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Nasty Nasty Trends

Nasty Nasty Trends

I see two trends in this game now, and it's quite frankly sickening.

1. Spam Long Range Frigates. Pretty simple. Doesn't work as well with LRM's as much anymore, nor with assailants. This is getting at Illuminators with the 1.04 patch, but it's still annoying. A very good player can have illums up and running about 6-7 minutes into the game. They're easily the strongest LRF and the only effective counter is another LRF spam or Flak. I don't consider the flak a trend though because I VERY rarely see anyone do it. No one does it because once you spam flak, well....you have a fleet of flak. The other counter, and this is what people seem to do nowadays is....

2. Tech straight to HC's. What the hell. If there's one thing that annoys me is the balance of the Heavy Cruiser. Ok, I understand that it's the most expensive cruiser in the game, so it better be damn good, but it has no effective counter. Bombers do the trick fairly well, but one flak will counter 4ish fighter/bomber groups, so that loses effectiveness. The only other thing that has an attack bonus percentage (look it up people) is the HC. Wow. The counter to this is another better implemented HC rush, or my personal favorite, repulse and stall the shit out of him until you can destroy his military labs and build a bigger fleet.

I don't see much else that works. Econ boom will get you rushed before you can effectively respond. Sova rush is effectively repulsed now by a competent player. A scout rush in the beginning will at best stall your opponent so you can rush to lrms yourself.

People don't go for more interesting opening moves because of how easily countered everything is by early lrms, and how dominant late game HC's are. I don't make fleets of Light Frigates because I know they'll be eaten by LRF's. I don't make flak because except for LRM's and fighters, there's not much they are good for, and a lot of the time they get chewed to bits by lrm fleets if I'm not careful (this mainly applies to illums). The fighter cruiser is too easily countered by flak, the support cruisers only make up 10-20% of the fleet, and HC's are what everyone ultimately goes to and spams abusively.

I want diversity. That's all. I just know now when I sit down for a smaller map, it's going to be LRM spams. When I sit down for something 2 v 2 medium random or 3 v 3 large single star, it's going to be HC rush. You're too far away to stop your opponent from doing it and it gives the best punch in the early game stages.

It's just sickening.

21,033 views 53 replies
Reply #26 Top


Sins contain 5 types of combat frigates, with designated roles.

4 tpes of cruiser class things with difrent roles.

Its not like we got big pallet of ship types to chose from.

LRMS/Illu/Assi are consideret "main battle unit"

It is like the meat araund your bones. Before you are in strong enought position to go HC.


IC wanted to nerf the "main battle units"

What realy happened is that IC failed HARD, and the person responsible for the balance change shuld be spankked.
IC wanted to nerf Flak against bombmers, what happened is that flak is now useless as "LRM spamm" countter.
IC wanted to "balance" illus by chainging theyre damage type from "anticapital" to antimedium, nerffing flaks against them even more useless!

As i see it now, Javelins and Assilants are well balanced, Illus are out of whack.

Illus HP change make em laught the flaks off. And who in his right mind whuld give them 3 firing archs when Advent Mothership poses ability to cast Malice?

Lvl 5 mothership with 20 illuminators will rip appart anything other races can come up in same time when you get the show rolling. Making advent king of the hill.



Reply #27 Top
The TEC can still roll over the Advent (and the Vasari, of course), on small maps where there will be early combat. Just can't beat the inexpensive cost of those LRMs.

Part of the strategy of this game, IMHO, is figuring out which race will do best on a given map with a given number of players and settings.
Reply #29 Top
The real problems with these spam strats is that no one is playing FFA with unlocked teams. FFA with unlocked teams makes the game play more like RISK in that you do not know who your friends or enemies will be. If there were more large FFA games played, then the problem addressed above would disappear because of the uncertainty of opposing attack.

The entire point of this game is to create an empire building situation, which is not happening enough. If we can push to focus on the empire building aspects, then everyone would have more fun strategizing and conquering.
Reply #30 Top
I have yet to play a strat where at some point in a multiplayer game a player doesnt spam units to some degree, how can you have epic battles with small amounts of units , it would be crap? I am the first to admit there are issues with the game but at the same time we dont want to go down the road where people need a masters degree to play the thing or have way to much complexity for counters, all that is going to do is make the game inaccessible for the silent majority. I have no doubt the devs will set things right , I apologise in advance its just there are too many factors when it comes to myself and many others on this forum, we are all at differant levels and theres no way of knowing peoples true motives so I would rather leave it to the devs since they will have intimate knowledge of all aspects of the game and from where Im sitting seem to be the best people to decide whats best balance wise for the game, I mean lets be honest if it wasnt for players exploting the system in the first place we wouldnt be in this position.

