Wave ability, to add insult to injury, although I don't think there are many cases where that matters when an infantry unit is attacking.

I got an extra MK1 near the beginning of the game, I wonder if that has anything to do with the probabilities?  Also the MK1 is only equipped with my new attack strength 2 R-Laser, so maybe the game decided it needed to up the power of what it was giving the player?

Offline bvanevery

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Re: Battle Ogre MK2 on turn 46
« Reply #1 on: November 02, 2018, 03:47:54 AM »
Peacekeeper Ogre MK2 turn 91
Peacekeeper Ogre MK2 turn 91

These things have become common!  Lal got one too.  He's made piss poor use of it though, allowing the Caretakers to take some of his bases.

I've been at war with both, but Lal and I recently signed a Truce after I walked into one of his freshly colonized cities.  My own MK2, I haven't managed to deploy in anger yet.  I need to get it safely to target, and the target keeps changing.  At first I was going to go west across the ocean to the Caretakers, and that needed a screening fleet to get it there.  Then Lal got uppity and I started to move it onto land east of me to wipe him out.  I stole his tech and signed a Truce, making me think about the Caretakers again.  Then Miriam wanted me to fight the Cyborgs and I took her up on it, since they're powerful and sitting on the Monsoon Jungle nearby.  Now I need a modest fleet to cross the water over there safely.

I've changed the MK2 to "only" give a Missile Launcher, a Photon Wall, and a Cloaking Device.  Seems that predefined units don't change once you start a game though.  So, I'm going to see what the unbalancing consequences are of such a tough weapon and armor platform, used properly.

The original point of this game was to use chemical weapons against humans.  I simply haven't gotten to it, due to distance and logistical requirements.  I don't feel bad about making Nerve Gas Pods available as a Tier 1 tech, as there's so much stuff that needs to go into a good offensive.  If I had had an enemy closer to me at the beginning, it may have been different.  I do want to know if an X Scout is a good idea!

Offline bvanevery

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Re: Battle Ogre MK2 on turn 46
« Reply #2 on: November 02, 2018, 05:22:38 AM »
That MK2 didn't turn out to be so powerful.  Sure it would blow away the inferior armored units.  But a city full of such units, spamming them, can pretty much hold out indefinitely.  Eventually the little chips of damage eat away at the life of the unit.  If the AI had half a brain, it would have subverted my MK2 with a probe team.  Still, for version 1.25 of my mod I'll finish the nerfing of the Battle Ogres.  I'm not sure I've ever discovered a MK3, but if I do, I want it to be something sane.

 

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