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Feedback Space Age Asteroid Belt (SAAB)

qaccy

Emperor
I agree that new units should be strongest ever. How else can I use granny-button with one unit and 7 rogues. Thats what granny button is for?
Manual gamplay is for real players..duh

While I suspect that's the metric that a lot of players use to determine whether units are 'good' or not, there's also the case here that the SAAB units are simply worse than the ones we've been using for months in Mars.

The buffs they pushed out didn't really change anything important, and so the units didn't really get any better either. However, it would seem that suggesting ways to improve (or even just change) the units doesn't do any good, at least not for the age being commented on. Perhaps the feedback gets taken forward to later ages, so hopefully Venus will offer some more interesting units.
 

DeletedUser8707

Guest
While I suspect that's the metric that a lot of players use to determine whether units are 'good' or not, there's also the case here that the SAAB units are simply worse than the ones we've been using for months in Mars.

The buffs they pushed out didn't really change anything important, and so the units didn't really get any better either. However, it would seem that suggesting ways to improve (or even just change) the units doesn't do any good, at least not for the age being commented on. Perhaps the feedback gets taken forward to later ages, so hopefully Venus will offer some more interesting units.
I may confirm this.

Mars unit Sentinel is superrior against most SAAB/Mars combos
SAAB arty unit underperforms against Mars, but may do well if opponent is non-flying SAAB
SAAB Nail Storm underperforms against Mars, but may work fine if only SAAB(Sentinels still win because flying/range/first movement)

, units are what they are and I used Hover tanks long time after Future age - now I may use Sentinels... :rolleyes: next age... eh :eek:
 

podkap1970

Emperor
units are what they are and I used Hover tanks long time after Future age - now I may use Sentinels... :rolleyes: next age... eh :eek:
they had over a year to make 2 GB's and test the units, and this is the result, so disappointing
i would really like to jump to SAAB to see something new, but nah i will wait another era or you fix the troops!, get someone in your team who know how to be a little creativ ....
 

Sinitar

Regent
I may confirm this.

Mars unit Sentinel is superrior against most SAAB/Mars combos
SAAB arty unit underperforms against Mars, but may do well if opponent is non-flying SAAB
SAAB Nail Storm underperforms against Mars, but may work fine if only SAAB(Sentinels still win because flying/range/first movement)

, units are what they are and I used Hover tanks long time after Future age - now I may use Sentinels... :rolleyes: next age... eh :eek:
again the rocket troops has more initiative than the new artillery https://prnt.sc/s5nyqo https://prnt.sc/s5ofra
rocket troops vs nail storm https://prnt.sc/s5o4kg
rocket troops vs belt,drill ranger and shredder https://prnt.sc/s5o582
what?teslas have more initiative than nail storm? https://prnt.sc/s5o6xl
 

vesgouo

Baronet
In some eras, some "recurring quests" stop appearing under some conditions.
(Like "have 4 of a specific military unit")
Is there any SAAB recurring quest that stops showing up?

(I am trying to reduce the total number of recurring quests)
 

xivarmy

Overlord
Perk Creator
In some eras, some "recurring quests" stop appearing under some conditions.
(Like "have 4 of a specific military unit")
Is there any SAAB recurring quest that stops showing up?

(I am trying to reduce the total number of recurring quests)

There's none of them that make much sense in that lines. No "Have" quests. No "Research a technology" quests (tend to disappear with no more techs left in age). I think we're stuck with the full 15 (13 aborts until done the story. 12 aborts then).

---

Some of them you can reduce total aborts needed at the cost of a bit of the quest count.

i.e. the 150 + 200 FP quests. Can be 12 aborts per 2 quests and 200 FP. Or it can be:

150 FP for 1 quest + 12 aborts
50 FP for 1 quest + 12 aborts
100 FP for 1 quest + 12 aborts
100 FP for 1 quest + 12 aborts
50 FP for 1 quest + 12 aborts
150 FP for 2 quests + 12 aborts

This gives you 7 quests for 600 FP instead of 6. But doubles the amount of aborts in the process. Would you abort 36 extra times for 1 "free" quest? (Open question - I mostly won't be, but I have done it some early on as the amount of opportunities to spend FP I have is not unlimited)

Similarly while battle looping with defeat 40 units and win 12 without losing you can either replace anytime you complete one of the quests, or make sure to complete both in order to save abort clicks. In this case though with the amount of work that goes into the battles, I lean towards the additional aborts at least to some extent. I was doing 6 wins to complete the defeat 40, abort, 6 more wins to complete both, abort.
 

