Kodiac HC's dont counter the carriers...had you used Cobalts In their place they would chased down and destroyed them. Mind you your fleet would still have had some problems.
This is true to a point, but my Kodiaks were hammering said carriers through 1 of those 3 systems that I had phase disrupters on. The point I am trying to make is that 16 Kodiks should have enough firepower to cut 20 carriers to pieces in the extra time it took them to phase jump, but due to their immense shield and hull points, not figuring in upgrades, I think they are a bit too potent a platform.
Historically, in real life, the only real counter to fighters and bombers were... fighters. That's it. Flak has always been highly ineffective, even vs linear, constant speed moving bombers like the B-17 runs at nazi Germany. In modern times, SAM are the only effective static defense, and still it isn't as effective as a good fighters.
Now, going into Sci-fi, except for Star Trek, in every other major (or minor) Sci-fi movie, fighters (and bombers) are countered by other fighters: Star Wars, BS Galactica, Farscape, Babylon 5. And every capital ship had also good point defenses vs strike craft.
Absolutely true in the real world. But if you remember the pilot of BSG, the flak on the capital ship Galactica was more of a defensive perimeter than it was an offensive weapon. Maybe this could be a special ability for the flak frigates? Some sort of flak burst that can seal out SC for a limited period of time? I realize that may be hard to implement with large amounts of flak frigates... its just a thought.
so moral of the story in the new version of sins it looks like teching to 3rd tier military needs to be prioratized a bit more to compete against Advent carriers. I still dont really have any problems versus vasari, or tec carriers so far though.
This should not be the case, moreso when you consider how early in the game Advent can start building SC. The Advent, who now IMO have a totally lopsided advantage in the sense that not only do they get 3 squads of craft per carrier, but the craft per squad is greater than that of any other race, AND they only require 2 reasearch buildings to start churning them out. Cobalts might work against AI to chew up carriers, but no human player will let you near his carrier fleet with light frigates. That presents a problem for the other races that is compounded by the nerfed flak vessels.
I am not pretending I know how to go about fixing this, but at the moment this seems more unbalanced than it was at the start.