Race Balance at Different Game Stages for 1.12

Some recent posts got me thinking about current game balance for the different races in 1.12.  I have noticed many new players with general questions and most of the older players are more focused on debating fine points of the game, so I decided to do this overview for the newer population of players.

First, I think 1.12 is incredibly balanced between each race...and though I know many people complain carriers are overpowered (and they are slightly), the reason the game is so balanced currently is because carriers are pretty equally overpowered for everybody, while in the past one race always had a decisive advantage.  For example, in 1.05, nobody had a good counter for massed Advent Illuminator and Repulsion, and nobody had a good answer for the Vasari Subverter or Returning Armada.  TEC was pretty screwed in 1.05. Subverters and RA has been fixed, and while Illuminators are still plenty nasty, carriers are nasty too, and everyone has em, and fighters are a hard counter for Illuminators / LRFs.  (You HAVE to MICROMANAGE them with the ALT key to target the Illuminators and not chase other strikecraft.)

 

That said, I think the Races do have different stages of the game where they excel, and I've detailed an overview of what I think some of those advantages are and what each race should be focusing on at each stage.  This is specifically for MULTIPLAYER, and it is more for beginners -- experienced players should know most of this, or at least know enough to disagree with me.  It is also a starting point....to give people ideas how to improve their game by telling them what to look into...I can't go into every strategy or mechanic in depth, thought I'm sure it will result in healthy discussion that could possibly prove enlightening.

The other thing that is worth mentioning is that skill trumps everything.  You might do all the right things and be using the right counters, but your opponent is just playing faster and more efficiently than you, with better micro-management, and you'll lose.  Sins is actually pretty forgiving in not requiring as much twitch, but the games are also longer, so someone who is faster has a small advantage that compounds over time.  30 minutes of more efficient playing has an advantage that breaks any rule...but assuming skill levels are very similiar, here is my assessment:

 

 

Early Game  (roughly 1-2 labs)

Vasari are definately the most dangerous in the first stages of the game, and not by a little.

They have powerful capital ships that excel at 1v1 encounters...chiefly the Evacuator/Egg, which is both excellent at rapid expansion as well as winning 1v1 cap ship fights against unsupported enemy caps with the Nano bomb.

The Assailant also gives a distinct edge.  Make no mistake, without upgrades, this is the crappiest of the LRF's FOR THE COST, but you can have it out almost immediately with 1 military lab and they have twice the firepower of a Skirmisher, so there is almost no reason to build Skirmishers early game unless someone is using scouts on you.  The money you would have spent on basic frigs thereby buys you more firepower.  This aids in rapid expansion, or if you are near an enemy you can be knocking on their door while they still have basic frigs.

Finally, the biggest factor is the Neutral Extractor advantage....Vasari scouts are turbo-charging the startup Vasari war machine by grabbing all the neutral extractors that are out of reach to the other races.  On a map with no neutrals, Vasari have only a slight early advantage, and that is only when they are close enough to rush you.

Advent get my vote for 2nd place.

They have good early game capital ship options, and their caps also have powerful fleet supporting abilities to boot.  The Progen is an excellent expander that gives an economic boost through discounted planet upgrades, which is where a chunk of your money is going at this stage.  With Shield Recharge it is also very hard to be killed by most other cap ships, with a couple exceptions, chiefly the Egg, Kortul, or another Advent's Radiance -- and it keeps your frigates alive to boot.  The Radiance is a good capital ship killer with its Antimatter burn.

Counters!!  You don't have your workhorse ships out yet, BUT you are good at countering everyone else if you are forced (many Advent don't realize this).  You have the toughest Scout in the game, which is very effective at fighting off enemy LRF FOR THE COST (hint: make 3 scouts per Assailant / LRM).  Your Disciples are 20% cheaper than cobalts and not much weaker -- perfect for fighting off enemy scouts.  Other than making a handful to support your expansion, you don't normally want too many Disciples, but remember they are a good cheap counter when needed.  You can deploy Carriers before everyone else and they are extremely powerful and critical to fight off other players LRF/Assailant rushes, however they are too expensive to have enough to go on offense just yet.

Since a strong Advent is so reliant on their midgame ships, they are probably going military, but assuming they are in a totally safe position, it isn't too hard to get culture started and reach for tradeports to get a economic advantage for midgame.

TEC are very much last.

TEC has a hard choice of which capital to pick.  The Akkan colony cap is good for expansion, but not as good as other colony caps (unless you just happen to love Armistice hijinks late game).  The Kol and Marza are solid choices, but only the Marza can hold its own against other capital killers like an early Kortul, Evacuator, or Radiance, which is very important in early game fights.  Sova is very powerful if you know you can rush Embargo, but not otherwise.

You can have LRM's out fairly quickly, especially if you forgo Infrastructure level 4 on your Homeworld, and they are definately a good early game workhorse, but they are also easily killed, either by enemy caps or counters, and require a fair amount of attention.  Still, they are cheap, and provide needed firepower in mass.  You can also use your Scouts and Cobalts as counters if you need to, but like Advent, you otherwise don't want to build more than you need for early scouting and expansion.

Yes, you can have trade up faster than anyone else, but it still takes about 15 minutes to start reaping an advantage from a tradeport.  In fact, the temptation to build trade is the kiss of death for many beginners who are waiting for returns on their economic investment when suddenly the first wave of attackers arrives to burn the tradeports down.  Make sure you are safe before you invest in trade, because the only other advantage you have at this stage of the game is cheap LRMs, and they are mediocre at best.

 

Mid-Game  (roughly 3-6 labs)

I am probably going to catch a lot of flak for this...

TEC are most competitive midgame if you know what you are doing....

Yes, your warships are generally inferior....but you have more of them, and you have cheaply upgraded the armor and structure on them.  Cheap masses of LRM's and soon the relatively cheap and hard to kill Kodiaks start rolling off the line.  Your bane is the dreaded Illuminator, but you don't let those near your LRM's..you kill them with carrier based fighters.  And your ace in the hole.....

HOSHIKOS!   Probably a good 20-25% of your fleet should be made up of these dirt cheap, repair spamming, invaluable support cruisers.  They keep your hordes of craptastic ships alive, prevent your gravwell circling carriers from having to retreat when damaged, and protect your reasonably hard to kill capitals while they continue to level up.  While micro helps, Hoshikos don't even need it much, you just group packs of them in the fleets of ships you expect to be taking fire, and have a few escort your capitals.  Are they shooting at your Hoshiko's?  Good...that means they aren't shooting at your caps or squishy LRMs!  Besides, they repair each other too, and you were making more anyhow.

