Vasari Ships Healing Constantly

My friend and I are stumped as to how the Hard AI did what they did.  It was pretty... UNFAIR!  One AI's ships healed themselves constantly -- receiving no loss while our fleets were decimated.

Setting:  Large, Single-Star w/ 40 planets
Players:  2 humans, 1unfair, 1 hard, 2 normal, 2 easy
My Friend:  TEC
Myself:  Advent
Hard AI:  Vasari

In the beginning, my friend and I concentrated on the Unfair AI and took him out.  Other AIs were defeated easily.  But the Hard AI (Vasari) was IMPOSSIBLE.  Whenever my friend and/or I fought the Vasari, we could never win.

My normal assault fleet consisted of 6 mixed capital ships, 30 light carriers, 40 mixed cruisers, 10 flak frigates, 20 mixed frigates.
The Vasari had 1 - 2 Evacuators, 1 battleship, 16 subverters, 16 overseers, 10 enforcers, 25 light carriers, and 20 frigates

I had 5 - 6 engagements against the AI 5 - 6.  Each engagement we had the same setup.  Obviously, my fleet had the advantage over the Vasari.  But all 5 - 6 times my fleet was decimated.  I'd lose all of my cruisers and frigates.  Light carriers survive since I obtained strikecraft superiority.  3 of my capital ships were destroyed before I can retreat and enter hyperspace.  Some fleet engagements were at my planets with 4 - 5 hangars, 2 shield regens, and as much turrets as possible.

Guess what were the losses of the Vasari.  Almost none!  Most of the times the Vasari lost a few frigates.  Other times the AI lost NONE while my fleet was decimated.  My friend had similar results 3 - 4 times with his huge fleet. 

We watched the Vasari closely.  Any time a ship's hull went down by 50% the ship glowed and was healed to maximum hull points.  I even attempted to micromanage and had everything (strikecraft, frigates, cruiser, capitals, etc.) focus on one cruiser or capital ship.  No success.  The target ship would keep getting healed while my ships died slowly.

Can anyone explain how the AI did this?
23,058 views 19 replies
Reply #1 Top
You sure the Vasari didn't have an Capital Ship carrier?
Reply #2 Top
The Vasari can research an ability that allows their basic friget to heal itself.
Reply #3 Top
U must destroy the sevrun overseers first otherwise u cannot touch the capital.
Its really easy if u do this.
If you have tones of shield ships it will be a stalemate
Reply #4 Top
This sounds more like the Overseer's Reactive Nanite Armor ability, and I could have sworn Kitkun replied to a topic like this one just a day or so ago. As far as I know, however, the Overseer's ability isn't broken currently and you shouldn't be having such horrible losses against them.
Reply #5 Top
P.s. The overseers will also have the ability to stop your ships from jumping if they have researched that far up the tree
Reply #6 Top
Reintegration ability gives Skirmisher frigates and Enforcer cruisers ability to heal but shuts them down while doing so. Vasari Carrier capships get the repair cloud ability, repairing hull for all allied ships in range. Overseers get the Reactive Nanite Armor ability that adds hull and armor for a temporary amount of time. There's no upper limit to how many Overseers can use the ability on a target, so they can make a unit practically invincible for a short time.

Been about a week or so. I think.
Reply #7 Top
Thanks for all of your replies.

If it is a ship's ability to heal itself or a friendly, then wouldn't these ships run out of "juice". I question this since many of these fleet combats lasted at least 10 minutes long. Heck there was one instance where I had two shield structures overlapping my fleet and I still lost.

How could over 100 mixed ships and 120 mixed strikecraft all firing at the same target not kill it? You would think the other healing abilities would run out after healing so much. The most we would kill in each engagement is 3 - 4 cruisers or frigates.

Maybe this is a game balance issue. My friend and I hate quitting. But we had to restart another map. It was pointless spending so much time and resources recreating our fleets. We recreated these fleets 5 - 6 times and they got decimated each time.

