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Retreat

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11 years ago
Jul 9, 2014, 8:02:46 PM
Needs to either be massively nerved, or turned off. This is annoying.
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11 years ago
Jul 9, 2014, 8:43:15 PM
It locks up my fleets by running away and coming back the same turn. At least they should lockdown retreat so that you burn all of your movement points by retreating.



So annoying.
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11 years ago
Jul 9, 2014, 9:10:42 PM
That would help. And of course they have hoards of invasion fleets so even if I do separate my almighty battle group they just keep coming back. smiley: mad
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11 years ago
Jul 9, 2014, 9:45:30 PM
They also glass cannon their invasion fleets, so they are a throwaway. Ugh. There should be a higher order battle card that negates a white flag retreat or a hero skill. Something.. I don't know.
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11 years ago
Jul 10, 2014, 1:29:38 PM
Another idea. If you move into a blockaded system, you are unable to initiate combat or a blockade of your own for that turn.
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11 years ago
Jul 11, 2014, 9:07:56 AM
Well currently to retreat you only need 2 shooting parts of the long range phase, where missiles are best....and can't get to you.



Personally I have always wanted it so that certain cards can only be used in some phases, so retreat can only be done in the midrange phase.
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11 years ago
Jul 11, 2014, 11:28:32 AM
Igncom1 wrote:
Well currently to retreat you only need 2 shooting parts of the long range phase, where missiles are best....and can't get to you.



Personally I have always wanted it so that certain cards can only be used in some phases, so retreat can only be done in the midrange phase.




Something needs to be done to nerd retreating.
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11 years ago
Jul 12, 2014, 5:54:27 PM
Last game, after playing many different custom factions, I returned to a Sheredyn-based race that, of course, doesn't allow retreats. In some cases, I miss the opponent trying to retreat because I don't take any damage when they do. With my other factions, my ships have long-range kinetics and long-range beams. I can kill most fleets outright that try to retreat and decimate those that do survive.



That being said, I wish missiles would hit retreating ships. When I'm not playing Sheredyn, I don't use missiles much for that reason.



Retreating could use some improvement. As it is now, it can be overcome. However, it does really limit your choices in designing effective ships.
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11 years ago
Jul 13, 2014, 12:30:19 PM
coyote303 wrote:
Last game, after playing many different custom factions, I returned to a Sheredyn-based race that, of course, doesn't allow retreats. In some cases, I miss the opponent trying to retreat because I don't take any damage when they do. With my other factions, my ships have long-range kinetics and long-range beams. I can kill most fleets outright that try to retreat and decimate those that do survive.



That being said, I wish missiles would hit retreating ships. When I'm not playing Sheredyn, I don't use missiles much for that reason.



Retreating could use some improvement. As it is now, it can be overcome. However, it does really limit your choices in designing effective ships.




What you're describing is a weapon imbalance. Melee shouldn't be effective at long range, and lasers should have major penalties. This is such a fantastic game, but it needs that re-balance so badly.



Like IGN said, retreating needs work.



Here's another idea on how to handle it: Ship speed. The faster your ship is, the easier it is to retreat... BUT... once you retreat from a fight, you shouldn't (even if super high speed) be able to re-enter that system again during that same turn (because you used all your full to escape or your fleet is afraid etc). The Hissho have a good mechanic for that. If you retreat, your hero suffers.
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11 years ago
Jul 14, 2014, 4:58:24 AM
Nasarog wrote:
What you're describing is a weapon imbalance. Melee shouldn't be effective at long range, and lasers should have major penalties. This is such a fantastic game, but it needs that re-balance so badly.





Perhaps it is an imbalance, and perhaps a re-balance is needed. However, as long as the weapons remain the way they are, you can overcome retreating fleets.
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11 years ago
Jul 14, 2014, 5:01:13 AM
Heads up, you can turn off retreating by removing 'BattleTechAction0' from 'TechPlayerStart' in Technology.xml

iirc I saw an offensive retreat somewhere too Im sure can be turned off somewhere. Might work for anyone who just cant stand retreating at all.
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11 years ago
Jul 16, 2014, 2:15:48 PM
Scrivener07 wrote:
Heads up, you can turn off retreating by removing 'BattleTechAction0' from 'TechPlayerStart' in Technology.xml

iirc I saw an offensive retreat somewhere too Im sure can be turned off somewhere. Might work for anyone who just cant stand retreating at all.




Sure, but I don't want it to be turned off, since it's a viable tactic. I would like for it to be fixed.
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10 years ago
Aug 10, 2014, 9:04:08 AM
Retreat should be changed for sure. I think it could depend on engine speed. The slowest ships will require more time before being able to retreat as opposed to faster ships, meaning there will be less targets left and more damage done to the slower ships before they can depart (if they'll even manage to survive at all). Or make retreat not possible in early phases and make ships suffer more damage when they try to retreat as opposed to entering battle stations, meaning they're fully prepared for combat. Retreat should be an option to save your fleet, but shouldn't be used to escape with impunity. I think the best workaround this issue is by creating more fleets that are a bit stronger than enemy fleets, so they either decide to stand and fight or they'll keep retreating and will soon face the wall as your ships will proceed in conquering their worlds.
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