Can't support thor(s) no matter how much energy I have

Started by daniels220, November 16, 2013, 12:39:46 AM

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daniels220

Thors seem to charge slower than they fire. It starts out roughly equal when the thor is only firing LR guns, but with +4/5 fire rate upgrades it's losing ground quite quickly even then. Even with no upgrades, beam firing is basically a permanent deduction from the thor's energy reserve. I'm playing teks' thor's thunder right now and with all the lag it's so frustrating to have to pull my capped-at-3 thors away from the front lines (or "disarm" them) for 5+ minutes realtime before I trust them again.

They also take _forever_ to charge intially, and because of this issue I don't dare send them out without at least 2k in the bank.

Any chance of doubling or more their charge rate? What would be really cool is to (a) have the charge rate adapt to firing conditions (when firing) and then have an "idle charge rate" slider that goes from like 10 to as high as 40 energy/second.

Echo51

Do you also get the packet speed upgrades along with the firerate upgrades?
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knucracker

I made it that way on purpose.  It tends to make it advantageous to load up the Thor before sending it out on a mission.  That said, you can turn off some weapons to save energy.  I usually turn off a front cannon at least.  Or if it is for spore defense I turn off everything but the beam.

daniels220

Even with one cannon turned off, maxing fire rate causes it to slowly lose energy when firing continuously. Could the charge rate at least increase with fire rate upgrades to keep the same balance?

And yes, on the mission in question I have close to +50 packet speed, and the CN -> Thor path is 100% relay.

Grauniad

I think it's designed such that Thor is NOT a continuous-fire weapon. You can load up the massive 3,000 ammo, but then it will slowly lose ground if used continuously.
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Grayzzur

It's an overpowered super weapon. It shouldn't be perfect.

And if you really have plenty of energy to spare, you can build 2 or 3 or more of those beasts.
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NFITC1

I was sad it wasn't as self-sustaining as it was in CW1, but I understand the limitation if the player can possibly have 3 of them.

Quote from: Echo51 on November 16, 2013, 04:11:00 AM
Do you also get the packet speed upgrades along with the firerate upgrades?
Packet speed has no bearing on how fast something charges. The ammo packets won't come out of a CN faster than 4 packets per second for any unit requesting them. Obviously it will traverse the map faster as the packet speed is upgraded, but only build packets can be upgraded to come out faster (the build speed upgrade).