Ankylon (Loyalist TEC Titan) range issues

The titans are just plain impressive, to test out my new Ankylon I took it to a pirate base by itself midgame. It was level 1 with only the tier one hull research done. By the time the entire pirate fleet was dead it was level 3 and I was no longer concerned about it dying... to anything.

It was in the pirate base that I first noticed some issues with it. First is it's engagement/weapons range. Against enemy fleets, absolutely marvelous, it leaves something to be desired with structures though. If you just let it do what it wants it will move to the absolute (or what it believes is the absolute) maximum engagement range which happens to keep a non-moving structure outside of weapon range for the titan. So it will just sit there taking hit after hit doing nothing. You must constantly babysit this thing to keep it effective or else it becomes target practice for the enemy.

Not sure if this is related or not but since it also involves ability ranges and the Ankylon, after decimating the pirate fleet I moved a dunov in to regen the Ankylon's shields before moving to the turrets. I used alt to see the ability range and the Ankylon was clearly outside it, yet the dunov was able to repeatedly target and hit it with shield regen at that range.

23,399 views 14 replies
Reply #1 Top

Not sure if this is related or not but since it also involves ability ranges and the Ankylon, after decimating the pirate fleet I moved a dunov in to regen the Ankylon's shields before moving to the turrets. I used alt to see the ability range and the Ankylon was clearly outside it, yet the dunov was able to repeatedly target and hit it with shield regen at that range.
End of quote

I could be wrong but I thought alt only showed weapon ranges. To see the ability range, hover your mouse over the ability icon.

Reply #2 Top

Pretty sure GoaFan77 is correct there. I'm just worried right now that the Titan becomes a game ender a little TOO well. Vs the AI I took out anupgraded star base (15khealth with all the weapons upgraded) at lvl 1 when it went through a minefield/turrets/hangers... Honestly, the pilot must have been drunk, I don't think he missed a single mine in the entire system....

Reply #3 Top

I can confirm this, happened in the exact same circumstances. The titan tried to engage the turrets, but they were outside it's weapons range. It just sat there taking fire.

 

EDIT: This happened with the Rebel TEC Titan too, while trying to attack an enemy hanger.

Loyalist Titan range issues

Reply #4 Top

Quoting pinback87, reply 2
I'm just worried right now that the Titan becomes a game ender a little TOO well.
End of pinback87's quote

I think the Titans power levels are right where they should be. They are not invincible, from my experience with them the best way to counter them is to kill them while they are at the lower levels and don't feed them xp. I really like the feel of both TEC Titans and I'm glad that these super units actually feel super.

Reply #5 Top

Same happened to me, also made a note of it in my own issue thread.

As to the overpoweredness of the titans. I fought an Ankylon titan in another player's own gravity well, and that thing regenerated about 80 hull damage per second. Even though my own Ankylon was two levels higher, I could not bring the enemy titan down and I had to retreat eventually. I think the Ragnarov wouldn't have a big problem with it, and maybe I should've put more ability points in the Ankylon's offensive ability, but I have yet to test this...

Reply #6 Top

Quoting GoaFan77, reply 1
Not sure if this is related or not but since it also involves ability ranges and the Ankylon, after decimating the pirate fleet I moved a dunov in to regen the Ankylon's shields before moving to the turrets. I used alt to see the ability range and the Ankylon was clearly outside it, yet the dunov was able to repeatedly target and hit it with shield regen at that range.

I could be wrong but I thought alt only showed weapon ranges. To see the ability range, hover your mouse over the ability icon.
End of GoaFan77's quote

Yeah you're right, I was hovering over the ability then. Sorry, skipped sleep to play and typing in the wrong stuff lol. Either way the titan was deffinitely out of range of the ability but still got targetted and healed. I think I might even have a screenshot of it, if not I can do it again and get one.

Edit: here it is and yes that is the range it was healing at

Shield regen range

Reply #7 Top

Same here. I also noticed this last night when taking out the Pirates.  The Titan would not engage the turrets until I made him get closer .  The other Issues with this Cap ship is, he likes to try and Broadside its targets.  this is ok, but the Beam arrays will not engage. the firing Arcs on the side mounts need to have a little more Fire Arc added to them..  the only way to use Beams is to turn the ship forward.  You end up loosing a lot of fire power when having to use it this way.  The beams need a better firing arc.