Cant believe people are moaning about HCs , they are good but not as good as people are saying, TEC are the hardest faction to win with in my view and yet people are looking to weaken them further, offcourse they have to spam because all they have is ecco and paper ships. (I knew that when I started using vasari and then advent is a whole differant story , point is there is much stuff to think about before going near TEC because LRM spams are easily beatable by a decent player)

Currently the mix of tec units isnt too bad , you pick your strongest units and put in hoshikos and what not. The way its going to end up is like okay to be succesful you need lots of units but too much differant types and its going to be a hassle every single time you want to create a quick attack fleet, I think fleet composition is great its just the stats on certain units need altered that is all. (TEC leaves alot to be desired, they have one remotely okay unit and everyones not happy - far worse problems in game than TEC, put TEC on par with the other factions overall then alter TEC, TEC seems to me like 1 limited window of oppurtunity to rush win or screwed many times and most of the time that isnt feasible on anything but small maps and I dont play small maps)

Im guessing IC has possibly put to much credence on some of the stuff on the forums , you put all that together into fixes and consider the fact everyone has their own motives you have serious inbalance.
Reply #31 Top

*epic bump*

I stumbled upon this. Figured I'd give it an epic bump. Little disturbing that over a year later we're basically back to square one. I made this post about three months after the game came out and the Illums got their buff in version 1.05 for orignal sins. Little scary.

Reply #32 Top

 :rofl:

 

all these patches and even an expansion later, and were back to square one... nice.  Sure looks like devs are stuck in a rut :-"

Modds to the rescue :waaaa:

Reply #33 Top

lol alien amish i rest my case

return home never to return to this galaxy

Reply #34 Top

Little disturbing that over a year later we're basically back to square one.
End of quote

Not entirely; carriers are certainly stronger than they were back then (bombers in particular; try to counter bombers with flak alone and you're liable to lose your capital ships, and very likely to lose some labs).  That said, illums and lrf in general haven't changed... and perhaps the biggest problem is the fact that they literally haven't changed.

Reply #35 Top

I think that really all the illums need is a bit of a hull points nerf.  They're a little too beefy for an advent ship, but they still need to have really good shields because that's one of the things the Adcent are good at.  Cutting into their survivability a little should at least be a step in the right direction. Just don't want to have a knee-jerk reaction and make them completely useless.

Reply #36 Top

don't forget your SCOUT spamming

Reply #37 Top

Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums.

In fact, I find that: Vasari are more popular than ever!  And the 1.1 Marza buff/fix reinvigorated TEC.

Reply #38 Top

Quoting SageWon, reply 37
Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums.

In fact, I find that: Vasari are more popular than ever!  And the Marza buff reinvigorated TEC.
End of SageWon's quote
Maybe the player base is full of masochists? :D

 

:fox:

Reply #39 Top

Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums.
End of quote

Perhaps not everyone, but I'm seeing a lot more Advent in the game lobbies these days than I should.  Sometimes I'll be in a 2v2 and I'll be the only one who is not playing Advent.

Reply #40 Top

Quoting Darvin3, reply 39

Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums.


Perhaps not everyone, but I'm seeing a lot more Advent in the game lobbies these days than I should.  Sometimes I'll be in a 2v2 and I'll be the only one who is not playing Advent.
End of Darvin3's quote

The advent in late game are pretty much unstoppable... a well balanced late game fleet can eat fleets twice or even three times its size with little to no loss of ships.

The TEC and vasari can't do this, but they have other things going for them. Phase missles and uber-eco mostly.

Illums are powerful because they are the hardest lrf to get, but yes, they are overpowered.

The vasari need more ooompf, the TEC are alright, and the advent just kill and kill..

Hopefully the next patch :thumbsup:   but that's what we said three patches ago...

Reply #41 Top

I wonder if this can be modded...

Except, that kinda sucks, cause it doesn't exactly help you with online play.

Reply #42 Top

I played with EadTaes on his mod today.  It does work sometimes, but you have to have people on your friend list.

Reply #43 Top

Wow I started reading and thought this was a new thread.Thats crazy!!

Reply #44 Top

Things are the same, but different. 

In the world that spawned this thread the LRM was the long range frigate of death, not the Illuminator (Pre 1.04).  Illums were anti-capital damage ships back then and could actually be fought with cobalt spam (I did it a couple times..hehe).  Illums were still effective once you massed em enough, but they were a bit harder to get rolling.  Advent end game fleets were actually harder to fight due to the pre-nerf Progen and Radiance, and Repulse was a double edged sword that could throw enemy ships halfway across a gravwell.

Vasari had the familiar early game rush advantage and serious mid game challenges that they do today -- with the caveat that if you survived and teched up to either Subverters or Returning Armada, Vasari became very hard to stop.  I liked to get both and fondly recall one epic 5v5 game where Raging Amish was across the map and he killed off my team while I killed off his team on my side of the map.  These are heavily nerfed now, which is why Vasari players tend to rely on their Starbases.