Finally, you are probably going to get a strong econ up sooner than most other players.  You are most likely to be able to get it going even if you have been doing some fighting.  If you had the luxury of going all out econ and building tradeports early game, your economy makes you a force to be reckoned with right now.

Advent are VERY close behind TEC...

You have deployed your powerful midgame arsenal.  Illuminators backed by Iconus Guardians and Drone Hosts make you an extremely tough opponent.  With proper micro, Illuminators destroy other LRFs by moving into their lines where they can also employ their side strafing turrets.  You still have to pick your battles...your ships are expensive, and while Guardians and a Progen in fleet increase your survivability immensely, you have to fight smart to minimize your losses and watch out for counters (or Assailants that are headhunting for your Progen with phase missiles).  Your carriers are the best in the game, and while hard to kill, they are expensive enough to make you wince whenever you lose one at this stage.  Disciples with drain antimatter can be an invaluable counter, but they often die fast unless the enemy has no LRF / HC's.    Destras have great firepower and are not too expensive...assuming you even need them.

You have to make a choice, do you start building capitals for more of the powerful Advent synergies, or invest in more fleet to exploit a weak opponent's vulnerabilities now.  Each of your capital ships adds nasty abilities to your arsenal and amplifies the power and survivability of your fleet, but they are expensive to build and level up.

It is not too hard to get a good economy going with Advent, given half a chance.  As a further perk, with research and upgrades to your Progen's colonization ability, you can start to explore new planets for reduced cost, or free with level 3 colonization on your Progen. (The only race where it becomes economically worthwhile to actually explore your worlds.)

 

Vasari fall behind in midgame.....any advantage you have in mid-game as the Vasari is purely an extension of advantages you are coasting on from the Early game.  Make no mistake, if you DIDN'T SECURE an early game advantage, you could have a very tough game on your hands.  You may in fact be in great shape because you rapidly expanded with the Evacuator and assailants, or no one is countering you for neutral extractors, or maybe you even crushed a neighboring opponent early and are taking over his worlds.  For people who maximized early game, you now and have a moment to catch your breath....this is how a lot of good Vasari players survive-- we use our considerable early game advantages to grab a GREAT head start, and that gets us through mid-game quite nicely.....but otherwise...

Yes, Vasari have some mean 1v1 caps, but this advantage is much less clear when fighting lots of other ships.  Most Vasari ships are not that hard to kill with focus fire.  Overseers are great ships for keeping caps alive if microed and managed properly, but they are also higher in the tech tree and much more expensive than Hoshikos...but again, they need micro for best results since they are directional.  Most players don't even get around to building them because it is so critical to field enough fighting ships.

Yes, you have the vaunted phase missile, and while it is very powerful against Advent, it is also pretty effective against TEC too, since the missiles bypassing mitigation hit for full damage.  Yes, they kill caps very effectively (except the Kol).  But anyone who has had their capital chased down by a pack of Illuminators or wandered too far into the gravwell near a horde of LRM knows that other LRFs are pretty good at focusing capitals to death too.  The truth is Assailants need phase missiles to be competive.  Even with phase missiles, they get killed by equal numbers of baseline Illuminators.  Without phase missiles, they are like a hard to kill LRM for 50% more cost.  And while the Enforcer HC is extremely tough, it is also priced accordingly, so it actually has the least firepower FOR THE COST of the HCs.

If your enemies are smart, they have cut you off from the neutral extractors in their territory by now.  While your ships are all respectably tough, they are also more expensive.  If you were an unlucky Vasari and didn't even get neutrals to begin with, things are especially tight and it will take all your wits to survive.  Unless you can attain victory now through force of military, you must plan for the future and get your economy going, and it is the hardest to get kickstarted while under pressure from an enemy.  You have to make hard choices about whether to go for your powerful, but expensive, support ships on the military tree....or try and divert funds to build a phase gate network so your inevitably smaller fleet can move rapidly to reinforce worlds against your enemies.  The Vasari has powerful tools to keep them competitive late game, but but they have to spend mid-game bridging the gap.  Unless they had a large early game headstart, Vasari can not reasonably expect to outbuild their opponents fleets, which rapidly become more dangerous through either force of numbers and cheap repair(TEC), or firepower and shield regeneration(Advent).

 

Late Game

Balance is so close now, it comes down to player skill -- no race is significantly better.  Skilled players surviving this long will be using the best options their race has available to them and will be trying to build out their fleets to best counter the strategy they think their opponent will be using.  So I'm going to pick an order of who is toughest to fight and talk about some of those advantages, but I want to stress, it is very close between the races as a whole.

Advent

Anyone who has seen the dreaded battleball in action knows how hard it is to fight a late game Advent fleet controlled by a skilled player with great micro.  Expect to see at least 5 or 6 capitals in the middle, surrounded by Illuminators, Guardians, carriers, and maybe some Destras and Dominas for spice.  Depending on what enemy is being faced, the caps may differ a bit, but with two (or more!) Progens restoring shields, Halcyons providing strikecraft cover and boosting damage, Radiance / Rapture doing a Vengeance combo, and Revelation countering other capitals (like Marza) and eventually eating worlds with Hysteria, this fleet can handle just about any condition it faces -- as long as you remember to tailor it a little bit depending on your enemy fleets lineup. 

Advent fleets have to be careful of phase missiles knocking out a cap or two, but this is why it keeps fighter cover and uses tons of Illuminators. You will not want to wander deep into a gravwell near too many assailants, instead pick them apart from the edge and engage with your Illuminators, and run your capitals if threatened.  While it is possible for them to get a capital now and then, you should be able to inflict tons of losses on the enemy, possibly with a well timed Vengeance.  You then use your level 6 Progen to promote a newly built cap to the level of the lost one.  I did mention, 2 Progens are handy...especially if one is spamming shield restore and the other is spamming Malice.

You can pretty much take TEC head on, though you have to be careful of Dunov's EMP.  Add Disciples with antimatter drain to the mix, make sure they stay under the Guardian umbrella, and sic them on the Hoshiko's when the battleball engages...that combined with withering firepower and powerful cap ship synergies should overwhelm the enemy repair capabilities.

