how does Marza dreadnaught Missile barrage work?

So, a bit of background:

 

I dont play multi player. While the ultimate for this ship sounds awesome, I dont know how this ability works...when I use it, but I've been playing sins on an off for since it was released, and I still just done know what its doing...

I would expect the enemy fleets to melt before me... instead nothing happens.. I check the boards, and people even complain that this ship is utterly broken and it needs to be nerfed lol

13 pages so far on this post about how its awesome, and I still cant even get it to work lol:

https://forums.sinsofasolarempire.com/345073/page/1/#replies

 

It would appear to be a channeling (just figured that out)... still waiting for it to finish doesnt seem to do anything to the fleet tho.

Does it only do 150 damage, or does it do more than that?

Does it stack with multiple missile barrage? IE, can I have 2 of them and hit them both at the same time, or can a ship only be under the effect of 1 missile barrage at a time?

 

 

It seems to me that this ship is a pile of junk compared to other ships without missile barrage (its the first ship to go, every time in any large CPU ffa game, whereas Kol battleships just seem to dominate in comparison)

 

What am I missing? can someone help a noob out?

13,640 views 16 replies
Reply #1 Top

It seems to me that this ship is a pile of junk compared to other ships without missile barrage (its the first ship to go, every time in any large CPU ffa game, whereas Kol battleships just seem to dominate in comparison)
End of quote

Funny. For me it seems it's the Kol that is always first to go. Anyway I think what it does is shoot 20 volleys that each have 150 damage per unit. Take the Mazra into the pirate base with missle barrage. Don't auto cast. Wait for them to gather into the radius of the MB then let it loose. It will clear the pirate base of ships.

Also toe to toe and level for level The Mazra will own the Kol. I'm not sure how level six would play out with the special abilities but up to level 5 anyway the Mazra will win. I think the Kol is the most versatile of the two with flak burst able to deal with strikecraft.

Reply #2 Top

If you are using an early version of SINS the missile barrage will not work properly. 

Does it stack with multiple missile barrage? IE, can I have 2 of them and hit them both at the same time, or can a ship only be under the effect of 1 missile barrage at a time?
End of quote

Damage abilities stack infinitely.

Also toe to toe and level for level The Mazra will own the Kol. 
End of quote

Using base statistics, the Marza has 4652 effective HP and 46.5 forward damage-per-second

The Kol has 5000 effective HP and 23.25 forward damage-per-second.

However, the Kol gets a squad of bombers much earlier than the Marza, and its abilities are much better suited for dueling.

So *shrug*

 

Reply #3 Top

SINS
End of quote
Quoting DeadlyShoe, reply 2
If you are using an early version of SINS the missile barrage will not work properly. 
End of DeadlyShoe's quote

AHA, that must be why its the suck for me! I think I was using an older one... 1.02 maybe?


Does it stack with multiple missile barrage? IE, can I have 2 of them and hit them both at the same time, or can a ship only be under the effect of 1 missile barrage at a time?
Damage abilities stack infinitely.

End of quote

Good to know, so just park'm in place and let them fire away?

Also toe to toe and level for level The Mazra will own the Kol. 
Using base statistics, the Marza has 4652 effective HP and 46.5 forward damage-per-second

The Kol has 5000 effective HP and 23.25 forward damage-per-second.

However, the Kol gets a squad of bombers much earlier than the Marza, and its abilities are much better suited for dueling.

So *shrug*

 
End of quote

 

Yea, the guns on the kol are weaker... but then again they get a lot more armor, and the shielding ability. I agree on 1v1 dueling marza better. but mostof the time you are fighting a bunch of little guys...

Regardless tho, prolly wont field anymore kol battleships now if missile barrage works.

Reply #4 Top

Also, I believe once you've activated Missile Barrage, if you move the Marza before the MB is over, it will stop.  I don't know this for a fact, but I think it's happened to me a couple of times.

Reply #5 Top

hat it des s continue to fire for a time period that will normaly kill any frigs and med ships and put a huge dent into caps you have to turn it on your self or set it to auto fire thoughso thatmight b the reason why your not seeing it work i

 

Cursed

Reply #6 Top

 

Update your game to the latest version, v1.16 and try it again.  Watch large fleets of enemy LRMs suddenly explode.

