Pandolfo Pandolfo

Carriers are too powerful

Carriers are too powerful

43% nerf to defense vessels + extra strike craft = double boost to carriers

So it's true that carriers weren't powerful enough.  Now they are too powerful.  It's actually arguable that you don't need to build anything but carriers, this is due to the ineffectiveness of defense vessels at defending the fleet.  While the defense vessel won't succumb easily to a strike attack, they aren't particularly good at shooting down strike craft either.

I suggest first of all that you look into this.  Carriers are usually meant to be a powerful but weak ship that needs to be protected by the rest of the fleet.

For Carriers: Reduce their shields and hit points, or reduce their armor.  Reduce their mobility, all ships have a disadvantage currently carriers do not have a weakness because they can't be caught and they have enough hit points and shields to survive a lot of damage.  Currently any regular attack ship can't get close enough to a carrier to take it out because they both move at the same speed.  This gives carriers an overwhelming advantage as they can just wait for their fighters to destroy the craft pursuing them.  Increase the build time of strike craft by a large amount, and have the carriers spawn automatically with one fighter and one bomber, but give the option to change that ratio. 

Currently carriers can build strike craft faster then defense vessels can shoot them down.  To protect against this, you basically need 1 defense vessel to protect each ship you have in the fleet, and even that doesn't work very well.  Perhaps it's a problem with the ability of defense vessels from hunting strike craft, or that their maneuverability is too low to make enough hits.

In the current release defense vessels can protect a fleet quite well against strike craft, I think it's at a good balance.  However since then defense vessels have had their dps reduced almost by half, while at the same time carriers received twice as many strike craft as before.  This obviously gave carriers a double bonus, as other ships in the fleet don't have any ability of shooting down strike craft.  These two changes made the carrier the single most powerful ship in any fleet to the point that if you made a fleet of carriers nothing but another fleet of carriers can stand in your way.

One last thing, please provide a method on Impulse to change back to the current release from the beta.  The carrier unblance, removes a lot of fun out of the game and I find myself loosing interest in playing.  I would like to switch back to the current release without having to download it all over again.

13,955 views 77 replies
Reply #51 Top

Or, they could just fix Flak; so we don't all have to micro Frigs against someone who's microing carriers and microing guardians to counter our micro'd frigs.  ;)

Reply #52 Top

Well, we all agree carriers were to weak. Now carriers are powerful and that is fine.

The problem is not the hurt a a carrier unleashes, the problem is it unleashes INFINITE squadrons.

The defence vessels (flaks, counter-fighters) are rendered pretty ineffective, they seem not to have any effect because each victim is replaced instantly.

"Why should i build defences VS something wich is instantly replaced at no cost? I rather eliminate the source."

If a carrier fleet unleashes it squads into oblivion it should cost them time to rebuild (not neccesarily resources). It should be possible to eradicate fighters/bombers at least temporarily with the right defences.

Then the carriers have to rethreat, resupply and try again. That would be a good solution i think. It would also solve the problem with the momentarily uslessness of flak, solving both problems.

So, simply slow down fighter construction and we are good to go. Or prohibit construction during a combat engagement (if an enemy is in the system).

Reply #53 Top

Quoting MRDred, reply 2
Well, we all agree carriers were to weak. Now carriers are powerful and that is fine.
The problem is not the hurt a a carrier unleashes, the problem is it unleashes INFINITE squadrons.
The defence vessels (flaks, counter-fighters) are rendered pretty ineffective, they seem not to have any effect because each victim is replaced instantly.
"Why should i build defences VS something wich is instantly replaced at no cost? I rather eliminate the source."
If a carrier fleet unleashes it squads into oblivion it should cost them time to rebuild (not neccesarily resources). It should be possible to eradicate fighters/bombers at least temporarily with the right defences.
Then the carriers have to rethreat, resupply and try again. That would be a good solution i think. It would also solve the problem with the momentarily uslessness of flak, solving both problems.
So, simply slow down fighter construction and we are good to go. Or prohibit construction during a combat engagement (if an enemy is in the system).
End of MRDred's quote

 

yeah, pretty much what I meant when I suggeted massive increases in squads' am cost. but then some bonus for the inital sqauds should be given. would be bad if it took an awful amount of time for a carrier to ever start becoming effective after construction.

Reply #54 Top

Freshly produced vessel should come with squads. If you are under siege and finish that last carrier to turn the tide it would be pretty bad to find batteries... excuse me... fighters are not included. So first squads instant fresh of the factory. Only the first two or three squads. There is no problem with insta squad upgrades (basically what you do how your carrier will be armed), the problem is just the reproduction of the squads.