The Advent economy is fairly strong, just keep building tradeports with the money you save by not losing as many ships as your opponent.  Use your powerful culture to pressure neighboring enemies, hurt their economies, and give your fleet a culture advantage when it does attack...not to mention free vision in worlds where you have a culture advantage.  Any good opponent will act to counter your culture...if you give them that chance.

 

TEC

While holding off the enemy you have researched up to Pervasive Economy and Industrial Juggernaught.  You have also researched the tech for additional logistics slots and built an extra tradeport everywhere.  Your economic advantage is now clear, and you build 3 or more frigate factories on worlds near the front line and churn out an endless number of your cheaper, yet sturdy ships, remembering to build lots of fully upgraded Hoshiko's.  Cielos are also handy for focusing enemy caps, with some micro.

A high level Marza can tip a battle in your favor with the level 6 barrage ability, just be careful not to lose it, it is also extremely valuable for razing worlds.  Kols are very hard to kill, and provide excellent anti-strikecraft support with Flak Burst...so try to position them where enemy strikecraft are targetting your fleet.

Probably the hardest thing to fight is an Advent battleball.....so don't fight it head on if it is too big.  If you are feeling lucky and have superior numbers, you can fight it with massed Kodiaks, backed by repair, Dunov EMP, and a lurking Marza, otherwise pick it to pieces with massed carriers, make them fight you near your superior repair bays, and maybe open up another front somewhere with a smaller fleet.  Advent generally doesn't like to split fleets, while most of what you have is expendable as long as it can cause its share of damage before it dies.  Meanwhile you build Phase Jump Inhibitors everywhere (PJI) to slow down the enemy progress and rebuild anything they destroy somewhere else...your economy can take losses...can theirs?

If the enemy digs in on defense and you have a hard time making headway, make a few big space cannons and start shooting worlds out from under them.  Time is now on your side.

 

Vasari

Vasari that either dominated early game, or planned carefully in middle game, will survive to reap the rewards at end game.  While your economy is weaker, you have a phase gate network up so you can rapidly move your ships around, and since you have a phase gate network in place, you have researched Returning Armada.  RA is being backed by your economy, and suddenly you are getting deep discounts (I've heard about 40%, though I haven't tried to work it out myself) on carriers and Enforcer HC's, with some skirmishers, sentinels (flak), and assailants thrown in for good measure.  It pays for itself very quickly, because at this stage of the game, you need a lot of ships.  You use the money you save to afford to buy plenty of your excellent Subverters, or some additional capitals backed by plenty of Overseers to keep them alive.  While some people say 1.12 RA is junk, I disagree.  Early game RA rushing is junk, but the longer the game goes on, the more important RA becomes to regain ground against the TEC players economy, or to replace attrition caused by an Advent late game fleet.

The Evacuator is now capable of sucking up non-fortified worlds in seconds, not minutes, giving you a big econ boost in the process.  This is no longer a fighting ship, it is too easily killed by a fleet, instead you use it boost your economy by draining enemy worlds as much as possible, killing and colonizing them if you can.  The Kortul becomes a powerhouse, and is great at fighting caps, but you still have to watch out for focus fire which can kill any ship easily at this stage of the game.

Without a strong anti-fighter ability, you have more trouble than others in dealing with Strikecraft.  The Kortul can jam strikecraft weapons, and Micro-phasing auro on Skirantras gives your strikecraft an edge, but it is generally inferior to enemy strikecraft counters (Halcyons, Kols, and Dunovs).  You can also group a Skirantra cap carrier with your carrier group and use its repair aura to keep the carriers AND any strikecraft in range repaired.

If you get the enemy on the defensive, but you need that little something extra, build your Kostura cannon...or three.  Fire them at worlds you attack, but stagger the shots by a little bit.  The defenses and repair bays will become useless during your invasion, but the staggered shots will each damage and briefly stun enemy ships in the gravwell, giving you a big head start at crushing the critical ships in the defensive line up.  (Hoshiko's...Guardians...enemy capitals...)

 

______________________________________

 

So hopefully the newer players find this analysis helpful and are encouraged to get online and do some Multiplayer.  The great thing about the current balance is that each person can generally find a race that suits their playstyle....whether it is a more aggressive player (Vasari), a perfectionistic micro manager (Advent), or someone who prefers to play a late-blooming industrial juggernaught (TEC).

 

Good Game!
Cykur

 

1/30/09   Corrected Statement that early game Marza could not hold its own against other anti-capital capital ships.  This perception was based on my favoring Raze Planet over other builds.

41,269 views 45 replies
Reply #1 Top

Good stuff.

Especially how TEC isn't underrated so much.

Last I heard though, the Marza is the best at 1 vs 1 cap fights, beating both the Egg and Radiance.

Also... 'squishy'. XD

 

:fox:

Reply #2 Top

Overseers are great ships for keeping caps alive if microed and managed properly, but they are also higher in the tech tree and much more expensive than Hoshikos...but again, they need micro for best results since they are directional. Most players don't even get around to building them because it is so critical to field enough fighting ships.

HOSHIKOS! Probably a good 20-25% of your fleet should be made up of these dirt cheap, repair spamming, invaluable support cruisers. They keep your hordes of craptastic ships alive, prevent your gravwell circling carriers from having to retreat when damaged, and protect your reasonably hard to kill capitals while they continue to level up. While micro helps, Hoshikos don't even need it much, you just group packs of them in the fleets of ships you expect to be taking fire, and have a few escort your capitals. Are they shooting at your Hoshiko's? Good...that means they aren't shooting at your caps or squishy LRMs! Besides, they repair each other too, and you were making more anyhow.

Amen Cykur!

Reply #3 Top



HOSHIKOS!   Probably a good 20-25% of your fleet should be made up of these dirt cheap, repair spamming, invaluable support cruisers.  They keep your hordes of craptastic ships alive, prevent your gravwell circling carriers from having to retreat when damaged, and protect your reasonably hard to kill capitals while they continue to level up.  While micro helps, Hoshikos don't even need it much, you just group packs of them in the fleets of ships you expect to be taking fire, and have a few escort your capitals.  Are they shooting at your Hoshiko's?  Good...that means they aren't shooting at your caps or squishy LRMs!  Besides, they repair each other too, and you were making more anyhow.

TEC

  Your economic advantage is now clear, and you build 3 or more frigate factories on worlds near the front line and churn out an endless number of your cheaper, yet sturdy ships, remembering to build lots of fully upgraded Hoshiko's. 

