Raging Amish Raging Amish

Scouts & Scout Rushing: The Explanation (Developer Input would be appreciated)

Scouts & Scout Rushing: The Explanation (Developer Input would be appreciated)

For what it's worth, I'm going to throw in my input. I've scout rushed more than anyone, and I can tell you, this strategy isn't designed to be the superior late game fleet. Massed scouts in late game are overall weak, and I do not think this is the fleet you want if you're going to be going on the offensive.

Scout rushes should only be used on a map, such as single system 5v5's and 4v4's, where youre homeworlds are 5 jumps or less apart. Scout rushes in my book are making a ton of scouts when you see someone going straight to LRMS, Assailants, or Illums.

The point of doing scouts to fight LRF's  is this. You get to buy a cheap fleet that allows you to invest in your economy so you can not only have a sufficient fleet to knock him back, you also have a better economy that will allow you to overwhelm your opponent with your next wave of ships.

To be clear, I hate LRF fights because I HATE FIGHTING ROCK WITH ROCK. That's what LRF battles are. It's a mindless battle of who can make more, instead of who can make the better fleet. As many of us have noticed, Fighters no longer do the job. I'm sorry devs, but I just don't follow your logic when you made carriers SLOWER than long range frigates. I was ok with the fact that HC's were faster than carriers. They're good against anything. Now, all someone has to do is make some flak (not alot), and they can crush the fighters, and all that person is left with is carriers gobbling up ship slots that can be chased down by the very unit they were designed to counter. 

So, fighters don't do the job. Flak are too strong against them. I wanted a counter. I don't want to outproduce someone, I want to out wit them, hence why I'm playing a STRATEGY game.

I figured this strategy out when I noticed the anti-light bonus that scouts get. This bonus is ridiculous. You need to match production in ship slots (three tec scouts per 1 Illum, or 4 vasari scouts per 3 lrms, etc). There's a BIG drawback though. Scouts are good against ONLY long range frigates. If you're still making Long Range Frigates and/or your own scouts to fight against other scouts AND you're losing, that's your own stupid fault.

I designed this because it's the only counter I've seen that sufficiently pushes back the annoying LRF rusher. You know what I mean. The person who gets X number labs needed for LRF's, techs them, and sends as many as possible your way.

Scouts aren't for assaulting. They do 50% of their damage to anything not with light armor, and their dps is pathetic to begin with. The only reason they're any good against LRF's is the 200% damage multiplier they against light armor. That's +100%. Lethal.

If there is a developer reading this, DON'T you dare nerf these scouts. If anything, the Vasari scout needs a light buff in damage (up to 4 to 4.5 dps per ship instead of 3.5) and a slight buff in shields. Advent scouts are incredibably tough. TEC scouts are incredibly strong (Best Scouts for countering LRF rush). Vasari scouts get neutrals, but hold the worst combat value. They can do the job, but overall are just a tad weaker than Seekers and TEC Scouts.

Oh, for the record, to whoever is pissed that somoene is building scouts instead of frigates, guess what? They're frigates too.

As I see it, this game rewards the person who has the better understanding of how to play. The counters are as follows as the game stands.

Light Frigates --> Flak --> Fighters --> Scouts --> Long Range Frigates --> Light Frigates

In this loop, I remove scouts from it once you have the econ to support massed long range frigates with carrier support. Carriers work as support, but not as a stand-alone fleet.

There's also this chain.

Fighters --> Bombers -- > HC's --> Anything besides strikecraft (Including HC's oddly)

I've also left out

Light Frigates --> Support Cruisers.

Devs, the biggest problems in this game are the good damage mulitpliers the LRF gets (It's lowest  one is 75% agaisnt anything, including caps, only frigate besides HC to get that). That's why everyone spams them. This is also why most people mix in flak with them. Flak stop fighters hard and let that person keep their long range frigates that are free to terrorize.

That's why I looked so desperately for this counter. It's the best answer I've seen to knock back the "unbeatable" long range frigate spam. It's the only one that works.