Reply #8 Top

i havent noticed range issues because.... the ship is basically invincible.

 

normal computer enemy, and pirates, about 40 ships in one of my planets without defenses. i sent in a level 2 titan... it lost shields, but decimated all enemies.

 

drove it into a pirate base, right in the middle of all the turrets and let it go to work. by level six, i dont think this ship is destroyable if the person puts their points into the ship correctly. 2 total hull points, 3 self repair/damage, 3 weapons, 2 allied shields, the lvl 6 ability and one antimatter point.

 

the titan shop also seems to move faster than my other capital ships (at times), even the new fast moving boarding one, dont know it thats intended or not, but seems kind of wrong.

Reply #9 Top

Quoting duskguy, reply 8
i havent noticed range issues because.... the ship is basically invincible.

 

normal computer enemy, and pirates, about 40 ships in one of my planets without defenses. i sent in a level 2 titan... it lost shields, but decimated all enemies.

 

drove it into a pirate base, right in the middle of all the turrets and let it go to work. by level six, i dont think this ship is destroyable if the person puts their points into the ship correctly. 2 total hull points, 3 self repair/damage, 3 weapons, 2 allied shields, the lvl 6 ability and one antimatter point.

 

the titan shop also seems to move faster than my other capital ships (at times), even the new fast moving boarding one, dont know it thats intended or not, but seems kind of wrong.
End of duskguy's quote

 

Its not invincible, It may seem that way  because your fighting pirates, but taking on the enemy in their own backyard with a star-base upgraded and you will loose the titan.  I ran into this and my titan was level 5  by the time I was able to remove the star-base my titan had only 2400 health left.  I don't see how that's invincible. and I had a small fleet helping him out and that fleet got wasted by the end of the fight.

Truthfuly Im a little suprised that anyone would be complaning about this ship being OP.  The AI is not even working that well currently so given the fact  that the AI is working good and how they spam fleets of frigates, the Titan will find its self out matched if I had tried this tactic with the AI is good working order, I would have lost my titan.  I don't see the Titan being OP. its supposed to be a killer ship and I currently like it the way it is.

Reply #10 Top

Titans are alright IMO, while Ankylon is a great over all tank, giving it enough passive abilities and the hull repairing skill it IS VERY HARD TO KILL pass level 3, however a decent fleet or a fully upgraded star base could still hurt the titan pretty bad. It seems to me that titans dont take that much punch from bombers but HCs and corvettes can be some how effecient against them. Ragnarov isn't as durable as Ankylon but it's sniping ability gives it a scary DPS(5000dph with 8-9 seconds cool down), my lv 8 Ragnarov beat out a fully upgraded SB only with shield and 15% hp down. At this point it seems the best strate is to get ur titan out ASAP, as it only takes 4 military slots and has no problem facing an early game fleet. Passing lv4 it's very difficult to level up ur titan.....

Reply #11 Top

Same issues with the Ragnarov. Even giving an attack order leads to the titan sitting around doing nothing quite a lot. 

Reply #12 Top

We're aware of this issue and investigating the cause. It actually occurs with any ship.

Reply #13 Top

I believe the Titans are not too powerful, I was playing a game earlier where I was with my level 5 Rebel TEC Titan against a planet with quite a few air craft hangers and a starbase that was completely leveled up. It had 20,000 hull and somewhere around 8,000 shields. My titan had 14,000 hull and 6,000 shield. I had all the abilities unlocked and 2 on the enhanced weapons (25% better), one on antimatter, and one or two on the hull integrity, the rest were spent on the "gun" abilities. I was attacking the starbase, but it was not dying very fast. They also had two repair structures that were repairing the starbase at almost the same rate as I was destroying it. They then sent in about 5 capitol ships around level 4 each. 1 Kol, 1 Dunnov, 2 of the troop transport ones, and one of the big missile attack one (I just can't remember the names lol). My Titan was down to 3,000 hull so I told it to retreat and it lived to fight another day, but they would have been able to bring it down.

Reply #14 Top

Quoting Yarlen, reply 12
We're aware of this issue and investigating the cause. It actually occurs with any ship.
End of Yarlen's quote

 

I hope a fix comes out soon. I would like to see a fully functional AI, this is where we can get a good feel for the balance. currently we are limping along playing the game and only getting a feel for the mechanics of the game. 

Thank you Yarlen,