Agent of Karma,
I see what our discussion is really about now. It's more about the amount of micro required to get an acceptable level of performance from a given unit, rather than the Overseer in particular. I have written this response with that in mind.
People use units which are good, and shun units which suck.
People use units which are both powerful and easy to use. You see to many Marzas because all they have to do is wait till the enemy is in the big blue circle, and then click the button. If a unit is poweful and easy to use, people will definitely use it. If a unit is very powerful, but complicated to use, most people will bring themselves to learn it anyway. Other units, which don't immediately appear as powerful, get shunned. Simply because the Overseer is hard to use does not mean it sucks. The benefits outweigh the costs. Overseers are excellent at keeping your fleet alive, even in late game FF situations, where the other repair cruisers falter.
So basically, easy + powerful = popular.
It's not easy to the non-pro, and the non-pros are the majority.
No, I'm not a pro. I win most of my games online, but my skill level isn't on par with the "all-star" players.
There are many levels to this game, which is what gives it a lot of appeal. Sure, if you want to, you can jump your whole fleet to an enemy grav well with everything on autcast, and then sit back and watch the fireworks. That's not the most effecient way to use your resources, but it's certainly one option.
My point is that you *don't* have to micro your Overseers. They'll still heal your other ships. No, they won't do as well as hoshis. That's because their ability works differently. If you want the most mileage out of them, you need to use some micro.
Units which cater to pros, and not non-pros, suck.
I beg to differ. There are three races to choose from, and a variety of strategies available to each race. If you want to play Vasari without using Overseers, you can get away with it most of the time. But you can make better use of your resources by keeping your ships alive longer (especially those nice high level caps). Learning how to micro a particular unit is just one step in improving your game. Things like empire management, fleet composition, and a strategic sense are also important to improving your game. And if you're playing against one of the "pros", then your game needs to be as good as possible.
Overseers can be considered a more "advanced" unit in terms of ease-of-use than the hoshi. If they were just as easy to use (ie: 360* ability arc), their ability would require a nerf to maintain balance. Probably changing it entirely to restore a certain HP/SEC like all the other repair abilities. This would dilute the differences between the races, and take another element of "skill" out of the game. Do this enough times, and the game becomes bland.
One of the things I about Sins is the multiple levels you can play on. You can play against a normal AI in SP, build some ships, send them in, and enjoy the fireworks. That's all some people want, and it's there for them. Some people like to add that personal touch and micro their caps a bit. They do a little better than the guy enjoying the fireworks, and they take pleasure in timing that flak burst just right. I want to get into the nitty-gritty and get as much out of my fleet as possible, and that's there for me. I can tell my ships when to move, when to attack, what to shoot, when to use which ability, and etc. Take that away and you're taking out a big part of the game.
Because I prefer more micro than less, by your same logic, I could say, "units that don't need micro suck and are noobish." I'm sure you'd disagree with this statement, and I do too. The differing amounts of micro required to use each of the units in this game doesn't mean that an individual units "sucks," whether the amount of micro be higher or lower than the average.
The rest of this stuff is more detail-oriented than is really nessesary, but I enjoy a nice debate.
Flak? Notice that the TEC player doesn't have to build and micro yet ANOTHER unit - flak - to keep his non-micro'd hoshis alive. You are saying Vasari does. So that's two units I must micro to pull all of this off.Flak? Notice that the TEC player doesn't have to build and micro yet ANOTHER unit - flak - to keep his non-micro'd hoshis alive. You are saying Vasari does. So that's two units I must micro to pull all of this off.
If my enemy has carriers, I have flak. That's a rule of thumb that only makes sense. If the TEC guy doesn't want to build flak, that's his loss. I hope has flak burst to fall back on, because if not, I will definitely have air superiority. Once I have air superiority, my fighters will kill off his hoshis, and that's the end of that.
As Vasari, I don't *have* to build flak, just as the TEC player doesn't. But that means I have to rely on cap abilities to gain air superiority, which is a bit of a shakier prospect.
Again, you don't have to micro the flak if you don't want to. You get more mileage out of them with micro. I haven't really found non-micro'd flak to be that useful, so I make a point to keep an eye on them.
And by the way, Kortul with jam weapons sucks too.
It's certainly the least poweful of the "big 3" anti-SC cap abilities, but it certainly doesn't suck. It's indirect, and can be kept up as long as the Kortul has antimatter (30 sec duration/15 sec cooldown off the top of my head). It's helpful in general, and lovely when fighting a carrier-heavy fleet. It's basically like giving all your SC a free pass to harass the enemy fleet for as long as you want it (and have antimatter). Forget the enemy's SC - let your sentinels deal with them. Send your fighters against his carriers or support cruisers. As long as you keep jam weapons going, your SC are free to deal with other concerns.
LOL - so now we are up to 3 units to micro?
No, you don't need subs just like you don't need to micro your Overseers. I'm specifying options. They're a pretty effective counter, too. What good do 30+ hoshis do if they're all locked down for a significant portion of the battle. In addition, since most TEC players don't micro their hoshis, that puts them in the middle of his fleet. Which means that his combat ships are getting stunned too, reducing his DPS and repair rate at the same time.
I've seen about as many subverters used online as I've seen overseers.
Another case of a complicated-to-use-unit being shunned by people who don't want to learn it, I fear. I usually don't use them because I don't need them. If I end up fighting another skilled player late in the game, however, you can bet that I'll be bringing out subs in force.
I've tried them many times myself. They die like flies, and they all jump to disable the same enemy unit if left on autocast (and half the time it is something like a trade drone).
They have the same type of armor as other support cruisers. They're not too expensive (particularly for a late-game economy), and are only 5 fleet supply. Build a bunch if your enemy is targetting them. Fly them in circles around his fleet. Put them in the middle of your flak. Distortion field isn't the only way to disrupt his fleet.
As for distortion field itself, that's an ability that I never leave on autocast. You're right about the autocast AI leaving a lot to be desired with this ability. Stunning random frigs that have wandered away from the enemy fleet is a prime example of why I micro this one. Plus it costs so much antimatter - you don't get many shots, so you have to make them count.
Manually casting them is ridiculous - nobody can do it in a real game except a pro. Subs are probably more useless in a real game than overseers.
It's another thing to micro. You have to figure out how to best apply them - that is, if you even want to use them at all.
Being able to selectively lock down portions of the enemy fleet is definitely not useless. It's a tough unit to use effectively - no argument there. But by being such, it adds depth to the game.
In short, subverters suck too.
I disagree, for the reasons stated above.