Reply #55 Top

Quoting MRDred, reply 4
Freshly produced vessel should come with squads. If you are under siege and finish that last carrier to turn the tide it would be pretty bad to find batteries... excuse me... fighters are not included. So first squads instant fresh of the factory. Only the first two or three squads. There is no problem with insta squad upgrades (basically what you do how your carrier will be armed), the problem is just the reproduction of the squads.
End of MRDred's quote

 

well, but you would want to decide which tye you want,so they would still have to build them, which makes it a lot more complicated to regulate it via build times. you'd probably have to put in a line of code to distinguish first builds from later ones. doesnt exactly sound like a quick or easy solution, especially compared to increasing/ decreasing hp or dmg values for select vessels.

Reply #56 Top

Flak still needs a buff over whats in 1.09. For sure.

Reply #57 Top

Its actually quite easy. The moment you assign a squad it comes full force (ie - click on the icon) but if the squad is destroyed and needs rebuilding it takes time (not clicking an icon). It will surely need some additional lines of code but it should not be that difficult distinguishing between an assign click and auto rebuild.

The only issues i can think of would result in scutteling squads (wich is bugged in any case atm and needs work). A player could insta rebuild by scutteling and reasigning, some kind of mechanic has to prevent that - even if manually scutteling and reassigning is a micro nightmare with multiple carriers. maybe scutteling squads should only be possible outside of an engagement - or - even better: take as much time as autorebuilding a squad.

That would most elegantly solve both problems.

Reply #58 Top

Quoting MRDred, reply 7
Its actually quite easy. The moment you assign a squad it comes full force (ie - click on the icon) but if the squad is destroyed and needs rebuilding it takes time (not clicking an icon). It will surely need some additional lines of code but it should not be that difficult distinguishing between an assign click and auto rebuild.
The only issues i can think of would result in scutteling squads (wich is bugged in any case atm and needs work). A player could insta rebuild by scutteling and reasigning, some kind of mechanic has to prevent that - even if manually scutteling and reassigning is a micro nightmare with multiple carriers. maybe scutteling squads should only be possible outside of an engagement - or - even better: take as much time as autorebuilding a squad.
That would most elegantly solve both problems.
End of MRDred's quote

 

Not really with the current power of carriers what you propose is preposterous. If I have the resources and a planet dedicated to just carriers theres no stopping me. I would be building 4 advent carriers at once and popping out 3 squads instantly without having to wait on the squads to build. NO NO NO. that just wont do, its not balanced.

Reply #59 Top

If there would be any way to make flak/sentinel/defense vessel able to protect capitals from incoming focus fire they would be useful. You can't really bring caps to a fight at all if they have 50+ frigates focus firing on them. IMO that's a bigger problem than countering strikecraft.

Reply #60 Top

Well i have not played the beta 1.09, but if what you guys say is true and that carriers are too powerfull, then maybe they should just increased by +50% the cost and the command points, if i am not mistaken, Carriers cost something like 500 credits, 100 metal, 100 crystals & 8 command points.

So the new carriers would cost 750 credits, 150 metal, 150 crystals & 12 command points.

Problem solved, right?

Reply #61 Top

Quoting Dargoon999, reply 10
Well i have not played the beta 1.09, but if what you guys say is true and that carriers are too powerfull, then maybe they should just increased by +50% the cost and the command points, if i am not mistaken, Carriers cost something like 500 credits, 100 metal, 100 crystals & 8 command points.
So the new carriers would cost 750 credits, 150 metal, 150 crystals & 12 command points.
Problem solved, right?
End of Dargoon999's quote

they are actually even more expensive in the beta build. don't worry, they have a hefty cost involved, so there is a certain risk involved in the strat. main main issue is just that its very hard to effectively counter them with anything but even more carriers of your own. light frigs ... well .. I don't quite know. they can kill the carriers if they make it that far, but what kills the squads?

Reply #62 Top

1.09 Percheron:

Cost: 835/150/135

Supply: 14

Build time: 64

Hull: 1580

Armor: 3

Shields: 650

but what kills the squads?
End of quote
Squads die over time without carriers.

 

:fox:

Reply #63 Top

I have an idea that might help.  If the carries are over powered (sorry, I'm still on 1.05) with two (or three for Advent) full size squads, then how about either one squad at 1.5x (2.25x size for Advent?) size or two (three for Advent?) squads at 0.75x size each?  i think this would also preserve the significance of the cap carriers, though fixing flak might just help too.

Reply #64 Top

Wow,

Hull Strength: 1580

Armor Strength: 3

Shield Strength: 650

Your joking right, THATS INSANE, you need A LOT of firepower to take ONE down, and you didn't even take down the fighters/bombers. They need to rectify this soon!!!

Reply #65 Top

I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attacking until destroyed or they run out of targets, but if they had to go back to their carriers from time to time it would be an achile heel we could exploit if the player with the carriers did not bring some escorts...

