At 380 credits,60 metal, 55 crystals: its a steap price to pay for just the front beam bank at long range and 2 armor points?
Price rounds up to 400 credits per purchase.
One thing that isn't being taken into account is the amount of active player focus is required to make effective use of the illuminator as a warship vs the other ships. This focus is extremely valuable and you are constantly delegating this throughout the game.
To get effective illuminator damage you need to be angled specifically at your target and to maintain this damage you need 100% focus to deal with maneuvers. the other two LRMs are easier to use and take less micromanagement overall, and the basics of their combat can be done in the empire tree on the left of the screen.
This is not at all factored into the cost of illuminators and I believe that the developers should add the "ease of use" into the cost of the ship as well. I enjoy the illuminator as a ship that requires you to earn your maximum damage output, but at the same time you are not as free to observe and manage other things, and it is much easier to be taken by surprise if you are currently fighting a large battle. The problem is on paper the illuminator does a lot of damage from all of its banks. The thing is the developers need to realize that this is "maximum optimum damage", and that in fact this damage rarely, if ever actually meets the actual on paper value of the illuminator when you take in account all the maneuvering fleets do to avoid facing this high illuminator dps.
I would say a small cost reduction in illuminators would be warranted, as having faced a pure, early fed illum rush as vasari against dead rat was still easily turned aside as they didn't have enough firepower to take out my starbase or really do anything to my fleet. He should have been able to make himself an advantage with his 5k feed 10 min in.
I would say a reduction in price to 340 creds, 50 metal, and 40 crystal would be around the right size of a price reduction(or a smaller price change if more plan to be made), based upon my experience. This would allow the advent to provide a more effective counter to other very strong racial fleet combos at a rate that is somewhat competative.
As it stands to counter with illums you need to distract your enemy into allowing you to gain time to build up a decent number of illums. If the enemy presses the attack you will lose because your fleet won't have the firepower yet, and is a substantial weakness in the advent fleet. The build up of illums is too slow and therefore the critical killing power is not achieved. This can be said of any part of the advent fleet though, and having "one effective way to gain quick effective cap/starbase killing power" will cause advent to only spam illums again.
This will not fix the racial weakness of the advent if this is the only fix being considered.
Advent need a multiple small tweak approach to solving their overall weakness, not a one major fix, imo.
Same/cheaper than assailant, and illuminator gets 3 beams. Answer: no.
assailants actually become cheaper then illums with their relatively inexpensive cost reduction at tier 3 in the imperial labs tree.
considering vasari's economic advantage gaining early neutrals, the overall racial economic advantage becomes substantial, so much that long term the assailant is actually cheaper and more powerful then the illuminator. Higgy showed me this reality when he matched his fleet with mine but had full upgrades on his kanraks. he lost about 10% of his ships while I lost close to all of my illuminators in a very surprising and one sided battle. Kanraks are a far better warship, imo. They scare away enemy capitals very quickly, as only 14 of them are required to kill anything with speed. illums aren't NEARLY so threatening, they are dangerous to fleets, but you can just retreat your fleet to avoid combat to your starbase grav well.
I would venture a guess as to that is why you see very large fleets composed of entirely assailants in online multiplayer.
Remember that a vasari player already has the best starbase that at any time, relatively quickly, they can defend themselves with another "fleet" for a fraction of the cost. With feed a vasari player can successfully maintain their suicide spot against two good opponents as well, because their starbase is so strong early on. Vasari don't suffer from turtling nearly as much because they can grab neutrals easily. In my opinion vasari is the race designed to turtle early and hold out for their stronger technology to win the war for them, and as I see it now they are quite an effective rushing race.