Carriers & Marza nerf discussion

Since the Marza is being adjusted in the 1.03 and 1.17 updates I'm wondering what everyone's opinion on whether it will work/is good enough/is going too far and what that means for pro/anti-TEC strategies.

Secondly, the carrier cruisers for all factions are getting a speed nerf from 500 to 450, placing them as the slowest unit in my reckoning. What's your opinion on this? Flogging a dead horse? A good change for an overpowered unit? Just right to make it balanced?

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Reply #1 Top

The Marza's nerf hasn't changed much.  It gives you you more time to react before your fleet gets toasted, but otherwise isn't going to stop your fleet from getting toasted if you don't run or counter it.  Very mild nerf overall.

As for the carriers, I have mixed feelins.  I think the change on its own is a good thing, but I tend to agree that it's flogging a struggling horse (carriers aren't dead; siege frigates are the only unit in the game that are honestly and truly dead).  We need a more comprehensive change to the carriers, something that moves us away from A counters B.  I could definitely see the move speed reduction as part of that larger change, but on its own it seems awkward.

Reply #2 Top

I think I understand slowing carriers down if we are talking regular Sins. But this change added to the build rate nerf in Entrenchment is puzzling. This double whammy will make carriers very unappealing except as a mobile hanger. They are slower than LRF now making the LF useless as it's counter.

I think the Mazra adjustments are inline with what the "Nerf the damn Mazra" thread has "wanted" It at least gives the opponent a more visible cue and time to react. You'd still have to pay attention to the battle and be zoomed in so I wonder if this adjustment will make anyone happy.

I'm a bit disappointed.

Reply #3 Top

The Marza nerf is a start. It hasn't fixed the fundamental problem of being hard-to-avoid, lethal-if-you-don't, but it at least gives opposing players more time to react. Certainly a big boost for the Advent; unsure about how much it helps Vasari and TEC.

The carrier speed penalty was a good idea. Combined with the speed build penalties already inflicted though, it's simple overkill. I am glad they didn't change Flak, though.

Reply #4 Top

We may start to see a re-emergence of bombers as the dominant strikecraft with the new nerf, and I think that's what they are wanting at IC as well as having carriers offer up more of a support role. I think people will start building more bombers to stand up to the flak, which will hopefully prompt more fighters in defense. The other, more likely thing to happen, is for people to stop using carriers all together, in which case IC will have to buff them probably by cutting back on the price.

 

As for the Marza, if they're going to nerf it they're going to do it slowly. They want to retain it raw power but at the same time make it more manageable. People are still going to complain that its a one button win, but that patch will strip down the "Marza OP" arguement a little. I can't wait to see what kind of new graphic it has.

Reply #5 Top

Yeah I can't wait to see what graphic it will ahve to. Currently I am using Bailknight graphic mod moddified by Annatar to have a clear visual of the marza and have better game pewpew in general. But to test thsi patch I will be turning that mod off on that day.

Reply #6 Top

How exactly do you run the bailknight mod in multiplayer?

I tried installing and enabling it, but a received a checksum error when I tried to play against someone else (ie the game recognized that I had a mod running that other players didn't).

Reply #7 Top

-Mod checksums only consider GameInfo and Mesh directories. This way purely visual mods won't cause different checksums and prevent players from playing with one another.

So me the sersion I am running is the one modified by Annatar witch has not GameInfo and Mesh directories so I cna play onlien with people. It gives me a check sum of 0 so I cna play with others.

Bailknghts official mods have a GameInfo and Mesh directory so it give you a check sum and you cannot play onlien with others. What you cna do is delete the GameInfo and Mesh to get a 0 check sum or downlaod Annatar'S version.

The links for both are inside Bailknight's mod thread.

Reply #8 Top

Quoting Deceiver_0, reply 4
We may start to see a re-emergence of bombers as the dominant strikecraft with the new nerf, and I think that's what they are wanting at IC as well as having carriers offer up more of a support role. I think people will start building more bombers to stand up to the flak, which will hopefully prompt more fighters in defense. The other, more likely thing to happen, is for people to stop using carriers all together, in which case IC will have to buff them probably by cutting back on the price.
End of Deceiver_0's quote

I wince. Nerf one way, buffing another is, in this case, a dread error I suspect - all that would do is ensure even bigger initial-launch swarms, while doing nothing for long term viability in a firefight. Given it's the initial-launch swarms that are infamous for the one-pass-kills of capital ships and similar, this is a bad idea... Carriers would stop being a support craft and start becoming an assassin fleet.

Reply #9 Top

Carriers would stop being a support craft and start becoming an assassin fleet.
End of quote

Honestly, as far as the late game is concerned, they're already there.

Reply #10 Top

Er, I misphrased a little.

I realise this quite clearly - what I was suggesting is that this would be taking away any other utility, while emphasising their sniperiffic abilities... which is, y'know, probably the wrong direction. ;)