Anasur

Anasur

Joined Member # 3043809
2 Posts 9 Replies 454 Reputation

Not sure if this has been mentioned, but a couple balance changes wouldn't hurt. 1 - Reduce the cost/fleet use on skirmishers, way to expensive for what you get 2 - Nerf the living hell out of Malice, you can wipe out entire fleets with it. Shield Regen could also use a bit of a nerf, while the armor repair on that Vasari carrier needs a boost 3 - Do something about disciples, lol. That am drain can cripple enemy caps really easily later. Plus, the way they can easi

1,040 Replies 556,406 Views

Personally I feel the advent are overpowered, particularly early to mid game. Their cap ships are lethal even early, I mean shield regen is crazy strong, so is antimatter burn. And when I am playing Vasari, a decent advent always kills me early. They get so many disciples it more than makes up for weaker individual units. And they are so fast that its easy to micro them away from the fight if one is dying (in relatively small engagements). Some of their cap ships abilities REALLY ne

58 Replies 32,282 Views

Phasing through shields. Wow, it sounds powerful doesn't it? But 99% of the time its useless. Against TEC or Vasari? Pretty much always useless, both rely on their armor more than anything. A simple damage boost to phase torps with upgrades would be better all of the time, like other races can research for LRM. Even against Advent they are usually useless. Until you get a very high percentage of phase penetration, their ability is useless. Ships always die after their shi

0 Replies 4,634 Views

Yes, they are way way too good, lol. Let me explain. I had a game last night. I was invading this guys territory, he was Advent, I was Vasari. He had a ton of bomber wings. So I came prepared. He had about 40 carriers and a Halycon Cap ship, so lets say 45 bomber squadrons. A lot, I know. I arrived with 15 squadrons of fighters, and 30!!! Sentinels, the Vasari anti fighter/bomber ship. I was massively upgraded at all levels. I also had the Devastator cap ship w

26 Replies 38,826 Views

Add some higher end defenses. Something that can actually hold off an enemy long enough for your fleet to come save the planet. Right now a planet dies way too fast to a good sized fleet. Also, increase the range on turrets. Too easy to bypass them entirely. And of course, I highly suppor making PJJ better. Another thought, is to make ships jump more slowly in enemy culture, maybe warp slower too, so you can't run around someones empire so easily. Oh, and the Marauder

1,040 Replies 556,406 Views

Do the Vasari field a smaller army? It was my understanding that their units tend to be more expensive but tougher, so a smaller army costs the same and is equal in battle to, a larger force.

21 Replies 17,024 Views

Good ideas Kai. I think it all boils down to this for me Defenses need to be A) More powerful than mobile forces for the money B) Effective and C) Limited in use to where you need them There are a lot of ways to accomplish this. But if static defenses aren't more effective than money spent on mobile units, why use them? Thats why I suggested making them use fleet supply (they need to be manned) but quite powerful. Maybe we could also link it to your tactical

136 Replies 153,727 Views

I have to agree, its frustrating as hell not being able to go on the offensive at all when you are in a big FFA. I was in a Multiplayer FFA tonight, and the ONLY reason I was able to survive was that I was Vasari, with extra jump point lines. Even then, I spent literally an hour chasing an enemy fleet through my own systems. I have a couple of suggestions First - Greatly increase how much PJJ slow jumping. I mean really for most ships they spend most of their time aligning,

136 Replies 153,727 Views