Drone carrier AOE exploit - possible bug

The drone carrier shield logic looks like this - the shield shuts off once you remove it's link drones, we all know it. The trick is the drones are launched one by one, and therefore you can clean up the drones using an area weapon (the Neutron Cannon is the best choice) way before the last drone launches (with enough luck you'll actually have to kill only a couple of them to trigger the effect). As a result, the carrier shield will be down again (as you actually destroyed all the active drones, no matter there were only 2 or so at the moment) while it keeps launching the remaining drones, and the silent timer on the shield reactivation resets, giving you plenty of time to destroy the thing. Don't know if it's supposed to be like this.


  • ROCKFISH_HCKROCKFISH_HCK Moderator Posts: 570
    Hmm... probably not. Thanks.
  • troopitroopi Member Posts: 83
    edited April 2018
    Mmmm. But it can have an explanation. Maybe the drone carrier needs a minimum of x active drones to activate the shield. It's an impervious shield. -BEEP-, it should need A LOT of energy.
  • PedalToTheMetalPedalToTheMetal Member Posts: 149
    Heh, necro thread... Anyway, I'd say the shield generator(s) emit a lot of heat that can not be dissipated by the carrier itself so it redirects it to the drones that can also use it as a power source. Should you interrupt the launch by killing off all the active drones before they all are launched, the resulting heat spike makes the generators shut off until they cool down and can be restarted (hence the timer reset) :)
    In fact noticed the thing sometimes becomes pretty cheaty as in those later parts when the carriers are supposed to be a threat you usually have a fully upgraded Neutron (should you go for a Neutron-based build) and the named carriers become as easy as a drone itself :)
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