So some of you say it's too hard to beat late game? Are you kidding me? Make anything that doesn't have light armor and you'll beat them. ANYTHING. If you're cap died to scouts that's cause you kept making targets with light armor. Scouts are pathetically weak against caps. To get through a cap's armor, high mitigation, and high health and shields, that means you made a fleet of lrf's that the scouts just mauled through.

My parting words? Learn the counters, and nothing in this game will phase you.

Changes I'd like to see in the game:

1) Vasari Scouts get 30% more shields, 10% more health, do 4-4.5 dps. Need the buff to compare to TEC and Advent

2) Illuminator Needs to be nerfed slightly. I think the way to do this is to either adjust the stats on the Illum, OR make them more expensive. I think the Illum SHOULD be the strongest and toughest LRF, but right now, their cost is very very comparable to Assailants and LRMS. Illums should be 10%-25% more expensive than assailants and lrms. They're strong and cheap. It shouldn't be that way.

3) Repulse is completely broken. It affects all ships, including caps. It uses almost no antimatter (6 per second). It's to easy to fire it, move, and then fire it again. The simplest fix to this is to just up the antimatter cost. I don't mind that repulse makes ships that it effects stop firing. I don't mind that Repulse has a range bigger than light frigate countering abilities. I don't mind that LRF's get a 75% multiplier against Guardian heavy armor. I don't mind that Fighters/bombers, which are "immune" to repulse, only get 50% multipliers against them. I mind that the ability costs so little and allows people to completely ABUSE the ability. They just don't stop. I'm ok if they use it strategically, but I hate it when they lean on it to stall because I'm  crushing them and they need a broken ability to make a stand.

50,938 views 81 replies
Reply #51 Top

My view is that that the vasari scouts have the most kickass special ability in the game, so the fact that they are not as combat capable as their lookalikes in the other factions is not a big issue. As has been said countless times throughout this forum, factions are not balanced ship by ship. The Advent, as a whole are, ideally, no better than either of the others. To say that the three are balanced, except that the vasari scouts need a slight damage buff, is ludicrous. The devs have bigger fish to fry.

Reply #52 Top

J, you're points are logical, and while I understand completely where you're coming from, there's one problem that you seem to discard. It's the fact that Vasari don't really have a good answer to Illums. TEC have the best scouts for doing damage (TEC Scouts do more damage to Illums than Illums do to them) and HC's for combat in the game. Either is their answer.

Advent has the toughest scout pound for pound, so there's their answer.

The problem is Vasari. The Vasari answer is odd. Their scouts aren't as strong as TEC or tough as Advent (I'm comparing 2 Vasari Scouts to 3 of the other races). They just don't quite match up. I'm saying the unit should be in general upped for combat purposes, namely, the long range frigate rush.

Assailants, although my favorite unit in the game, just don't stack up well against Illums. I've found ways to micro the Assailants to get prolonged life out of them, but it's not a winning battle for Vasari.

Vasari's best answer seems to be flak. Their scouts just don't do the job. The Assailants are ok if you get the jump on him and hit him with #'s before he has #'s, but if you don't have that edge, the Vasari just seem to be lacking.

I use assailants to take out the enemy cap (99% of the time a Mothership, other 1% is a Revalation, meaning you're playing Quar), and then switch to flak. Vasari flak get phase missiles so they actually work. Garda's and Advent flak work as well, but Vasari flak works best.

I just hate making a fleet of flak. Sure it'll beat back a fleet of Illums, but then you have.....a fleet of flak. A unit that get's 50% multipliers against anything with medium armor or up, and you can only aim the front guns. Yuck. I don't want that ever, but sadly, it seems to be the Vasari answer. Build a unit so tough the Illum can't tear it to shreds.

Oh, and flak DON'T get a 100% or bonus multiplier against Illums. They get a 75% multiplier, or more accurately, they do 25% less damage to Illums than their nominal attack value says, and you can only aim the front guns. Just yuck.

Reply #53 Top

Quoting koda0, reply 21
All I think needs done is that

1. Flak gets a slight nerf

2. LRF's get a slight nerf

3. Carriers remain the same

4. And, this is most important, that people BALANCE their fleets.

 

The way I see things, the game has a very even system of Rock, Paper, Scissors, and Dynamite. (What?! You don't think this is even?! Well, let me explain:)

Rock is LRF and Flak spam, and Rock beats Scissors, as we all know.