Long Range is king again because while carriers are more effective... so is flak!  HC's are effective if you aren't fighting Advent, but since there are plenty of Advent, you have to rely more on your LRF...of which the Illuminator is the current king.  Bombers are also harder to stop than fighters, which can make bomber fleets effective at stopping HC's.  The game is more balanced in some ways, but not in others...chiefly in that it is very hard for any race to counter a mature end-game Advent fleet right now.

Reply #45 Top

The Advent need a strong late game fleet though, they start out with a pathetic lf and it takes a little while to get illums. The mothership helps, but until an advent player gets sufficient illums or carriers, they can be pretty much ignored. If they were weak both early game and late game there would be no reason to play them.

I think the Vasari need some luvin though, their biggest threat to the Advent (subverter) was nerfed to hell and back...

Reply #46 Top

Yeah. Cykur. You pretty much hit it on the nose, and while I look at it differently, we come to the same point.

Personally, i see it like this. In 1.05 ( which is when I wrote this, I feel like singing "those were the days" when we think about 1.04 ), the Illum got massively buffed and it created problems. Fighters were too expensive to counter them, and even if a person had sufficient fighters, flak were so strong they eliminated that threat.

Since then, we saw carriers get about a 15% cost cut I think it was, and flak got a damage nerf somewhere in the 1.1X range. That's why 1.1 was the closest we had to balance. While Carriers were definitely the best option for the fleet, they weren't necessarily OP. They needed a slight fix yes, but then the devs brought the game back to square one by doing:

1. For the life of me I can't find it in the change logs, but somewhere flak either got buffed or they were uber-strong against fighters to begin with. Either way, flak currently wipe the floor with fighters (as they should).

2. Carriers were slowed down. This one still boggles me. LRFS can currently chase down carriers. That's just wrong.

So yeah. Different scenario, but the end result is the same. Illums = all powerful.

The only thing that's changed really is that flak no longer are a sufficient counter to lrf. They used to do enough dps to do the job (that's also why flak were so good against bombers), but nay. They have been reduced to the role of anti-fighter, which is fine imo.

 

Reply #47 Top
The Advent need a strong late game fleet though, they start out with a pathetic lf and it takes a little while to get illums. The mothership helps, but until an advent player gets sufficient illums or carriers, they can be pretty much ignored. If they were weak both early game and late game there would be no reason to play them.
End of quote
Disciples actually have the highest DPS per cost / supply cost. Yes, they are weak, but there are more of em. Later on Steal Antimatter is very good too.
1. For the life of me I can't find it in the change logs, but somewhere flak either got buffed or they were uber-strong against fighters to begin with. Either way, flak currently wipe the floor with fighters (as they should). 2. Carriers were slowed down. This one still boggles me. LRFS can currently chase down carriers. That's just wrong. So yeah. Different scenario, but the end result is the same. Illums = all powerful. The only thing that's changed really is that flak no longer are a sufficient counter to lrf. They used to do enough dps to do the job (that's also why flak were so good against bombers), but nay. They have been reduced to the role of anti-fighter, which is fine imo.
End of quote
Around the time carriers got build penalties, flak got fixes to how it selected targets with its various banks....this is my understanding. So flak started "working properly"....I think it was 1.02. I actually agree with the carrier slow down.....I just wanted the carriers to be near as effective as they were in 1.01! I'm glad I don't know that flak is ineffective....I still use it to kill all sorts of things. =)
Reply #48 Top

Just play with mods, the Mad Scientist Mod 2.5 is a good place to start and its SO much more satisfying!

Reply #49 Top

<-- plays on a crappy laptop that can't really handle it. I've tried.

Reply #50 Top

[

Quoting theRetroboy, reply 18
Bump HC and Illum supply. It's hard to spam when your economy starts going in the tanker to feed your fleet.

One other option (perhaps the same as reply #1's?) is to bump the supply by a "fleet count" mechanic. If you build 4 illums, that's 6 supply each for a total of 24 supply. But the fifth, sixth, seventh, and eighth, etc. costs SEVEN supply, reflecting that the ship requires more of the dwindling trace raw materials beyond crystal and metal that are necessary but not counted as inventory in the game, and specialized crew are running out. And the ninth would cost EIGHT, and so on. The figure could increment by one for each four identical frigates of a type, and 1.5 or 2 for each pack of four cruisers, or increment by one for every four ships of that type.

...............


This approach would massively encourage fleet diversity.

-- Retro

End of theRetroboy's quote

 

thats briliiant, and far better then my idea, which was like rise of nations. I have yet to go online though since im still working figureing out how to play the basics of all three races, so please ingore me or at least don't flame me ... :X