Thats what i love in people. No matter what crushing argument i use, they keep saying like mantra : nerf scramble bombers.
Now where did I say nerf? I said rework. IMO the ability still has some fundamental weaknesses that are only being masked by the sheer quantity of bombers it can deploy. It got a buff in 1.19 for a reason, and just because it went too far in a specific direction doesn't mean I want it reverted to the near useness state it was in before. I want scramble to remain a potent opener, but I don't want it to remain the opener to the exclusion of all others.
The problem with scramble is its long buildup time; it takes 90 seconds to reach its full bomber capacity. Unless you started scrambling over a minute before battle starts, this means the ability really doesn't start to have a full impact until your strike craft are already somewhat depleted. Ordinarily this keeps it in check, and even somewhat on the weak side. However, if it can reach its critical mass, these bombers just become overwhelming by sheer number and you won't be able to whittle them away. My proposal is to take the edge off of this particular strength, but at the same time addressing the weaknesses that hold it back in other ways.
In that sense, my target numbers would be something around a 15-25 second cooldown (from 30 seconds) and a duration of about 60 seconds (from 120). This actually increases the power of the ability in the first minute of battle, and also makes replacement bombers that much more quickly, but makes it more difficult to sustain large swarms for extended periods. I believe this will better suit its concept as a "scramble" ability rather than its current application as a "overwhelming pressure" ability. It may even be a net buff at the lower levels when you don't have the antimatter to scramble constantly anyways. Certainly if bombers get a nerf the treatment here should be accordingly more generous.
I was actually one of the strongest proponents of the scramble bombers buff back in 1.181, and I still believe it was very necessary. The ability back then was roughly on par with stuff like gauss railgun; sure, you could use it, but it's a waste of your antimatter when a much better ability is sitting next door. I'd be heartbroken if, after all this, it was nerfed back into oblivion. I want a patch that does for scramble what 1.18 did for Adept Drone Anima; turning it into a viable ability that can be a balanced part of your fleet without overshadowing the other options. If scramble
Stop looking at sinbgle ability cause this will make all 3 races merged into 1
Actually I've weighed in on a wide variety of issues, not all of which on the Vasari side of the equation. I actually tend to agree that this isn't the biggest issue (although it's one that still needs to be addressed). Scramble is a nice ability to rail against since we have a wide selection of other abilities against which to compare it, but Vasari's issues are more holistic; it's a combination of all of their strengths that creates the broader problem.
What advent needs is ability to keep its battle ball together and allive. They need to fix useles repair support cruser , tune it. and thats about it. maybe some tweeks in pacts. or delicate change to cap ability that reduce sc dmg, nothing more or less.
Unfortunately, I don't think anything short of entirely new abilities is going to help. No amount of tweaking is going to turn the Domina into an answer to Vasari's late-game situation. I do agree, however, that the early-game issues are mostly on Advent's side, not Vasari's. Phase missiles hit a little hard, but I can deal with that if I actually had some better opener options.
What sins needs in general is to buff HC.
I think if bombers were nerfed (either directly or indirectly via a fighter buff) that would be enough for Advent and TEC HC's. The Vasari HC issue is more delicate, mainly because they have to stray from the phase missile path to use them. I don't want to see phase missiles nerfed to mediocrity, but at the same time I want Vasari to have a good reason to explore other options.
easy to say but all those changes will affect whole game play
Totally in agreement; back in the summer we had a mod running where we would test ideas like these. It was very interesting and we developed some deeper insights into the game. Some things didn't work out so well, others worked out great, and I think it did a lot for our understanding of the game's balance.
And darvin, sorry but your arguments shows your lack of skill and tec nowledge.
Tec has best pacts late game, nothing can match that.
In a support role, TEC is awesome. Fighting side-by-side with Advent or Vasari they're sheer muscle can be brutal, and I'm well aware of those excellent pacts. The problem is, they're nothing but muscle and in the late-game. Excellent economy, excellent damage/durability for cost, great pacts, but a very scant selection of special abilities that actually scale well into the late game, and most require level 5 or 6 capital ships. If they're trying to stand alone, they don't stand a chance. If you're carrying an early-game advantage in terms of numbers, tech level, capital ship level, or even just a little bit of momentum you can pull it off. All things equal? TEC has nothing left at this point to match the more brutal fleet-killing abilities.
As I said the other day in another thread, Cielos are great. The problem is, they're a unit that grants +40% damage when the other factions have ways to prevent you from dealing any damage whatsoever. TEC has an awesome rush and pressure game, but their solo options are very limited in the late-game if the opponent gets a chance to consolidate. I'd like to reiterate that TEC is just fine in a pocket position or when it's side-by-side with a non-TEC ally. It's when they need to stand alone (such as a 1v1) that I have a problem.