Scissors is Carrier and, well, Carrier spamming. You don't really see this anymore, unless it's ridiculously MASSIVE. Scissors beats paper, as we all know.

Paper is Heavy Cruiser and LF spam. Not as common as "Rock" or "Scissors" spam, but it'll still get the job done. Paper beats rock. Most of the time, anyway.

Now, Dynamite is NOT A FORM OF SPAM! Dynamite, as I like to see it, is a well rounded and balanced fleet. This fleet would have, in the early game: A healthy mix of LF's, Scouts (thx, Raging Amish ) and LRF's. In the "Late Game" it would have a good few of every kind of ship, w/ a lean to either Rock, Paper or Scissors, depending on your personality (I'm a Dynamite/Scissors, fwi).

 

There, now if most people bothered to do some balancing in their fleets, spam would never really be a problem because if you have a balanced fleet, the counter to spam should be available in a heartbeat.

 

Koda0 (^)

 

I take it none of you bothered to read this?;P

 

Koda0 (^)

Reply #54 Top

The problem is Vasari. The Vasari answer is odd.

The Vasari answer IMO, is their starbase...

They get it early - tier 2, it moves, it shreds, and yeah it's their OP unit.  And you can rush with it.

Reply #55 Top

Quoting koda0, reply 3

Quoting koda0, reply 21All I think needs done is that

1. Flak gets a slight nerf

2. LRF's get a slight nerf

3. Carriers remain the same

4. And, this is most important, that people BALANCE their fleets.

 

The way I see things, the game has a very even system of Rock, Paper, Scissors, and Dynamite. (What?! You don't think this is even?! Well, let me explain:)

Rock is LRF and Flak spam, and Rock beats Scissors, as we all know.

Scissors is Carrier and, well, Carrier spamming. You don't really see this anymore, unless it's ridiculously MASSIVE. Scissors beats paper, as we all know.

Paper is Heavy Cruiser and LF spam. Not as common as "Rock" or "Scissors" spam, but it'll still get the job done. Paper beats rock. Most of the time, anyway.

Now, Dynamite is NOT A FORM OF SPAM! Dynamite, as I like to see it, is a well rounded and balanced fleet. This fleet would have, in the early game: A healthy mix of LF's, Scouts (thx, Raging Amish ) and LRF's. In the "Late Game" it would have a good few of every kind of ship, w/ a lean to either Rock, Paper or Scissors, depending on your personality (I'm a Dynamite/Scissors, fwi).

 

There, now if most people bothered to do some balancing in their fleets, spam would never really be a problem because if you have a balanced fleet, the counter to spam should be available in a heartbeat.

 

Koda0 (^)

 

I take it none of you bothered to read this?

 

Koda0 (^)

Points 1 to 4 are good and right on the mark.

But from the moment you start talking about rock paper scissors it breaks apart.

LRFs: Rock
Carriers: Paper
LF: Scissors
Flak: Match
HC: Brick

Rock beats Scissors and Match
Paper beats Rock and Brick (in theory)
Scissors beats Paper and Match
Match beats Paper
Brick beats Rock, Scissors, Match.

Adding support cruisers can change who beats who.

Problem is Rock for advent is so powerfull it nearly equals brick for the other races and Match is so damned effective againts paper that Rock has no real enemy especialy for advent.

Reply #56 Top

True, true, everyone has their own version of things, and yours is more down to earth than mine... But also for Advent, their brick is as weak as scissors (at least, compared to TEC and Vasari "Brick") but that does little to balance things... but you completely (at least, it seems to me) ignored my "lecture" about balancing fleets... if you balance a fleet, only extreme spams would be able to effectively kill you... right? You are the more experienced player here, as I never play ICO.