 

Hoshikos and Triple ( Quadruple if you can get it ) frigate factory worlds... Happy Times ! Amazing how many people don't build Hoshikos, but will put a repair bay on every world. I say just build hoshikos and take the repair bay with you. Even adding a few makes a huge difference to fleet survival rates. I was shocked when I ran my own tests and saw how many more ships I had left after a large engagement.

I'll disagree about the Marza though. Best ship out there, cap-to-cap.

Reply #4 Top

Thanks a lot of this! I'm just coming to grips with this game and the Vasari and your post and this forum in general is an incredible resource :thumbsup:

Reply #5 Top

I think you're being a little unfair to vasari. (Being a vasari player myself) Most noobs aren't taht good with vasari. Early game though i've seen over 30 assimilators within 20 minutes along with an egg. I think you should have mentioned capital ship usefullness. You did on advent but tec are somewhat reliante but mostly as liability ships while varari can do with only the egg. RA is a great thing. I've played multiple games where RA gets me a 1000 plus fleet expecially with 15% extra fleet support the upgrade at 820 can do wonders for fleet size. Expecially because it makes it so more ships can be felded for even less penalty.

Advent i have to disagree with endgame. They may be tough but their carriers aren't actually that much better. Being 20 support vs TEC and Vasari 14 support they all are extremely balanced. 6.67 support per squadron compared to 7 support. Besides ffrom what i've seen vasari are only at strike craft disadvantage when they don't spam carriers. Going with vasari might their fighters have 100+ hull not sure exactly PHASE MISSLES ON BOMBERS (w00t w00t w00t own da caps) and have 3 armor and 4 damage. Squadron for squardron advent is better. But think 2 advent carriers vs 3 vasari. Only fighters. each pass exactly 1 vasari fighter dies in each squadron and exactly 2 die in advent. Sure Sure big woop the advent win but think that every 2 passes another strikecraft is built. So every 2 passes advent lose 3 and vasari lose 1. LONGER STRIKE CRAFT BATTLES= win for vasari strikecraft. Their flak is also the best of the races also having PHASE MISSLES makeing it even effective ouside of attacking strikecraft (to an extent)

Also vasari do have credit disadvantage easily seen but having conjoined upgrades for resources is also a great kickstart early game. You can get 7% metal extra income for the same cost as getting 5% metal and crystal vasari. It equates to having to upgrade 12 times for TEC and advent to get full resource in come while vasari it's only 8 upgrades saving significant money and making it a heck of a lot easier to max out. Plus enforcers are built like a rock. Ever get RA and get 20 enforcers 20 transporters and build a few support ships along with tthat. The enforcer's easily take out any LRF, mainline frigate and other HC. FUlly upgraded their hull hits a whooping 1500 with their already stellar armor. Upgrade hull and armor to full BAM super tank. Add reintigration and 18 hull per second with shield mitigation at full hits about 40 damge per second tanked. Amor at 12 Yikes thats like another 30 tanking ability. Sure the thing can't attack anymore or can't move but 70 DAMGE PER SECOND is rocklike. Takes microing but it's still great.

Hoshikos are great but you seem to forget that even then repair bays are a good idea. Vasari repair bays give 15 per second. Advent 30. Tec 20->upgrded to 30-> upgraded to 40. Sounds really good. Just put them at all your planets and also get hoshikos.

Advent also have disciple cheapness. Great spam unit for taking out carriers mostly because carriers just can't fight disciple spam. Since HC's and mainline frigates are the best ships at taking out carriers any carrier spamming enemy should RUN LIKE THE WIND expecially with a progenator repairing shields like crazy. Even with a carrier running circles around the planet discples catch up and destroy.

 

Sticky this up.

Reply #6 Top

Enlightening post Cykur.  Thanks for the informative descriptions of the race balance at various points of a game.

Reply #7 Top

I'll disagree about the Marza though. Best ship out there, cap-to-cap.

I thought I did talk up the Marza a fair amount....it got a lot of coverage, and to do more would make this a Marza thread where I would have had to stop and spontaneously break into song to convey the true majesty of the ship.  Marza is almost always my first ship off the line as TEC...and it was even before it got the ungodly powerful Missile Barrage in 1.12.  It is also one of the most competitive ships at fighting other caps with its high damage output...at level 1, whereas an Evacuator with only colonization trained is near helpless -- but give a level 3 Evacuator 2 levels of Nano Bomb, and it is suddenly eating other caps and winning a lot of 1v1 cap fights.  

Also as other capitals level up, a few of them either become harder to kill, like the Kol, Kortul, and somewhat the Radiance, Progen, and Skirantra, or they get neutralizing abilities like the Kortul and Radiance.  These abilities win 1v1 fights.  The Marza is ultimately much more valuable as a planet siege or AoE Missile Barrage nightmare, but its specialty is not 1v1.  It is arguable that the Vulkuras is even more dangerous 1v1 because of its level 6 Disintigration ability and front loaded damage, but I give the Vulkuras almost no mention because strategically it just isn't as valuable end-game, unless you are sieging worlds, and all good Vasari players should have a level 6 Evacuator for that.  Marza is a great all around ship, one of the best capitals in the game.

+1 Loading…
Reply #8 Top

I think you're being a little unfair to vasari. (Being a vasari player myself) Most noobs aren't taht good with vasari. Early game though i've seen over 30 assimilators within 20 minutes along with an egg. I think you should have mentioned capital ship usefullness. You did on advent but tec are somewhat reliante but mostly as liability ships while varari can do with only the egg. RA is a great thing. I've played multiple games where RA gets me a 1000 plus fleet expecially with 15% extra fleet support the upgrade at 820 can do wonders for fleet size. Expecially because it makes it so more ships can be felded for even less penalty.

Most noobs aren't that good with any race.  Luckily I'm not most noobs...I'm actually a Vasari enthusiast myself, but I can play any race.  I couldn't mention every tech in the game, but I defended RA, I specifically mentioned how the Egg transitions from a fast colonizer, to a competentent 1v1 fighter, to an end game siege/econ weapon.  It is one of the best capitals.  (Did you read my whole post??  I know it was long....)  Vasari win by taking the lead early and maintaining it...if you have ever played a game against a very skilled opponent where you couldn't get any neutrals and the enemy was too far away to attack and they are free to eco boom, you have a much more challenging game.  This is one of the only scenarios I ever lose with Vasari, and that only to a very skilled player.



