This early-middle game is quite crystal heavy, especially the initial setup of defenses. You may not have enough crystal to put out a sizable Defense Vessel fleet. If this is the case, don't be afraid to build disciples. They die fast, but they are cheap; run them behind your opponents LRMs to make them waste time turning to retarget you, while your Defense Vessels and fighters beat them down. Note that disciples, if ignored, can do at least some damage to LRMs, or more importantly, cap ships and the eventual flak frigates.
Disciples!!! These things are LRM meat. They're cheaper by only 20 crystal(same cash, same metal, same supply), take 150% damage from LRMs, have equal speed/accel, and do 75% damage to them. That's 75% of their already poor 8.5 DPS, coming to 6.375 DPS.
Seekers are MUCH better than Disciples against LRMs. They cost only 200 cash and 2 supply, no metal/crystal required, have the exact same shield power, hull strength and armor rating as Disciples, take 100% damage from LRMs, and do 200% damage. That's 2 x 3, or 6 DPS. The big kick is in that they can be present in twice the numbers that LRMs or Disciples can come in because they're cheaper and take half the supply cost. It will be harder for the LRMs to kill one Seeker than it is to kill one Disciple, while they'd be outnumbered 2 to 1 and therefore also outgunned. On top of that, the Seekers are also faster than LRMs/Disciples.
Your strat is heavily defensive, and only works if the lrm spammer is completely clueless as to the ideas BEHIND the LRM spam.Consider two things:Expert Vasari and Tec players vs Advent will rarely spam LRMs. Why? Because Advent ALWAYS goes defense/drone carrier, since Illums are crap.What does this imply? Why build the unit that's directly countered? Instead, build some light frigates, and econ up.You can still pressure the poor Advent with your light frigates, completely shutting down his expansions. Why?Defense vessels do a measly 21 * .25 (1 of 4 guns) * .25 (25% damage to heavy) or less than 1.5 dps per gun. With 2 guns firing (a fair comparison), you will do around 2.75 dps. On the flip side, light frigates (cobalt), does 200%, or 20 dps in return. You will get horribly butchered.Worse, your fighters do no damage to the light frigates OR the enemy capital ship. Once he sees drones, he'll probably pop a few flaks just as a counter to your bombers. Also, note that light frigates do 200% to drone carriers, and shut them down quickly.If you go disciples, as noted before, LRM spam will dominate you. So, since the tec (or vasari) player has a good idea what your army composition, he quickly counters and dismantles your fleet in open field. If he's smart, he realizes he has no reason to attack a fortified base with hangers and regen. So instead, the Tec player gets 2 civil labs, and spams trade ports while denying you the ability to leave your defended systems. While he booms across the solar system, you're stuck at your home, knowing that you can't fight him in open field.Eventually, he masses kodiaks (or Enforcers) and crushes you. Advent sucks
Light Frigates do 125% against Flaks and Carriers, not 200%. Still, they're faster than both and neither Flaks nor Fighters can touch Light Frigates. The Advent player can try to switch over to Bombers during the battle, but the 126 second construction time will see several Drone Hosts crumble. Even when they do get some Bombers on line, they won't be doing damage fast enough to save the remaining Drone Hosts.
So when the Advent player is stuck at home unable to expand, the TEC player, apart from developing economy and expanding, can get and extra military lab and build Arcova Scouts with Timed Explosives to keep harassing the fortified Advent and keep their tech level down(you don't want Destras coming after you). Provided the Advent player is unable to get synergistic capital ship combos and/or mass Destra Crusaders, a Kodiak rush should be able to crack the turtle.
A Vasari player could do the same thing, developing economy and running harassments with the Marauder/Desolator/Evacuator until he/she gets teched up Enforcers, or a teched up carrier fleet, or Returning Armada, and then proceed to clean up at leisure.
21 damage per shot back (without tech mind you)
91.2 damage per shot, firing every 4.8 seconds. That's 19 DPS.