A SoaSE myth debunked.

SO... I have noticed that the general mood on these forums about one particular underused ship is... wrong.

I Have read multiple times on these forums and on ICO that the maurader cannot use its stabalize phase space ablity and jump away using its own phase node at the same time. 

 I have discovered that this is false.

A maurader can Have its fleet and itself jump away to a distant phase node in the same system.  I have not tested if the maurder can leave first... but for sure, if the rest of the fleet begins its jump, then the maurader can use its own phase node and jump away.

I thought this might change a few things... with this... a maurader and a fleet can use distort gravity to sneak past any phase inhibitors towards core worlds of an enemy... bomb it to hell... and if things get hot... jump back to nice friendly territory with no chance of being chased.

I discovered this in a game where I was winning... (which... stupid random map... was predestined from the beginning... I got neutrals galor... he got 3 magnetic storms and no phase lanes to half the map... kinda gay for him) ... I will post the replay as soon as my file hosting starts working.

14,638 views 11 replies
Reply #1 Top

The problem I have with stabilize phase space isn't its utility (which is fantastic).  The problem is getting a Marauder to level 6 <_<

Reply #2 Top

If I remember correctly, originally, the Maruader could not jump using's its own node since it had to stay in the grav well for it to remain active. They changed that for the better sometime later.

Reply #3 Top

To be exact, up until ~1.15 or so the Stabilize Phase Space ability was Channeling, which means that the Marauder had to be frozen solid to maintain the Stabilizer Node. If one is determined enough, he might find it in the changelogs, as I remember seeing it there.

So it's not a myth in reality. It's just outdated info ;).

Reply #4 Top

the ability is still channeling its just that in that recent patch they let the marauder move. It can still be interrupted though. apparently moving also includes jumping and since the node is active right up until it leaves the system it can use its own node.

Reply #5 Top

How can it be channeling and still move?

The two are incompatible.

 

...just checked the code. It is definitly NOT channeling.

Reply #6 Top

How can it be channeling and still move?
End of quote

because the marauder still has to be present for it to be in effect.  If the marauder leaves or is disabled the effect will be removed. apparently though the effect is not removed until AFTER the marauder jumps, which means it can use its own effect.

Reply #7 Top

So if it gets destroyed before all the ships reach their destination. Do they disappear?

Reply #8 Top

So if it gets destroyed before all the ships reach their destination. Do they disappear?
End of quote

I don't believe this is how it works.  My experience is that if the units were ordered to use the phase stabilizer node, they will complete their jump even if it's destroyed.  That is, if you order them to jump, the stabilizer is destroyed, and after that they begin their jump, they will still use the lane even though it's destroyed.  That's obviously a bug, however, so that might not work 100% of the time.

Reply #9 Top

Quoting Darvin3, reply 8

So if it gets destroyed before all the ships reach their destination. Do they disappear?


I don't believe this is how it works.  My experience is that if the units were ordered to use the phase stabilizer node, they will complete their jump even if it's destroyed.  That is, if you order them to jump, the stabilizer is destroyed, and after that they begin their jump, they will still use the lane even though it's destroyed.  That's obviously a bug, however, so that might not work 100% of the time.
End of Darvin3's quote

would require some pretty exact timing, but in theory, why not?

Reply #10 Top

I've seen the AI do it several times, where it's fleet is about to jump, so I blow up the stabilizer, then it gets in position and jumps anyways.

Reply #11 Top

its probably based on how everything in sins is done by the clock, not real time (i.e. damage per second, not damage per actual shot)

so, as of the second the fleet got the jump order, the fleet can jump, regardless of the fact that the stabiliser was destroyed the very next second...

sucks, but i doubt its game breaking