That just sounds improbable. Plus, it was not fun.
Reply #8 Top
Thanks for all of your replies.If it is a ship's ability to heal itself or a friendly, then wouldn't these ships run out of "juice". I question this since many of these fleet combats lasted at least 10 minutes long. Heck there was one instance where I had two shield structures overlapping my fleet and I still lost.How could over 100 mixed ships and 120 mixed strikecraft all firing at the same target not kill it? You would think the other healing abilities would run out after healing so much. The most we would kill in each engagement is 3 - 4 cruisers or frigates.Maybe this is a game balance issue. My friend and I hate quitting. But we had to restart another map. It was pointless spending so much time and resources recreating our fleets. We recreated these fleets 5 - 6 times and they got decimated each time.That just sounds improbable. Plus, it was not fun.
End of quote


They had lots and lots of those ships.

Normally I've won before the ai gets to that kind of point but I guess I've never really played against an ai Vasari, either.

But here's another tactic: Ignore his fleet and bomb their planets. Game's yours if you can kill their planets and they have no colony ships.
Reply #9 Top
I cant say I've expereinced this. Same goes for another vasari issue in another thread. They just dont seem to be happening in my games.

One wonders if by adding 1 unfair player, the AI's all get something unfair added, some sort of bug ? It does seem to be "unfair" behaviour being shown by a 'hard'. I havent played a game yet with an unfair enemy, so that could be why I dont see these sorts of things happening.

My response would be to up my fleet. Choose the battleship with the hardest hitting guns, and build at least 4 more. Then add an extra 20 HC's and another 40 carrriers.

I'm a firm beleiver in dont take 1 when 3 will suffice ! :) I also dont beleive in fair fights. If you have to fight, have superior numbers or superior firepower, and preferably both ! I'd forget the frigates and concentrate on taking in HCs and carriers, the more of both the better. 50 of each would be a good start. If you have air superiority now, then double it and add in more bombers. I tend to run at a 65/35 fighters to bombers ratio, and while the bombers are not as useful, they do attack more of the cruisers than the fighters do. The fighters swan off and do their own thing while the bombers actually attack something useful.

The secret is in total firepower. If enough damage is done in a single hit to destroy the ship before its restore ability can kick in, then it cant repair itself. So build a fleet big enough to hit any target with destroy levels of fire in a single broadside, and target every ship in the fleet to one ship at a time. And dont target it and leave it until its dead, keep retargetting the same ship every 5 seconds until its dead, otherwise your ships fire once and then seek a more appropriate target for its type.

Target using the icons showing on the left side list, so you can get them easily.

Also, on your own ground, use 4 repairs, not 2.

If all else fails, mod :)

I upped the guns on all TEC ships, as well as the gauss guns. So I use 15-20 gauss now as defenses, instead of 5 hangers and a few gauss. The firepower on all the capital ships is ludicrous imo, and I set that right very quickly ! :)

The Vasari and Advent have their gizmos, I gave TEC sheer grunt !

Also, if your on their turf and they have a NanoWeapon Jammer, take that out before you do anything else, as while thats running, your hitting potential is zip. You cant kill a ship quickly if your guns wont fire. And while your guns are not firing, repair abilities can maximise their use.
Reply #10 Top
Reply dwood15:
Actually, dwood15, we did just that. Since we couldn't win against AI's fleets, we split and attacked his rear planets. Too bad the AI's fleet would arrive before we could destroy everything on the planet. My friend had 4 TEC space cannons which he used efficiently against the AI's planets. But the AI would always rebuild just as fast as we could destroy them. Plus, his fleet would always arrive before we could fully wipe our a planet (population, structures, and all). So we just gave up and started a new map.

Reply apricotslice:
Firepower? Mine and my friend's fleets did not lack firepower. For my last two engagements, I stopped building frigates and concentrated on heavy cruisers, light carriers, and plenty of support cruisers to heal damages. With 6 mixed capital ships, my firepower was more than enough to kill any ship.