Reply #66 Top

Quoting Foraven, reply 15
I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attacking until destroyed or they run out of targets, but if they had to go back to their carriers from time to time it would be an achile heel we could exploit if the player with the carriers did not bring some escorts...
End of Foraven's quote

 

also a nice idea. it could also serve to further disinguish fighter and bomber roles a bit more. f.ex.  bombers could have more damage but less ammo and need to reload more often, whereas fighters have lots of low-power ammo.

Reply #67 Top

Quoting Shadowhal, reply 16
Quoting Foraven, reply 15I have a different idea on how to rectify the balance problem with carriers and fighters/bombers. What if strikecrafts had to rearm/repair/refuel after a number of attack runs? The time they would spend returning to carriers and the few seconds there to rearm would be time ships could take to either withdraw or blow up a few enemy ships while the strikecrafts are not fighting. Right now, fighters and bombers keep attacking until destroyed or they run out of targets, but if they had to go back to their carriers from time to time it would be an achile heel we could exploit if the player with the carriers did not bring some escorts...
 
also a nice idea. it could also serve to further disinguish fighter and bomber roles a bit more. f.ex.  bombers could have more damage but less ammo and need to reload more often, whereas fighters have lots of low-power ammo.
End of Shadowhal's quote

Well, that could cause another issue if fighters became just too effective at killing bombers due to be able to stay in the fight much longer than bombers. Bomber may get killed quickly by fighters, but it's less of a loss if they were killed while doing some damage rather than when they are retreating or comming back from carriers.

 

Reply #68 Top

Well, i just stumbled on the real cause of fighters uberness : self repair. I watched a bomber squadron duke it out with a neutral flak frigate. The flak did damage the bombers, but it was randomly hitting them. So it never actually killed one, and the bombers were repairing themselves almost as fast as they flak figate was damaging them. So i think the most urgent fix would be to tone down, if not disable self repair on fighters and bombers so flak can actually wear them down with their lowered firepower...

Reply #69 Top

Quoting Foraven, reply 18
Well, i just stumbled on the real cause of fighters uberness : self repair. I watched a bomber squadron duke it out with a neutral flak frigate. The flak did damage the bombers, but it was randomly hitting them. So it never actually killed one, and the bombers were repairing themselves almost as fast as they flak figate was damaging them. So i think the most urgent fix would be to tone down, if not disable self repair on fighters and bombers so flak can actually wear them down with their lowered firepower...
End of Foraven's quote

 

Lets keep it simple for you since you don't understand this obviously by your post. Flak is only good at dealing damage at one armor type period. Even in 1.05 this true. That armor type is the armor is called Very Light. Its the armor that fighters wear. The do not do good damage to armor type Light. Which is what Bombers wear. Now not to be overly condescending but you do understand what that means, right?

Reply #70 Top

Quoting dragoaskani, reply 19

Lets keep it simple for you since you don't understand this obviously by your post. Flak is only good at dealing damage at one armor type period. Even in 1.05 this true. That armor type is the armor is called Very Light. Its the armor that fighters wear. The do not do good damage to armor type Light. Which is what Bombers wear. Now not to be overly condescending but you do understand what that means, right?
End of dragoaskani's quote

There is a difference between dealing lower damage to bombers and not being able to kill them. I'm well aware of the difference between armor types.

 

Reply #71 Top

OK, lets make this very easy for everyone, including the devs. Why don't they just change the armor of Bombers to Very Light.

Reply #72 Top

If they change bomber armor to very light, there is no longer any need for Flak, just fighers.  Flak would be even more useless.  At least now, it was "suppose" to be Flak > Fighters > Bombers.  But Flak is too weak (or fighters too strong) for this to work in the state of the current beta.

 

Reply #73 Top

Quoting PurplePaladin, reply 22
If they change bomber armor to very light, there is no longer any need for Flak, just fighers.  Flak would be even more useless.  At least now, it was "suppose" to be Flak > Fighters > Bombers.  But Flak is too weak (or fighters too strong) for this to work in the state of the current beta.
 
End of PurplePaladin's quote

According to the few tests i made, flak damage would be alright if it was not for strikecrafts quick self repair. Since flak don't always hit the same strike craft when targeting a squadron, the damage is spread between several units, and all have some time to repair between hits. Bombers, since they have more hit points and takes less damage due to armor type, can soak a lot of that random damage and repair themselves quickly enough to do so almost indefinitly against one or two flak ship.

Reply #74 Top

OK, if what Foraven said is true, then why not allow carrier a ''healing aura''. So Carriers would have to be near Strikecrafts to repair the hull. This would mean that the player would have to make a choice: 1 bring the carrier into the center of the battle or 2 leave it at the edge of the gravity well. This would be a risky decision to make. Leave the carrier far from harm or bring it into the firefight to support the strikecrafts. I would like to know what you guys think of this idea?

Reply #75 Top

I would like to know what you guys think of this idea?
End of quote
It would be nice to at least try and see how it comes out.

 

:fox: