Report #2 for Beta 2Players: SM (Me) + SoB, Vs. DE + Necrons
Winner: Me + SoB
Map: Doom Spiral
Difficulty: Hard
Resource Rate: Standard
Resource Sharing: Disabled
Heroes: Enabled
Additional Comments: It was an interesting battle overall, I liked the action. With that said I noticed a couple of things worthy to mention, including one issue regarding LP capturing (only by the Sisters of Battle, and only at one point, but was noticeable nonetheless) and a lot of back and forth behavior from the Sisters of Battle's units during assaults, along with the same behavior with the Dark Eldar's Slaves. I will have to test more, of course, to see if those behaviors can be seen on other maps.
1)
Attacking prioritiesAt one point a Necron Warriors squad and the Necron Lord started attacking one of my LP's, seeing that and the fact that I couldn't properly counter attack them due to lack of units to do so I sent in my builders so that I could buy a few more seconds by repairing it while they fired at it. I thought at first that it was very risky because the Necron Warriors would (I thought) attack my builders right away.
To my surprise, not only did the Necron Lord ignored my builders, but the Necron Warriors too. They ignored my builders for a good minute or so, them desperately firing at a LP that seemingly refuses to die, and the Necron Lord who was probably having a couple of BSOD's trying to understand why its deathly strength failed him against such an insect of a treat.
Eventually though, they did (the Necron Warriors) attack my builders but only momentarily, only to try and back track their way to their base, but couldn't manage it since my Space Marines squads finally arrived and fought against them for a moment already, killing them all (well... if only Necrons could actually "die", but that's another story). So was it a priority related "issue"? I don't want to call it an issue though, it might well be explainable, I'm sure thudo, Larkin or Arkhan will come up with "oh but that's because of 'x'", although honestly I'd see no logical reason for choosing to endlessly attack an LP which is being repaired by enemy builders which themselves are well within the attacker's line of sight and should instead be the targets to prevent loosing precious time doing such a futile act. But that's just me perhaps.
2)
Dark Eldars' Slaves going back and forth between the Necron's base and theirsStarting at around five minutes or so I noticed that two Dark Eldars builders were having a little health walk between their base and their ally's. At first I thought that they might be searching for souls to harvest, but there were none at all, not even "around" it. They were more precisely going back and forth from a general area in their own base to a single Listening Post controlled by the Necrons which was very close to their (Necron) base. One of the wandering builders eventually definitely went back to his base, but the second one hesitated between perhaps offering his sorry soul to the C'Tan Gods or staying with his disturbing masochists family.
Eventually they both got killed, since in this match the DE died first. I will have to tets on other maps to see if that behavior repeats itself.
3)
Single infantry squad melee a building within the enemy's main baseThey say that the Sisters of Battle are courageous, and I can testify it now more than ever. At around 8:40 there's a Battle Sister Squad inside the Dark Eldar's very base valiantly letting know what's the power of the Emperor like to a poor Dark Foundry. I still am quite new myself with the lovely women of prosperous faith, but from what I understand, at least in the earlier Tiers, that specific infantry's ranged attacks is stronger than its melee attack's damage.
I'm trying to figure out why would such an infantry type (light infantry) even dare attacking inside an enemy's main base. It must have to do with the harassing tactics, but harassing an enemy after 8:00+ minutes of play the same way you'd harass them at 3:00+ minutes might not be very valuable anymore, at least not from a single light infantry squad. Now, even if it has nothing to do with harassing, which might well be the case (if I understood your guys' coding I could give more details and be more precise, of course), then would it be at least possible to make them attack the said target with their strongest attack type unless they have to go with the secondary one to survive? In other words, I'm talking about the attack type priority. If their ranged attack is stronger (even if just negligibly), and if that squad isn't in an immediate danger, than why would it be using its weaker attack. And above all... why in the Emperor's name would a Dark Foundry be the target of choice in the first place (why not a Listening Post instead).
This picture was taken a few seconds after they started to get attacked (finally) and left the building alone to go back to their base for gathering purposes.
4)
Immolator attacking infantry after Melta upgradePerhaps a good source of discussion in the coming days and builds. We'll have to figure out a "just middle" for that, in the same way we reasoned the usage of the Dreadnought's ranged weapon upgrade. In this case however I do know that the Immolator's default attack is way more effective against infantry. If the Immolator is being upgraded, then its attack priorities should be switched to buildings that he knows the location(s) of in the map, instead of attacking infantry squads and doing minimal amounts of damage (and in my match let me tell you that the Necron Warriors didn't have any problems against any of the Immolators thrown at 'em).
The Immolator's Melta upgrade should certainly not be dismissed though. I've seen it in action in my match, and I know I wouldn't want a non-upgraded one mainly attacking buildings. So a mix of both with proper attack priorities could certainly help the cause in my opinion, and of course if at all feasible by the coders to do such changes if we deem them necessary in the end.
5)
Listening Post capture hesitation by a SoB squadAt a single point in the match I've clearly seen a squad of Sisters Repentias
starting to capture one of my previously owned Listening Post. I had lost it during a previous Necrons units confrontation, and the Sisters of Battle came to my aid (let me tell you I was more than happy when it happened since the Necrons were seriously threatening me by that moment, that's certainly answering one of the posts above concerning the A.I help behavior towards its allies, it works properly, they just need to be able to do it under proper circumstances, such as having enough units and/or resources to do so and more importantly not being under attack). After a few seconds they suddenly left their capture alone and back tracked.
Now here's the even more interesting point. When they went "back" towards their base I thought "ok, leaving that LP alone is not a good thing, but if they at least go away to gather than it might just be a problem with the gathering priority over the priority of capturing a LP"... but no. When they back tracked they did so to one of my own LP which was already taken since the early moments of the match. They did not gather per se, with any units at all. They just... you know, they just started to capture a LP, they left it before they were done capturing it, only to back track a small distance away for no apparent reasons (at least no visible to a tester's eyes). That same squad eventually joined a bigger group that was preparing to attack the Necrons for good this time, but that group in question already properly gathered its composing units moments earlier. In other words I don't clearly understand why they did that. At first glance, and I will repeat myself here, they did it because they thought they had to gather (perhaps with the bigger group I mentioned) and they left the LP alone before finishing capturing it. That means that, if it has to do with the gathering behavior, the priority for doing so (capturing a LP) should perhaps be revised.
On the other end of the spectrum it might have been related to the map itself... but I'm not sure.
6)
Sisters of Battle units having a back and forth behaviorOk, now this behavior is new to me. Well more or less.
I saw back and forth behaviors in many Beta builds in the DC days, but it usually concerned the builder units. Some times (and anyone back then who were testing with me and the coders too will certainly remember that) it concerned whole armies going from one point to another without ever approaching an enemy's base (and the enemy doing the same thing, resulting in an eternal A.I gathering-for-launch issue without attacking each others at all unless they somehow managed to get within each other's range at one point or another).
With that said, what I noticed with the Sisters of Battle during the majority of the match's duration is a mix between the two points mentioned in the previous paragraph, but to reduced extent. I'll do my best to explain it. It consists of having one group of units going for the enemy's base. Now let's pretend that the group is a mix of all types of units, infantry, vehicles, air units and heroes alike all participating in an assault. So far so good. But then, that's when it gets strange and the behavior is clearly observable. Let's be more precise, shall I...
Ok let's say you have three Battle Sisters Squad, a Canoness, two Immolators and two Penitent Engines, all of them properly seemingly moving altogether as one entity towards the enemy base. The issue in itself (if I can call the behavior an "issue") consists of having say... one of the Penitent Engine very abruptly separating itself from the "main group" to go in the group's opposite direction
but only for a certain distance. It does
not go back all the way to its base, nor even goes back to a Listening Post. It's just doing some back and forth moves between the main group's immediate surroundings and a "certain distance away". A distance away which is large enough to prevent the evaded unit from attacking with the main group at all, as it was I presume surely initially intended.
The behavior I'm referring to here can clearly be seen, at least in the match in question here, through the whole duration of it, and by all of the Sisters units. What I mean by "all" is that at one point you'd see the example I gave in the paragraph above, but that time it wouldn't be a Penitent Engine but would instead be a single... or perhaps two squads going away from the main assaulting group. Later you'd see air units doing the same, or even some times the Canoness. The behavior itself concerns I believe all of the faction's units really, from what I've seen.
Now why do I bring this point?
Well because
that behavior was limited to the SoB. I did not see it happen with the Necrons nor the Dark Eldar.
Now a question would be: Is that behavior game-breaking? Is it negatively influencing the whole tactical decisions and actions of the faction? Would it have been noticeably better for them not to have such a behavior? All of those are good questions for which I'm afraid I don't have a definitive answer. In my match it did not really seem to affect their overall efficiency, quite honestly, but perhaps that given the proper situation it might have made the difference between loosing and winning a battle. If the behavior is intended, then I'm sorry to even point at it, however I'd like to understand the reasoning behind such a behavior.
Additionally please keep in please that all of
the concerned units here did not go back to their base for repair. Some of them do that, but then it doesn't fall within the issue I'm referring to, it's a separate behavior altogether. It's very difficult to notice it with pictures, the best way is obviously to see it in action.
Here are a few edited pictures showing the "evading" unit(s) away from the main group...
Closing Comments: Well, phew... all of this only comes from having watched the replay once, and from having played only in a single Skirmish so far, and obviously concerns only three factions out of nine. There's much more to see and to do. But overall I must say that I am pleased by this build, outside of the few (so far) issues and concerns I'd say that the overall tactical decisions were good, and the defensive behavior was good too, for example I like to see turrets and mines around Listening Posts, it seems to occur more often than in Dark Crusade, which in my book is a good thing (more often than not did this A.I in DC filled the main bases with all available turrets instead of placing them on the front lines to hold more territory and to hold it more solidly).
Now all I need is more beers and a few more sandwiches for my next reports
Edited by Zenoth, 19 March 2008 - 10:23 AM.