Did anyone say, that they won't look into balance in upcoming patches?
Does Windexglow the forumite count?
Yeah, I didn't think so either...
2. Culture in the game feels a little weak in the game. It can only be used on the defense, and does not show up effecting any thing in the info cards. Also It is so very very easy to counter with very little resources put into it.
OK, I'm not sure
what your saying here. Cultures primary bonus is the ability is increasing your planets allegiance by 10%, netting you 10% more "income" (relative to base 100% allegiance, not planets distance based allegiance cap...). Which is to say, your home world produces 110% nominal, planets one jump away go from 90->100, and on the fringes of your empire, 35% becomes 45%.
It also has a powerful secondary ability depending on race and research, giving either increased shield mitigation, anti matter regen, or damage output. And just to add insult to injury, if you can keep an enemy planet under your influence for long enough (its doable, I've
done it in the current version) you can cause it to decolonize, and be uncolonizable untill they drive your culture back somehow!
3. Fighter and bomber problem: The carriers do not seem to fit into a balance fleet well, and almost have to be spamed, in order for them to be useful. There were all ready 4 post a least on this problem.
1.04 is working to try and improve that already... that said, I've always found carriers a powerful and useful part of my fleet, if only because most people
really skimp on flak. And even when they don't forget, in the late game its
easy to mow down flak with your kodiaks, leaving the enemy naked against your carrier forces. With fighters wiping LRMs and support cruisers, and bombers doing a number on the HCs, life is good.