Advent i have to disagree with endgame. They may be tough but their carriers aren't actually that much better. Being 20 support vs TEC and Vasari 14 support they all are extremely balanced. 6.67 support per squadron compared to 7 support. Besides ffrom what i've seen vasari are only at strike craft disadvantage when they don't spam carriers. Going with vasari might their fighters have 100+ hull not sure exactly PHASE MISSLES ON BOMBERS (w00t w00t w00t own da caps) and have 3 armor and 4 damage. Squadron for squardron advent is better. But think 2 advent carriers vs 3 vasari. Only fighters. each pass exactly 1 vasari fighter dies in each squadron and exactly 2 die in advent. Sure Sure big woop the advent win but think that every 2 passes another strikecraft is built. So every 2 passes advent lose 3 and vasari lose 1. LONGER STRIKE CRAFT BATTLES= win for vasari strikecraft. Their flak is also the best of the races also having PHASE MISSLES makeing it even effective ouside of attacking strikecraft (to an extent)

Advent are not toughest because of carriers...I don't much emphasis on strikecraft / carriers, because I feel what every race has is more than sufficient to do the job at hand.  Advent do have the best one, but it is a small advantage, mostly noticeable early midgame -- chiefly Advent carriers are harder to kill and the survivability makes them easier to micro out of a fight so they can repair and come back.  Sentinels are also great with phase missiles, but like assailants, they are more expensive, take more supply cost, and have a lower base damage per cost to begin with anyhow.  All races flak is (barely) sufficient to do its role.  I rarely build them, because I get a few with RA when I need a few late game, and they tend not to get killed.

Back to Advent....as I mentioned, they are tough because of shield regeneration and withering firepower / supply cost....they are toughest because of powerful ship synergies centered around the capital ships, aka the "battleball".  Advent noobs just spam Illuminators with Carrier support and call it a day, and sometimes that is enough mainly because of the effectiveness of the Illuminator.  And I did say that endgame, all of the races capabilities are very equal.

 

Also vasari do have credit disadvantage easily seen but having conjoined upgrades for resources is also a great kickstart early game. You can get 7% metal extra income for the same cost as getting 5% metal and crystal vasari. It equates to having to upgrade 12 times for TEC and advent to get full resource in come while vasari it's only 8 upgrades saving significant money and making it a heck of a lot easier to max out. Plus enforcers are built like a rock. Ever get RA and get 20 enforcers 20 transporters and build a few support ships along with tthat. The enforcer's easily take out any LRF, mainline frigate and other HC. FUlly upgraded their hull hits a whooping 1500 with their already stellar armor. Upgrade hull and armor to full BAM super tank. Add reintigration and 18 hull per second with shield mitigation at full hits about 40 damge per second tanked. Amor at 12 Yikes thats like another 30 tanking ability. Sure the thing can't attack anymore or can't move but 70 DAMGE PER SECOND is rocklike. Takes microing but it's still great.

Yes, Vasari get a resource focus, and again I didn't mention every technology in my already quite long post.  You BETTER research your economy techs as Vasari, because your ships cost the most, especially in resources.  Frankly, it is still better to be TEC who has researched up to Pervasive Econ and has the bought the blackmarket discount technologies and are just buying whatever they need.  As Vasari, you hope to have enough neutrals where you are in fact the guy selling your extra resources to the aforementioned TEC via the blackmarket.  I find I have to maintain control or several neutrals, have research, and make a couple well placed refineries to be this guy....otherwise, the higher resource costs just eat it up...at least until you get to RA, which is still somewhat crystal intensive.

Enforcers are indeed built tough (I mentioned this!), but Kodiaks are almost as tough and equally armored, not to mention cheaper / earlier armor upgrades.  And come to think of it, for the cost/supply cost of 2 Enforcers, you can have 2 Kodiaks and a Hoshiko.  Destras do more damage per cost and live under the Guardian / Progen shield umbrella.  Endgame fleets chew through any ship with focus fire....if you are winning, it isn't because the Enforcer is better than any other races capabilities.

Hoshikos are great but you seem to forget that even then repair bays are a good idea. Vasari repair bays give 15 per second. Advent 30. Tec 20->upgrded to 30-> upgraded to 40. Sounds really good. Just put them at all your planets and also get hoshikos.

You seem to have missed the place where I mentioned TEC repair bays are superior.  And you seem to forget you have to buy at least 1 level of upgrade just to get to the Hoshiko, which I practically flaunt like a cheerleader.  Every race should fall back to repair bays on defense, and every race should not overbuild defenses when they are winning on offense. 

Advent also have disciple cheapness. Great spam unit for taking out carriers mostly because carriers just can't fight disciple spam. Since HC's and mainline frigates are the best ships at taking out carriers any carrier spamming enemy should RUN LIKE THE WIND expecially with a progenator repairing shields like crazy. Even with a carrier running circles around the planet discples catch up and destroy.

All the races should use their basic frigs to take out carriers, once they clear out most of the LRF opposition...and I do mention Disciples are great counters....are you sure you are not a fan of Advent late game?  =)

+1 Loading…
Reply #9 Top

I am a fan of advent.So let me throw in a couple pennies for them....

 

Advent i have to disagree with endgame. They may be tough but their carriers aren't actually that much better. Being 20 support vs TEC and Vasari 14 support they all are extremely balanced. 6.67 support per squadron compared to 7 support. Besides ffrom what i've seen vasari are only at strike craft disadvantage when they don't spam carriers. Going with vasari might their fighters have 100+ hull not sure exactly PHASE MISSLES ON BOMBERS (w00t w00t w00t own da caps) and have 3 armor and 4 damage. Squadron for squardron advent is better. But think 2 advent carriers vs 3 vasari. Only fighters. each pass exactly 1 vasari fighter dies in each squadron and exactly 2 die in advent. Sure Sure big woop the advent win but think that every 2 passes another strikecraft is built. So every 2 passes advent lose 3 and vasari lose 1. LONGER STRIKE CRAFT BATTLES= win for vasari strikecraft. Their flak is also the best of the races also having PHASE MISSLES makeing it even effective ouside of attacking strikecraft (to an extent)
Ok yes the vasari have better armor but other than that they are basically equal. Im pretty sure a host has more antimatter then the rest. Also I always get the rapture battlecruiser first..Y you might ask. It gives a 30% damage to all strikecraft. So I would think on equal numbers advent would win with this bonus. I can get this by mid game and if I have 10 hosts by then it is a serious force.The more hosts you build the more things compound.