Devilsangel

Baronet
You developed the Mars colony and left them cash to move on without you) consider them as Mars credits and the new ones as Asteroid Belt credits
 

zlobnyj bot

Squire
You developed the Mars colony and left them cash to move on without you) consider them as Mars credits and the new ones as Asteroid Belt credits
How do some loans differ from others? I didn’t see the differences in the game and asked :)
Having explored Mars, we already have our first footprints in the Solar System, so now The Asteroid Belt is the ideal place for Mankind to get the needed resources to survive and keep going further.
 
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DeletedUser8707

Guest
There's none of them that make much sense in that lines. No "Have" quests. No "Research a technology" quests (tend to disappear with no more techs left in age). I think we're stuck with the full 15 (13 aborts until done the story. 12 aborts then).

---

Some of them you can reduce total aborts needed at the cost of a bit of the quest count.

i.e. the 150 + 200 FP quests. Can be 12 aborts per 2 quests and 200 FP. Or it can be:

150 FP for 1 quest + 12 aborts
50 FP for 1 quest + 12 aborts
100 FP for 1 quest + 12 aborts
100 FP for 1 quest + 12 aborts
50 FP for 1 quest + 12 aborts
150 FP for 2 quests + 12 aborts

This gives you 7 quests for 600 FP instead of 6. But doubles the amount of aborts in the process. Would you abort 36 extra times for 1 "free" quest? (Open question - I mostly won't be, but I have done it some early on as the amount of opportunities to spend FP I have is not unlimited)

Similarly while battle looping with defeat 40 units and win 12 without losing you can either replace anytime you complete one of the quests, or make sure to complete both in order to save abort clicks. In this case though with the amount of work that goes into the battles, I lean towards the additional aborts at least to some extent. I was doing 6 wins to complete the defeat 40, abort, 6 more wins to complete both, abort.
That was good one.

SAAB recurrings are quite pain and there is few quest´s you want 100% avoid, but I see that after you get FULL three recurrings you may then use some interesting "quest combos" eg. Population gain(build and sell)+Collect coins&supplies, battle´s+destroy troops etc.

Still I think that 15 recurring quest is quite overkill and there is some really "useless" quest´s what I really want hide/skip.
 

qaccy

Emperor
again the rocket troops has more initiative than the new artillery https://prnt.sc/s5nyqo https://prnt.sc/s5ofra
rocket troops vs nail storm https://prnt.sc/s5o4kg
rocket troops vs belt,drill ranger and shredder https://prnt.sc/s5o582
what?teslas have more initiative than nail storm? https://prnt.sc/s5o6xl

Nah, Rockets, Teslas and Nail Storms all have the same initiative (you saw this yourself in your rocket v nail screenshot). There just seems to be strange sorting when it comes to the enemy units, as they should be alternating turns rather than all of one type moving before any of the others do.
 

Sinitar

Regent
Nah, Rockets, Teslas and Nail Storms all have the same initiative (you saw this yourself in your rocket v nail screenshot). There just seems to be strange sorting when it comes to the enemy units, as they should be alternating turns rather than all of one type moving before any of the others do.
are you sure?
I tested before completing all the map and I notificied that with 8 teslas they have more initiative than nail storm
Edit
ehm,ok you're right https://prnt.sc/s6n55c
 
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qaccy

Emperor
I've noticed that Hover Hammers have the same AI quirk as Hydroelectric Eels in OF do. Normally, they'll charge across the field to whatever rock formation is furthest out (terrain bonus) on their first turn. However, when paired with artillery (like the B.E.L.T), they'll hang back and only move to whatever rock formation is closest instead. Seems like an insignificant difference, but it's something to be mindful of when using Rogues because it means the Hammers often won't be able to reach them even on their second turn and will likely attack your normal unit(s) (or transformed Rogues) instead.
 

DeletedUser8707

Guest
SAAB quest line, anyone knows what is last quest (what gives full three recurrings).
 
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