As for modding, I increased the number of strikecraft. Carriers get 9 by default. Light carriers have 3. Hangar bays receive 6. To balance the increase number of strikecraft, I added flak guns on turrets and hangar bays. Now, I'm going to add flak guns on Capital ships. It only makes sense.

To all:
Oh well. I'm crying over spilled milk. For now, my friend and I will avoid mixing Unfair AIs in our games.
Reply #11 Top
You have to kill the Subverters ASAP using your fighter/bombers. Subverters have a high level researchable ability that allows them to temporarily disable ships in a small area. 16 Subverters is no joke, especially if your ships are clustered. Your ships will get locked down and be helpless as 16 Subverters is enough to cycle the ability on a clustered fleet.

Capitals are also immune to Subverters, you just have to be careful not to lose them to the rest of the Vasari fleet while your other ships are disabled.

When you combine that with the Vasari fleet having Overseers and HC's & Basic Frigs that can heal themselves, you have the problems you are describing. The healing abilities are not enough in themselves to avoid attrition, but it does allow them to recover when your ships keep getting intermittently disabled.

The solution is to try and pick off as many Subverters as possible with Strikecraft(use Bombers if possible) before engaging. When engagement is inevitable, make sure your HC's and flaks are up front since they need to bear the brunt of the damage. Keep LRF's in a few groups of fireteams out of the main battle so they can pick off the Subverters as they engage. Try to spread your fleet out a little bit, putting it in a few groups so it doesn't all get locked down at one time.

Vasari have nasty powers and tough ships, but they are expensive. If you use these tactics, you should cause them equal attrition, which a Vasari player can not afford unless you let him sit around long enough to get Returning Armada.
Reply #12 Top
I dont consider 6 capital ships sufficient. My main strike fleet always has at least 11 and usually 13.

I dont think strike craft are the answer either. At least on my machine, putting them to the numbers you have would just cause the lag to blow out. :)

I upped the fighters in a squadron numbers, but did minor additions of squadrons to ships.

But the way fighters and bombers behave in my games, they are not an answer to the need for quick strikes. They rarely seem to attack anything I set the fleet to target.

I like what Cykur just said. Your problems are likely caused by a number of factors, and the start of it is not that the vasari heal, its that your ships get disabled for long enough to let them. You might want to check on your ships at the same time that the vasari are healing, to see if yours are disabled. If so, use Cykur's tactics.
Reply #13 Top
But the way fighters and bombers behave in my games, they are not an answer to the need for quick strikes. They rarely seem to attack anything I set the fleet to target.
End of quote

You have to order them around separately.
Reply #14 Top
How ? I havent been able to find that.
Reply #15 Top
Select them separately. If you do a dragbox selection, it will always pick frigates and other stuff first, so you either have to select small groups, or select them all using the zoomed out pips or the empire tree.
Reply #16 Top
Hold down the ALT key and click on them in the Empire Tree...then hold down the shift key and give them a few targets.
Reply #17 Top
Oh.....ta. Will try that.

I had another thought on the whole repairing ships angle, and thats if they have repair structures in place on their turf, they will keep the vasari ships repairing too. They should be a target to take out soonest.
Reply #18 Top
Cykur,

Thanks for the advice. If I come across that situation again, I'll have my Strikecraft engage the subverters.

I normally group my fleets according to their function. First group consists of my capital ships, heavy cruisers and attack frigates. Second group are my support vessels that heal, disable, and such. Light carriers make up the last and third group.

My first group, the heavy hitters, are sent to attack the targets. The support group is given a command to follow the lead ship from group one. Third group is placed at my exit in case I need to retreat. Light carriers' Strikecraft will cover my retreat and jump last.
Reply #19 Top
The best way to understand it is to try playing Vasari. The overseers are really nice, but they do run out out of power, and once they do you're in trouble. They have a fairly big anti-matter reserve, but the ability is expensive so it seems to take ages to get enough to cast again once you are out. You think you're doing great, then all the sudden it's like the bottom drops out and your fleet starts to melt.