Eh, those Marza lovers.
Take a piece of paper and run through ALL lvl6 cap ship abilities and try to explain why they rock.
You will see that ALL lvl6 cap abilities MAY ROCK ONLY IF you have certain other units in your fleet or in CERTAIN situations.
For instance, Volatile Nanites, one of the coolest Vasari cap abilities, requires you to have massive DPS on your side. If you don't have the dps, you won't begin the chain reaction; without the chain reaction, everything you earned was a temporary 30% boost to your dps. So it's only like "kill them fast or kill them faster with VN".
And so on. Cleansing brilliance doesn't wipe anything unless your enemy kindly puts its forces in a column, it required Malice to work well... Stabilize phase space on antorak is useful like 3 times per game and only if you have a fleet waiting by a phase stabilizer (if you have it researched and built, only useful IF the map is big... ), so it's basically useless in 90% of the games.
If if if if. Only useful if YOU (...). Very good IF YOU (...)...
But not Missile Barrage. No, the very balanced missile barrage draws from the very essence of this game. War, fleets and frigates.
How many of you don't have lots of frigates in their fleet by mid game? Everybody has, with the few exceptions of carrier spammers.
So, the basic imbalance on Missile Barrage is:
- All other lvl6 cap abilities are "only useful if YOU (insert some costly restrictions here)"
- Missile Barrage is "very useful unless the ENEMY (insert what he needs to have already bought or how carefully he has to babysit sit fleet)"
Let me speak to your imagination.
Imagine all lvl6 cap abilities were just as dangerous as the Missile Barrage (as in: "deadly unless the enemy has one of the 4 units in the game capable of interrupting it or flees immediately").
How would they look like?
Volatile nanites in "missile barrage-ish version":
Creates a large cloud of destructive nanites that deal 100 damage each second to everything in the area, increase damage received by 30% and cause destroyed targets to damage everything in small radius for 100 damage. Channeled ability, 20 sec duration.
How do you like that eh?
Dominate in "MB-like version:
Converts 2 frigates or one cruiser to your cause every second. Radius 10000 ( Marza's MB radius ). Channeled, lasts 25 seconds. Converted ships automatically scuttle after 180 seconds.
What do you think about THAT?
Deals 400 damage per second to target ship, 200 damage per second to everything in 6000 radius and heals the Vulkoras for 100 hit points per second.. Channeled, lasts 10 seconds.
Hah, this would actually require the enemy to move ONE unit instead of his whole fleet and the radius would be so much smaller. And yet, JUST HOW MUCH MORE POWERFUL IT IS compared to the Disintegrate we have right now?
What do you, Marza lovers, think about THESE huh?
Let me guess. "Omg imba lol!".
Well guess what, it's exactly what MB is.
Oh, some of you say "No they're not imba" ???
Well then, why are they so much worse right now? So much more DEPENDAND on your fleet? Why do they need so much effort of their owner to set them off, when Marza only needs a stupid click and it's all about how fast your opponent is?
Did it even ever occur to you that one could have a lvl6 Marza + a lvl1 Akkan and such a composition REQUIRES the enemy to actually bring TWO akkans/revelations/marauders to counter? (lvl1 akkan ion bolts the enemy's akkan/revel/marauder, Marza does MB, case closed).
And who EVER needs two marauders?? That's it, a Vasari who'd want to counter this would need the most useless cap in the game times two (Vasari have no other effective ability breaker, Ravastra's interference won't prevent a Marza/Akkan from using their sh*t)
Final word: Missile Barrage IS IMBALANCED. It MAY NOT be OVERPOWERED in general, but it is TOTALLY OFF THE SCALE compared to everything everybody else has.
If every faction had "act now or die" abilities it would be fine. Right now, it's off.