Reply #7 Top

I've used it a few times now and while it does make almost all frigates & cruisers easy pickings, it doesn't nearly evaporate fleets like everyone complains it does. For me it may kill ~1/3 of a 6 pip fleet (and no, they weren't all HC's or SK and they didn't move away). This is 1.16 and 1.17 (even Entrenchment 1.02).

Reply #8 Top

Just get two level 6 Marzas, and you can own just about any AI fleet.

Reply #9 Top

Missile barrage is a channeled ability that does 20 waves of damage over 25 seconds. Each wave deals 150 damage to EVERY target in its huge radius. The total damage output is 3000 to every target in range. The damage is affected by shields and mitigation. Using a standard max mitigation of 60%, that's still over 1200 damage (you don't start at max) to each ship.

Channeling ships can't move. Channeled abilities can be countered by disabling the capital ship. Only a few abilities can stop MB, all of them on other capital ships. It can also be user cancelled, but why would you want to?

The advent LRM has a combined health of 1170. The TEC LRM has 780 health. The Vasari LF has 1140. It also takes about 400-500 damage to hit max mitigation.

If you get hit by a full barrage, you're screwed.

Reply #10 Top

I rarely ever get the full mb to work.  even with everything on "disabled", it will move off on its own.

I've tried not having it in a fleet at all, not have any ships attached to it at all, disabled all abilities and auto fire, then pressed stop, and it'll still move on it's own.  *shrug*

It's a hassle to keep it apart from all other ships, not a part of the fleet, and not have any ships following/attached to it...at least vs the cpu.  In mp games, there are fewer ships by far, so its a bit easier to make it work as its supposed to.

 

So, factor in the 75% of the time it only gets off a few volleys, and the marza isnt all that impressive.

Reply #11 Top

Not sure whats wrong with your Marzas, but I rarely have a problem with the Marza moving, and the times I do its my own dumb fault. But otherwise I just get a good position, hit the button and bye bye enemy frigates. Great against Illums spammers btw, nullifies their illusion ability.

Reply #12 Top

Quoting ReadyMan, reply 10
I rarely ever get the full mb to work.  even with everything on "disabled", it will move off on its own.

I've tried not having it in a fleet at all, not have any ships attached to it at all, disabled all abilities and auto fire, then pressed stop, and it'll still move on it's own.  *shrug*

It's a hassle to keep it apart from all other ships, not a part of the fleet, and not have any ships following/attached to it...at least vs the cpu.  In mp games, there are fewer ships by far, so its a bit easier to make it work as its supposed to.

 

So, factor in the 75% of the time it only gets off a few volleys, and the marza isnt all that impressive.
End of ReadyMan's quote

If you want the Marza by itself, you can create a fleet with just it, and in the fleet commands menu (the button with a pointing hand) there is an option to set the fleet's attack stance (the button furthest to the left).  If you set it to 'hold position' the fleet won't move once it reaches the last position you gave it.  I do this for my main fleet, my carriers are protected by my caps and heavy frigates, my strike craft happily go about destroying enemy structures, and my Marzas (I usually have three) MB the heck out of enemy fleets when they attack.

Reply #13 Top

Perhaps disable auto-attack before you use MB? I've had an Evacuator ditch Drain Planet in favour of attacking a few enemy frigates desperately trying to delay their capital's destruction.

Reply #14 Top

Ehm...Ships should never break off channeling abilities unless you order them to or they are interrupted.  Are the people having problems using 1.16?

Reply #15 Top

awesome tips!  I'll try the fleet idea...

 

(yes, I disable auto attack before I use the mb) (yes it's the latest update)

I agree, channeling abilities should NEVER interrupt once they are started....it should be in the code.

this would actually make the marza a bit less powerful, since it has to commit to the mb for

20 seconds...

Reply #16 Top

On the basis that it could remain interruptable (Which is a seperate tag in entity files), I'd be entirely behind that change. Negates the ability for 'silly mistakes', and forces one to commit a little more than now.