Also vasari do have credit disadvantage easily seen but having conjoined upgrades for resources is also a great kickstart early game. You can get 7% metal extra income for the same cost as getting 5% metal and crystal vasari. It equates to having to upgrade 12 times for TEC and advent to get full resource in come while vasari it's only 8 upgrades saving significant money and making it a heck of a lot easier to max out. Plus enforcers are built like a rock. Ever get RA and get 20 enforcers 20 transporters and build a few support ships along with tthat. The enforcer's easily take out any LRF, mainline frigate and other HC. FUlly upgraded their hull hits a whooping 1500 with their already stellar armor. Upgrade hull and armor to full BAM super tank. Add reintigration and 18 hull per second with shield mitigation at full hits about 40 damge per second tanked. Amor at 12 Yikes thats like another 30 tanking ability. Sure the thing can't attack anymore or can't move but 70 DAMGE PER SECOND is rocklike. Takes microing but it's still great.

 

Ok on to my second cap..the halycon. Great against enemy fighters but it really shines with its 22% fire rate bonus for all ships. With upgrades the illums reach 26dps and the destras are at 35. 20 illums with that damage rating is hard to get close to and if you do the 10-15 destras will finish you off. If you place gaurdians and subs with repair ability it is a nightmare I think. It is late game before I need any other caps. Im not sure what disciples max out at cause I dont have them late game. I dont need them cause by then I have 15(45 squads) hosts which really equals 58 squads with 30% bonus. On top of that you have upgraded the weapon damages of all fighters and bombers so maybe its more.If you manage to get in range en mass then the rapture starts to steal ships from you and adds them to my fleet. I have stole up to 4 carriers in one engagement before he retreated. You have to micro the rapture cause it likes to steal flak and lrf for some reason.Advent tanks well with all its shield,damage spreading and even repair abilities.I dont check my caps dps rating often but I think I remember seeing the raptures plasma damage around 60 with all upgrades and the halycon.If you have 5 subs you can disable 5 frigs for a long time.

 

With that said it is very tricky to survive to mid game with this setup. Rapture and halycon are pretty fragile. It is my fav setup by far and easiest to use. I think it could be the best I have takin on 2 fleets at once with this and won(one tec and one vasari).I was tryin to save my team8 so he was there with bout 20 ilums so I wasnt all bymyself but I was impressed.

My most feared cap ships are the space egg 1st and marza 2nd. The egg is insane at killin cap ships. All you can do is run.

Reply #10 Top

The quotes are messed up:|

Reply #11 Top

That was a good read, thanks Cyk.

I think Marza is the best early cap killer though. It can effortlessly wreck a Radiance in spite of the AM burn and it even beats the Egg with Nano bomb.

Last time I fought a lvl 1 Marza with my lvl 1 Radiance I tried everything - staying out of the Marza's frontal firing arc and using my side batteries, detonating all its AM.. nothing helps. I wish the Marza would at least turn slower so that an intensively microed anti-capital battleship would stand a chance. >_>

edit: Also agree on Carriers being slightly overpowered. I suggested increasing their fleet supply 20% in another thread. That would better balance the free rebuilding of strikecraft.

Reply #12 Top

Very nice and complete guide! it is really good.

I think it would be awesome if you could upload some replays showing these strategies for new players like me- also since there are no replays at all for 1.12- to undestrand them better although they are explained nicely.

 

Thanks and keep it up!

Reply #13 Top

The most usefull post I have read in this forum, since the early days' of the game whine post by Haeso about LRM's spam being so overpowered, after the third or fourth patch of the game I think.

Great post, makes your time flow imperceptibly. Describes the mechanics of the game pretty well and complete, so any new to Sins player can hit the ground running. And along with few posts from more experienced players (like MindsEye's and XaviorsFist's for exapmle) it can make a pretty good reading for advanced players too.

Anyway here's my little share to it - assuming this isn't a 1v1 game, and your partner and opponents are all competent players who knows what they are doing, and why, you should be looking for the synergies between your combine fleets on first place, then your own's. Even so in such a games (which are the essence of the game I think - better forget about matches where you and your teammate just distribute the opponents and deal with them separately each - thats a bloody noob match and being so it's not worth being mentioned here) the decisive part (at least from my experience) is the right strategy - get a good recon all the time, so you can distribute your in-team tasks correct and the game is half won.

The case when you are able to build both your economy and research advanced military upgrades/tech/ships happens on very, very limited occasions and thus not very usefull. The recon is the key I say. Usually you don't have a chance to perserve all your worlds and just develop them to the point you would like to. Anytime you feel you have the slightest advatage - just exploit it and go for the victory, usually you don't have the time to bare with distractions like the tech tree that differs from your main course. Just try to develop both trees and you will fall behind in both very soon and the game will flush you.

Yup, I know that this advise is, well kinda too wide mentioned, but everyting is up to the person behind the keyboard, so any particular strategy is not that important.

Have fun, and really good post Cykur :digichet:

Reply #14 Top

Some things about Vasari.

The slavery tech is pretty good idea to get asap if you plan on a game that will be drawn out (any game where you go civil first basically).

RA is pretty good late game. I find myself using it more and more if the game lasts really long. 

HC with their special ability inertia field counter carriers very well, better than subverters.  Plus when combined with subverters its prettydamn leathal.

I also find myself putting 3 refineries if I have a planet connected to 4-5 other planets.  This can really cut down on your mineral buying, saving you credits. And if it prevents you buying mienrals, it actually gives you more income technically than tradeports.  In a situation of 4-5 planets connected to the refineries it is usually 2x or 3x more income than tradeports.  Yes as Vasari you tend to sell minerals untill you have RA, but then you need to buy crystal constantly.

Reply #15 Top

I think Marza is the best early cap killer though. It can effortlessly wreck a Radiance in spite of the AM burn and it even beats the Egg with Nano bomb.

Last time I fought a lvl 1 Marza with my lvl 1 Radiance I tried everything - staying out of the Marza's frontal firing arc and using my side batteries, detonating all its AM.. nothing helps. I wish the Marza would at least turn slower so that an intensively microed anti-capital battleship would stand a chance.

