I posted this in another thread, but I feel like it's a workable solution to "spamming" units. Why not make each unit of the same type purchased past the first bought at a 1% markup in cost? By the time you've got 101 of a ship type, the last one is being purchased at double the base cost. At some point in there it becomes resource inefficient to continue spamming the same kind of ship, but there's no "hard" barrier that stops you from getting as many as you'd like.
Snipafist
If shield mitigation is inherently tied into a ship's shields, what part of "bypasses shields" doesn't make sense to you? The fact that these things can cut through mitigation (which sticks around after the shields are down) makes them extremely effective against ships whose shields are down - in fact, I'd say they're even better then than against ships with their shields up!
Because Vasari do not get trade ports until tier 4, their early straight-up credit economy sucks. Because their navigators can capture mineral extractors and because they get access to earlier refineries (tier 3) and early resource-mining improvement techs (which are rolled into one tech), they often find themselves swimming in metal and crystal, however. Just make sure to hit up the black market to sell off excess resources and you'll do fine with your credit count. Further, the Vasari
First off, spamming a single type of ship (especially LRM frigates) is only really effective on smaller or more cramped maps. In larger maps, earlier "rushes" fail largely because your enemy has an extra couple minutes to boost his defensive force, since yours needs to get to him before it can do anything. You'll notice that in other RTS games (notably Starcraft) smaller maps were very prone to rushes as well - Zerglings, Marines/Medics, whatever. Larger maps were not - it was too risky to waste
It's their capital planet, what did you expect? And while 4 temples of communion are nothing to scoff at, if you're serious about flipping something as loyal as a capital planet, you're going to need 6 or more temples of communion and some time to wait it out. Considering how cheap those temples are compared to the price of a huge invasion fleet, I don't think asking for some patience is asking for all that much.
I'd like to see the AI produce more balanced fleets in the mid to end game. It's definitely slanted towards spamming as many light and LRM frigates as it can, and then it tends to mass-produce capital ships to go on top of that. While properly-upgraded capital ships can be very worthwhile, mass-producing them will seriously hurt your early economy due to their sheer cost, the cost of researching the tech to allow the crews, and researching the tech that provides the considerable amount of supply
Tyranids.
Things I'd like to see: More varied AI fleets. The "tons of basic frigates" approach or "tons of LRM and basic frigates" approach is strong in the early game, but weak in the mid-to-late game. We do see the occasional "lol I killed your planet with 20 siege frigates" fleet, but this isn't so much a smart move as it is agonizingly frustrating to play against - most of the frigates get killed off for a temporary setback in income. If the AI came in, killed off the planet, and then occupie
Power surge - Read the effect bar. It's good. Jam Weapons - Not a bad ability if only against carrier-heavy fleets. Disruptive strikes - Read the ability. Combines nicely with power surge. More hits on enemy ships = longber cooldown and less antimatter. Volitile Nanites - Good ability. Takes out capital ships right quick with combined fire. Repair cloud - Don't know if it stacks, but it's a nice ability. Scramble bombers - I believe it's X extra bombers, where X=the leve
I'd love Tempest to bits if it wasn't for the horrible lack of volcanic worlds and overpopulation of ice planets. Ack.