One problem I have in a game against a "real person" is that it is simply damn hard to make flak in numbers adequate enough to counter carriers. In a game tonight, for instance, I literally scouted the guy's system and hand-counted how many carriers he had. I wanted 2 flak per carrier. I had multiple frig factories pumping continuously. Did I ever get to the number? No. He could build carriers faster than I could build twice as much flak. I strongly suspect that the amount of time it takes to build a flak needs to be reduced, but I haven't looked at the number.
This just isn't true about not being able to outbuild carriers....I started building those carriers a while earlier, and I was building them from two locations. You could have kept making more sentinels... you were on defense, and it was much easier for you to reinforce. At some point, you switched back to assailants. I do not argue the power of carriers, but everyone shouldn't be so sensationalistic about this subject....
There was a point when your sentinels and hangars pretty much totally neutralized my carrier fleet. Look at the game about 50 minutes in...all 9 of my carriers can barely get enough fighters together to spit. ...at 52 minutes in, they had virtually nothing. The problem was, you had nothing that was very effective against my cap ship at the time, so I was still able to make headway, and you were not trying to kill the carriers themselves, you were focusing on my cap. At 54 minutes I pulled out to rebuild strikecraft because the carriers still had nothing, my cap culdn't tank anymore, and you had assailants in. Of course, I had colonized your asteroid at this point, but point being, the carriers were totally neutralized, largely by your flak...your fighters had been mostly shooting at my cap.
BTW, your first judgement call to double rush red was a good idea, if you had both hit him, he would have been utterly destroyed, and even though i would have been big, it would have been 2v1. There was no way I would have been able to rescue him, he was so far from me.
Later when you were doing yoru diversionary raiding, when you had 9 sentinels and I had only 2 carriers at my HW, those 2 carriers were utterly helpless, because they couldn't get anything in the air before it was shot down.
There is some fine line where carriers will not be the ship of choice..... I have definately noticed the impact of the slower carrier build rate in Entrenchment. When we cross that fine line, carriers will become near worthless again. We aren't there yet, however, but the last balance tweak has done some good at bringing things more in line. I agree that carriers were a little on the OP side in 1.14, always did. Hopefully they won't go back to where they were near useless like in 1.05.
Here is a Replay Link for anyone who wants to see how it went down...
http://www.sendspace.com/file/oitn2q
(also, if anyone does happen to care enough to watch the replay, check out my "Egg Escape!" at a few minutes past 1 hour where my Evacuator comes pretty close to getting killed)