Marza is really good at level 1 because the weapons all face forward, the Vulkuras is like this too.  I agree, at level 1, these ships are very dangerous against other caps.  I find this starts to shift by about level 3.  I wasn't intending to say the Marza is helpless, but at some point, you start to protect it because it is so much more valuable to you for Raze Planet and Missile Barrage.  The Egg starts off helpless at level 1, assuming you started with colonize, and by level 5 it is one of the best 1v1 caps in the game because of 3 levels Nano Bomb, and 1 level of Grav Bomb to prevent runners.

I may be giving the Radiance too much credit  =)  I actually don't recall ever having a 1v1 fight with a lvl 1 Radiance and Marza.

 

I also find myself putting 3 refineries if I have a planet connected to 4-5 other planets. This can really cut down on your mineral buying, saving you credits. And if it prevents you buying mienrals, it actually gives you more income technically than tradeports. In a situation of 4-5 planets connected to the refineries it is usually 2x or 3x more income than tradeports. Yes as Vasari you tend to sell minerals untill you have RA, but then you need to buy crystal constantly.

Yep, very good strategy.  I also do this when I play TEC as well.  Some games, you don't find a great location for these though...but if you need minerals badly, they can still be valuable even if they are only covering 3 planets.

 

Reply #16 Top

Thanks Cykur! Posts like these help this new guy wrap his head around the game...a lot more complicated than I thought I was in for!

Reply #17 Top

Awesome post.  I keep flipping between all three races after kicking wiped in my 1st multi player.  Will keep coming back to this guide to reform my own strategies.  Thanks for the indepth analysis!

Reply #18 Top

I also find myself putting 3 refineries if I have a planet connected to 4-5 other planets.  This can really cut down on your mineral buying, saving you credits. And if it prevents you buying mienrals, it actually gives you more income technically than tradeports.  In a situation of 4-5 planets connected to the refineries it is usually 2x or 3x more income than tradeports.  Yes as Vasari you tend to sell minerals untill you have RA, but then you need to buy crystal constantly.

 

Yep, very good strategy.  I also do this when I play TEC as well.  Some games, you don't find a great location for these though...but if you need minerals badly, they can still be valuable even if they are only covering 3 planets.

I beleive refineries work on the planet where they are built to. However, I have to say that the only case you would be likely to have refineries as Vasari is a multi-star game (seems almost impossible to get one going) and on a single-star game your probably rushing or being rushed and need the military more. If you do have refineries in a 1-star match it is probably 3v3 and your feeding someone else who rushed rather than went for econ. I'm no game expert (probably still newb material), but that's what I have noticed in all my games.

 

P.S Vasari late game mineral gathering is awesome and TEC tradeport rules. (Advent fails at refining) Also: sorry if I didnt quote right.

Reply #19 Top

I beleive refineries work on the planet where they are built to. However, I have to say that the only case you would be likely to have refineries as Vasari is a multi-star game (seems almost impossible to get one going) and on a single-star game your probably rushing or being rushed and need the military more. If you do have refineries in a 1-star match it is probably 3v3 and your feeding someone else who rushed rather than went for econ. I'm no game expert (probably still newb material), but that's what I have noticed in all my games.

The refinery works on the planet where it is built and any neighboring planets 1 phasejump away.  Each extractor can feed up to 3 refineries, 4 if it is a neutral extractor.  This is why you try to build them at a crossroads where 1 refinery can cover 3 or 4 planets.  Refineries are not that cost effective if they only cover 1-2 worlds with less than 5-6 extractors.  If you can build one at a crossroads and cover 4-6 planets with 15+ extractors, they are a major boost to your economy.

Yes, a lot of single star maps you don't even get around to making refineries, unless you are the guy in the pocket and it is your job to go econ.

Reply #20 Top

Advent is so ridiculously weak vs. vasari in early game rushes, (assuming the rusher isn't a noob), they really need to do something about it.   I've tried scout and disciple spams but all have failed vs. a skirm and assailant rush since at that stage I cant keep a cap ship around to defend because of the vasari "egg"  nanodisassembler ability.   To survive you basically have to luck out and have more than 3 heavily pirate-laden jumps between you and the vasari at the start, which then might give you enough time to create a fleet, defenses, and establish some sort of cash flow.  However, most games wont see nearly enough time elapse to do anything but make disciples, even if you do anticipate a rush.  Even with feeding about the best I can do is hold the Vasari rush at bay.  

Because the loss of a frigate factory will completely collapse any defense, and because cash and resource flow is so slow for advent, and because the vasari egg (with its nano dissassmbler) can wipe structures from a grav well about 4 times faster than advent can at that stage, the game is extraordinarily unbalanced.      The resource flow is unbalanced because of the vasari scout advantage, and I have seen in game after game, all things being equal (same number of developed planets at the time of the rush, for example), if I were to lose a cap ship at the start, I would never be able to rebuild it without essentially abandoning my starting planets to the vasari (because I would have to halt all other shipbuilding).   Even when I was able to kill the vasari cap ship in exchange, I noticed that the Vasari, while continously producing frigates as I was also doing, because of its high resource flow, could easily make 2 more cap ships without missing any other ship builds.   That could never happen with Advent, since all shipbuilding would have to end for a substantial time to accumulate enough resources to make a new cap ship.

Even with feeding from teamates I found I had to field double to triple the number of ships possible with an ordinary advent economy to have a chance at repelling a rush by an optimized vasari player (in other words, non-noob).  Moreover, to achieve that in time I would have to have 2 to 3 frigate factories and sufficient cash-resource flow to run them, - generally impossible at that early stage without feeding from teamates.  In several games I have had to build and rebuild frigate factories over six times in the first 10-20 min because of these early rushes, but in many others, even with sufficient resources, can't even rebuild them at all because it takes only a few vasari ships to kill off the constructor frigates or the structure itself.

The problem is compounded by the fact that if trade is set up first, it takes 10 extra game minutes, which would allow the vasari fleet to be twice the size at the time of the rush if you were closer than 2 jumps from the opponent at the start (which is a common starting orientation, even in huge maps).   Yet without trade, advent can't hope to continually replace its fleet with the greater casualty rate it suffers in early rushes.   Even when I am able to micro my cap out of range of the vasari egg to use Malice, the effect of this Advent ability seems nerfed compared to the vasari nanodisassembler ability, since it only seems to enhance damage indirectly rather than cause direct damage.   That detail puts Advent at a huge early disadvantage, because if you go with a cap ship other than a Progenitor, your ability to expand is also nerfed, putting a backward econ even farther behind.

