Any Guides For 1v1, By Faction?
Guides for multiplayer 4s and 5s are useful, but shouldn't the game be balanced at the 1v1 level? The game really suffers from the lack of structure in multiplayer. We might need the top players to produce guides for 1v1 play with all the factions, against each faction. If the random map variations are unacceptable to the top players, is there a standard, balanced 1v1 map that could be used? Shouldn't the 1v1 random maps be fixed, if they are unusable?
These are my observations:
If there's no neutrals one faction loses all its advantages from the start, and is left with excessively expensive ships that are neither durable nor cost-effective. Without a resource advantage, they have difficulties with scouts... They have other advantages that only work on the largest maps. On a 1v1 random map a starbase rush would require that a colony ship get past several enemy grav wells...
Another faction is far too dependent on a single capital type- a converted mining ship, far more powerful than a battleship(?)- which is slow, and vulnerable to any player controlled fleet... And they need at least two of them, and at level 6, before their fleet has a chance! They have a supposed material advantage that is just a myth, with cheap weak ships that are fodder for levelling capitals.
Advent have best offence and defence, with a colony ship vital to their offence that allows them not to have to make a choice between early expansion and fighting power. This is because Advent can spam techs that repair damage as soon as ships start taking it, which makes all of their ship types far harder to kill- and their dps is another of their strengths. Advent can even afford to ignore health and armour upgrades... Their early access to culture allows them the best finance- and good early finance always means good late finance, because of early investment multipliers. Quickstart might just help Advent further, by making it easier for them to capitalise on their early advantages. Trade routes took a nerf with Entrenchment, and also depend on credits, so that Advent can have more earlier, once they become valuable. Their scout/lf rush is the best, their lrf are the best, they have easily the best support ship in the guardian, even after its nerf... their slight resource disadvantage isn't major enough to offset their far superior ability to capture grav wells- a single extra asteroid can make up for three-four levels of tech that the other factions have had to pay for.
Why have Advent got the second best repair bays, when they are supposedly shield-focused? Tec even have to research to gain an advantage at all, while the faction whose expensive ships supposedly rely on health have a huge health disadvantage in repair...?!!!
Why is the phase inhibitor a tier 3 Advent reseach and a tier 4 Tec research- if the Tec encountered inhibitors before the Advent??
How does shield mitigation work...? It seems that Advent can constantly keep their ships in mitigation, even when they can't just repulse any damage threat. Healing that relies on the hull won't stop 2/3 of damage. Advent ships just don't have anywhere close to enough of a health disadvantage to offset this. Why allow Advent the heaviest-built long range frigate at all, if their ships are meant to be light...? If you multiply the shields by a factor of more than two, as you should when calculating defence, the scale of the problem becomes clear. JJ discovered the Illuminator bug when he was explaining why Illuminators were easily the most cost-effective ship in the game, from before the bug, just fixing the bug won't make that good.
These are just among those that I consider to be most irrational of the obvious imbalances.
If the top players can play any of the factions 1v1 against each other, the game is balanced. Otherwise, it simply isn't.
