The Vas Starbases build and upgrade way too fast in hostile grav wells. It is impossible to take them out within a reasonable time frame. Most of the time, any ships that attack a Vas base (in construction or not) end up being destroyed by a badly damaged base as it upgrades while being fired upon. Bottom line is, you shouldn't be able to build any Starbase in a hostile grav well without a fleet to protect it.
Hound
The low mitigation of the side beam hits becomes apparent when a group of Illums swims back and forth through a superior force of LRM's and destroys them mercilessly. Perhaps mitigation could be a fixed value all the time since you can't order ships to spread fire anyway. Even AI targeting uses focus fire so FF is pretty much always the case.
Again about the SC build penalties... Why do we need them to build faster? Because they die too fast before they can do their job. Why shouldn't the Fighters just be tougher to kill for the exact same effect? The source of the problem needs to be addressed, not the result.
And better than the Skirantra, the Progen can also tank MB with Shield Restore. That's not the point. The point is that no other lvl 6 cap ability comes close to competing with the power of a Missile Barrage. It is about the burden of countering a single ability and keeping that counter alive and ready. No other lvl 6 ability in Sins makes you unable to engage a fleet if you do not have an exact counter.
I've had multiple players quit on me instantly after I have MB'd their fleet. I've found myself forced to completely avoid a fleet with a lvl 6 Marza in it even though otherwise my fleet would have been a match for theirs. No other single capital ship can do that in Sins. The burden to counter a Missile Barrage is just too big. No single ship should ever have the potential of wiping out entire fleets. MB is much worse than the old CB+Malice that required two high level capitals workin
I would much rather have the fighters rebuild very slowly but be tougher for Flak to kill. I just don't like the idea of expendable ships doing suicide runs and rebuilding quickly for free. Even now you can do a fighter suicide run to knock out as many LRF's as you can, dock them for a bit and repeat in the same battle.
Fleets focus fire though so if it is a mitigation issue it is not that important in actual battles. Frigates don't go 1 on 1 even if you leave them to AI targeting. Interesting find though!
I would like to see Range circles for targeted AoE's as well such as Subverters and Transcencia's Meteor Storm. And multiple range circles for different Starbase weapons would be nice.
Was it a vanilla Illuminator or an upgraded one? Does focus fire from multiple ships with Phase Missiles give a more favourable result for the Vas?
It is commonly agreed that Guardians are very powerful and Subjugators are pretty useless. I'd like to suggest swapping abilities between them - exchange Repulsion and Perseverance. This way the rather overpowered Repulsion would move up to T7 to a ship that is easier to destroy. That alone would balance the ability nicely. Perseverance would move down to T5 and give Advent a more reasonable way to combat Nano Disassembler and Phase Missiles. A heal ability fits the Gu
Assailants have no problems taking out Guardians with upgraded Phase Missiles. Another idea would be to swap Perseverance and Repulse so that Guardians could heal with T5 tech and Subjugators would Repulse as T7 tech. Subjugators are easier to kill and Repulse is more powerful than Perseverance.
What if Repulse was a targeted AoE? It would work pretty much like it does now but it would be less powerful. Caps could be uneffected or pushed slower too.
When you give ships a move order I want them to make a 180 turn in place instead of turning in a huge arc through visible minefields. Or just avoid minefields unless the minefield is the destination of the move order.
SC build penalties - I like them. Since carriers rebuild SC for free, you should at least be able to neutralize them for a meaningful amount of time. Rebuilding during combat should have a 100% build penalty. Marza - agree, MB damage is so ridiculously overpowered compared to anything else. No other lvl 6 cap is powerful enough to send a 300 supply fleet running or single handedly destroy it. Repulsion - both Va
Sins 1.16 / Entrenchment 1.02 I like the Strikecraft build penalties. They make you want to keep your SC alive instead of just sacrificing them to knock out the enemy's LRF's and then retreat carriers and repeat. That said, Flak now kill Fighters so fast you can't really use them at all against someone who can micro his Flak in the right spot. I would like to see the SC build penalties remain but Flak firepower cut down against Fighters, or overall. Marza's Mis
I'd much rather keep the strikecraft build penalties and lower Flak dps instead. They don't need to be able to destroy other frigates and caps, sentinels especially with upgraded Phase Missiles. Why don't Sentinels use wave cannons anyway, too many Vasari ships use Phase Missiles.
Mass Disorientation needs to be lvl 2 to reach Ogrovs I think.
What is the armor class of Ogrov and Solanus? And what about the Ruiner? None of these get much use in MP but I'd like to know what to kill them with.
[quote who="CenturionJixra" reply="8" id="2217589"] Quoting Hound, reply 3But I guess if Ironclad wanted to balance the caps they would have done so long ago. I think the goal of the game's design was to balance out the races as a whole and not necessarily the ships they have in each class of ship. If they were balanced by ship class then there wouldn't be too much difference between the races. If the Egg gets nerfed then I'd probably have to play a different race since
I was bombarding an enemy HW with Final Judgment. Then I upgraded it to lvl 2 and it stopped firing. Yeah, bugged. Mass Disorientation gets more range at lvl 2. Not sure if Meteor Storm works like that too. I wish they would show range on the infocard. It's weird not seeing what you are actually upgrading.
Vasari have no problems with Repulse. The weak-hulled Guardians are easily taken down with Assailants and upgraded Phase Missiles since Assailants outrange both Illuminators and Repulse. Advent have a really hard time fighting upgraded Phase Missiles because they effectively counter their main strength and eat caps for breakfast. And the Vasari starbases are incredibly useful all around and they are quite immune to Repulse.
I don't think overpowered is fun. I'm sick of using the Egg and Marza over and over myself.
I find it alarming that there even is a post about "how to run from Nano Disassembler" in the first place. I don't see a similar post about escaping Sova's Missile Battery or Vulkoras' Phase Missile Swarm. Or Revelation's Reverie. The list goes on. And those ships can't colonize or eat planets for huge resource boost. Only the Evacuator and Marza have abilities that bring up topics like this. Both have grossly overpowered abilities. Counterable just like any other cap ability,
Kodiak rushing in Close encounters is a suicide in itself. It might as well been a disciple spam/rush to win the game above. Some people also seem to think Kodiaks are a good idea against Advent. Any Advent player with some skill will just Repulse them out of range forever. I've fought off many Kodiak spammers in the last few days without losing a single ship from my fleet.
I watched that and basically KoK lost to scout spam even though Dante didn't use his scout armada to stop him from building 5 Mil labs. Repair and Flak would have taken care of scout spam easily enough, with only 2 labs. Then LRM's.