The lengthy production cycle for carriers compounds the problem, since that is the only early stage ship that has any chance at disrupting a vasari rush.   Illums could be good, but they can't be made until about the 10 min mark since Advent needs 3 research temples to get it.   The 10 min mark is a bit too late for the usual Vasari rush.  Besides, at 10 min you will have what, 1 Illuminator vs 5 skirm and 5 assailants?   You are still dead.  Worse, the recent patch nerfed the damage output of the Illums, which makes them even more useless at that stage.   To get either carriers or Illums set up in time you would have to convince teamates within the first 5 min of the game to feed you... generally an impossibility.

Even when I tie or even win neutral asteroid battles vs. the vasari prior to the rush they mysteriously seem to have a much better resource rate which not only allows them to produce an overpowering fleet, but the ability to quickly rebuild if I counterattack.    I have been in several games in which just to keep even I had to forgo rebuilding any lost cap ship, while watching the vasari build 2 more of his own, all the while making copious numbers of frigates at the same time.    Basically the developers have given one civ, Vasari,  the ability to completely determine the outcome of the game in the first 10 min.   I would call that unbalanced.

 

Reply #21 Top

Starhaus,

yeah....Vasari does have an advantage early game, but I don't think it is quite as bad as all that....maybe the Vasari player was fed in your situation?  or maybe they got VERY lucky on neutrals? Vasari is a bit of a crapshoot at the beginning, because if there are no neutrals, you are hurting and have to use your other early game advantages very quickly because mid-game comes fast.

It is hard to say exactly what happened in your examples without seeing the replays, because what you describe is "Optimal" for a Vasari player, and doesn't happen every time.  =)

Advent scouts are a cost effective way to repel Assailants.  Disciple spam will almost always get you killed unless the Vasari has a lot of skirmishers...which are not a very cost effective ship for the Vasari to rush with.  Assailants are the BANE of Disciples.

Vasari have a tendency to always rush a neighboring Advent because Illuminators are much better than Assailants the Advent player gets really dangerous if left to build up.  As Advent, if you are on a map where you KNOW you are close to the enemy, there are a couple things you can do.  

1.) Don't build your last homeworld upgrade, immediately get your first two military labs built.  By then, you should know who is close to you.  If you see a Vasari mobilizing to attack you, start building scouts OR disciples to counter whatever he is using, and research your repair bays and get 1 or 2 built.  Your next step is getting carriers out as best you can, but you will be initially defending with scouts and only with disciples if the Vasari has skirmishers for some reason. (Skirmishers are REALLY not that good without upgrades, for the cost.)

2.) If no one is immediately attacking, you finish rushing for Illuminators -- again, getting repair researched if you see an attack coming.

3.)  Malice is not a direct damage ability, it magnifies damage being caused by your ships.  You should be using your shield regen to keep your ships alive, and keeping your Progen near the repair bays.  Early Assailants don't have much shield piercing, and a low level Evacuator usually only has 1 or 2 levels of Nano at this point.

 

I know it sucks, but it IS possible to stop a Vasari rush...I've stopped many a Vasari rushing me when I played another race, and a couple people have managed to stop me when I was rushing with Vasari.

Reply #22 Top

About those Kanirak Assailants... if your TEC you can use LRMs, which are more cost-effeicent. :grin:  Give them a cap support and micro, numbers will get you through to your repair cruisers (another plus) and your done with Assailants as far as I know.

Reply #23 Top

So many long posts i didn't read them all but cykur just to tell you i care i did read you're post in opposition to mine. I don't agree with you but thats total point of view. And with the way advent are in the end i think are way too good.

In my mind they are overpowered. Vasari i got the feel that they were going to have the middle economy middle cost ships and extremely good damage and Hull/shields. What i'm feeling is that the advent get the most bang for their buck and really their economy isn't that bad it just takes a little more research centers to get it better. I don't see much differance between the 3 races. There needs to be a more distintion in Sins 2 (yes i'm that confident) I'm expecting an almost starcraft race balance. Protoss strength. zerg spamability. Terran defensiveness. It worked great and with this taking place in space *droooolll*.

Reply #24 Top

So many long posts i didn't read them all but cykur just to tell you i care i did read you're post in opposition to mine. I don't agree with you but thats total point of view. And with the way advent are in the end i think are way too good.

In my mind they are overpowered. Vasari i got the feel that they were going to have the middle economy middle cost ships and extremely good damage and Hull/shields. What i'm feeling is that the advent get the most bang for their buck and really their economy isn't that bad it just takes a little more research centers to get it better. I don't see much differance between the 3 races. There needs to be a more distintion in Sins 2 (yes i'm that confident) I'm expecting an almost starcraft race balance. Protoss strength. zerg spamability. Terran defensiveness. It worked great and with this taking place in space *droooolll*.

I'm not sure I understand your point or which you disagree with me on....I thought your previous post said I was too hard on Vasari?  Now you are saying Advent are overpowered.

That is the funny thing about this game....the races are fairly similiar, but they all play a little different and people have very different opinions.  Just a few posts ago someone was saying that Vasari Assailants and Evacuator are unbeatable for the poor Advent.  Someone else says Advent with Illuminators are unbeatable for poor Vasari.  By endgame, I find you have a great chance to win with any race and all the races shine in certain areas ... you just have to always play to your strengths and the opponent's weaknesses.

And yes, Starcraft was a miracle in balancing totally different races with totally different playstyles, and somehow it worked.  It will always be a masterpiece for that reason.

+1 Loading…
Reply #25 Top

Ive decided as of late, TEC is by far the best end game race. ill explain. tier 3 flak burst on the Kol capitol ship will completely pasify any # of fighter/bomber squadrons making literaly any number of carriers obsolete. lvl 6 marza is equally as broken to actual fleets of ships. (of course flak burst and missle barrage must be cleverly microed to achieve the desired effect)

as cykur pointed out already TEC econ has great potential long term, coupled with the fact they have inexpensive highly spammable ships, highest armor bonus upgs in the game and great HP upgs. their massive production power goes into dirt cheap damn unkillable HC when fully upg that can be continuously repaired by support ships. other than the infamous planet suction i honestly believe no race has capitol ship abilities to compare to the TEC AOE abilities in the huge fleet engagments late game.

the only viable counters to the lvl 6 Kol n Marza backed fleet ive seen come close to workin in versions 1.1+ are subverters, or guardians, which can be easily defeated with wise micro ie. carriers unhindered by enemy fighters due to flak burst or proper formations to minimize effects of abilities coupled with properly timed missle barrage.