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Absorption Feat - OP?
Posted: Sat Jan 09, 2021 6:49 pm
by stryc
As far as I understand it, the 'Absorption' creature feat means that they effectively take no damage if the unmodified weapon attack damage is not higher than the creature's unmodified hitpoints. Thus, a creature with 200hp is effectively immune from any weapon that doesn't do at least 200hp damage (unmodified). Is this understanding correct?
Case in point: a stack of 1000 beasties each with 350hp and Absorption. I surrounded them with six multi-stacks of variously 'early game' (~40 turns) infantry, armour, and artillery and over the period of several turns they inflicted precisely zero damage to the beasties. Not a single hit was ever scored. I think this is because no single unit within the stacks was able to deal >350hp unmodified base damage. Effectively these things are unkillable until medium tanks with thumping great Howitzers are developed.
Seems a tad OP to have effectively invulnerable herds of these things every-bloody-where (if you take the wildlife option), being unable to do anything about them at all until the early stages of the mid-game. I don't mind having tough beasties on the roam, that's why I chose the option, but this feat makes them utterly indestructible for the first 50 turns or so.
RE: Absorption Feat - OP?
Posted: Sat Jan 09, 2021 7:06 pm
by redrum68
Absorption is definitely an extremely strong feature especially with higher HP creatures. It makes them pretty much unkillable until you have a few tank units to use on them. 350 HP on creatures is very high and haven't ever seen that myself.
RE: Absorption Feat - OP?
Posted: Sat Jan 09, 2021 8:12 pm
by KarisFraMauro
This is definitely bringing back some very painful memories...
RE: Absorption Feat - OP?
Posted: Sun Jan 10, 2021 6:44 am
by stryc
They are the 'dominant' life form on my current world. Dozens of stacks of 500-1000 of these things. Nothing on the planet is able to even force them to retreat. (They also Herd, have big HP boosts, Ambush, aggressive, etc...)
This is mostly what I wanted: a continual threat from serious forna but invulnerability is a bit silly.
Personally, I think the Absorption feat shouldn't be a binary threshold calculation, i.e., 349 damage does nothing but 351 does everything. Instead damage resistance should be a proportion of incoming damage to HP. So something with 200hp takes 50% damage from 100 damage weapons; you still need to roll in the bigger guns to do much to them but this means massed troops can still, at least, force them to retreat.
RE: Absorption Feat - OP?
Posted: Tue Jan 12, 2021 6:25 pm
by CharlieLine
Note that despite what the feat reads or what the combat calculation preview says - there is still a chance to ignore absorption and score a hit. Of course it's still incredibly difficult if your attack/defence value is below the threshold, but not impossible. It's a roll just like shield generators' prevention roll
RE: Absorption Feat - OP?
Posted: Sat Jan 16, 2021 7:15 am
by Mina
Yeah my first game has been kinda stuck because there's a set of species that all rolled Absorption+polymer, the latter of which makes them hard targets with polymer armor and +40% HP per level. I have to use my units to just camp there and stop them from pushing in my borders, they don't even have a chance to hit them at all, combat odds just show up as "unknown" if I try to take any offensive action.
It's turned the whole game into an absolute slog. Earlier fauna I encountered were tough but at least I could use artillery and surrounding to eventually break them, these things have been brick walls that I can't do anything to.
RE: Absorption Feat - OP?
Posted: Sat Jan 16, 2021 7:36 am
by zgrssd
Yeah my first game has been kinda stuck because there's a set of species that all rolled Absorption+polymer, the latter of which makes them hard targets with polymer armor and +40% HP per level.
I think you need AT-gun wielding tanks, AT guns or Bazookas to crack those nuts. All of wich would be avalible if you started on Tech Level 4.
You propably rolled a Medusa world on TL3 and wonder that your gear does not match up to the environment?
RE: Absorption Feat - OP?
Posted: Sat Jan 16, 2021 7:48 am
by Mina
ORIGINAL: zgrssd
I think you need AT-gun wielding tanks, AT guns or Bazookas to crack those nuts. All of wich would be avalible if you started on Tech Level 4.
You propably rolled a Medusa world on TL3 and wonder that your gear does not match up to the environment?
Siwa on TL3. I went for bazookas and got an independent battallion into gear as soon as I could but it couldn't do anything to them either due to terrain penalties and the infantry penalty for offense. I figured AT guns wouldn't do any better due to being soft targets and it took me a while to get some light tanks with HV guns. They can't fight them in mountain tiles though, so I'm gonna see how my roll for guided RPG troops goes.
RE: Absorption Feat - OP?
Posted: Sat Jan 16, 2021 8:26 am
by stryc
I'm 60 turns into a game with 300hp+ AbsorptionII beasties everywhere (dozens of stacks). These things put a massive blocker on any kind of development, both player and AI, which translates into a long, painful slog into the techs necessary to force these things back.
"Just start the game at tech level 4," spectacularly misses the point.
I still advocate a change to the Absorption feat to make the damage resistance proportionate to incoming damage rather than it being a hard, binary threshold. That way, at least, massed troops stand a chance of forcing a retreat rather than doing nothing at all.