 

Koda0 (^)

Reply #57 Top

Lol Advent HC are mean as shit dude. In 1.01 when balance was near perfect since Carriers were real powerfull Drestas were always a serious menace. With their abilaty Ruthlesness combine with a Advent carrier those things are mean as shit. Add gardians and a progen and it you have a hard time killign them even with bombers on carriers. I for one avoided combat with those fleets until I had a satisfactory amount of hoshikos with demo-bots or I would lose.

Reply #58 Top

My bad... the I never notice these things while playing against Ai... but I was reffering to one on one w/ an Enforcer of Kodiak in terms of strength...

 

Koda0 (^)

Reply #59 Top

Enforcer wins a 1v1

Reply #60 Top

Yeah, but w/ the regen. ability on an enforcer, it would win 1v1 w/ ANY frigate (I dunno about a Lvl. 1 cap. ship though... that would be a shame if the Enforcer wins:P )

Good to know... hows about a Kodiak?

 

Koda0 (^)

Reply #61 Top

Enforcer takes up 12 ship slots. Kodiak takes up 10. A fair fight would be 5 enforcers vs. 6 kodies

Reply #62 Top

That's true... and that would be interesting to watch too... could I get a video of that please?

 

Koda0 (^)

Reply #63 Top

Quoting Greyfox2, reply 25
The point being made was you said you built scouts in response to spam.  There was no spam of illums at that point.  There was a shitload of scouts made by you thus scout spam rushing.  The way that game played out was you killed my labs with time bombs and ran the scouts around my hw well forcing me to chase you.  You didn't attack the few illums I had up.  You used the superior speed to slow down my killing of scouts.  I rebuilt labs on my roid and other world that i had and built some drone hosts after exasperatingly chasing you around with scouts, discs, and illums and trying to block the scouts path with my ships.  The fighters killed the scouts(after the game I questioned why you never built flak to counter the fighters).  The game ended shortly thereafter due to teammates losing but it wasn't decided between me and you.  The point being that you were spamming scouts before you knew there was a spam to counter and you saying you only spammed in response to LRF spam.   So whoever accused of you scout spamming is quite believeable at least from my point of view because you have done so to me.

 

[_]-Greyfox
That actually sounds like you were beat by superior tactics. FINALLY I'VE KNOW IT EXISTS! MOBILITY HO!

Reply #64 Top

Quoting Orodum, reply 15
IDEA!!!! maximum build limits per ship (i.e. ten Illums at Supply lvl 1, fifteen at lvl 2, and so on)  the totals in ship limits would well exceed the fleet supply, in order to allow for fleet variability, and this would prevent spamming.  obviously, these limits would have to be high, to ensure that there is plenty of variability in fleet sizes

No jsut no.

Reply #65 Top

If early game rushing needs to be countered, then the correct method is to lower the cost of early game defences.  Hangars became much less effective compared to carriers when the carriers gained an additional squadron, and turrets have always been too expensive compared to frigates, since they are both short-ranged and immobile.

If the cost of hangars and turrets was lowered to as much as 50% they still couldn't be spammed because of the slot cap- and wouldn't be, as they're useless later on.  However players would be able to afford enough point defence early to make the rest of the defences valuable- even if the turrets are outranged, to take advantage of this they would have to be attacked before the other defences.  If the AI would just prioritise constructor ships, that would ameliorate the colony ship problem.

If scouts are improved it will just make the scout rush proper, aimed at the constructor ships, far more effective.  When the fastest ships in the game are improved rushing becomes easier not harder, perhaps the LRF could be slowed though. 

The game needs more counters and more variation in the coming expansions, rather than further nerfs.  Healthy gameplay allows for more than a single counter to a tactic.  Why are there counters to short range fire, and not to long range fire?  Also restricted tactical LOS, allowing the possibility of ambushes and more tactical play, would add variation.  What is the rationale for being unable to tell where planets are on the map, without sending a scout ship?  Phase lanes, ships and structures okay, but a scout ship that can't tell that it's jumping to a gas giant?  Yet all the ships can see all of a gravwell, even in a cloud or storm...

Reply #66 Top

would anybody think with me that maybe scouts should be just structure destroyers instead?  instead of being effective against ships, maybe just make them effective against structures, to prevent the actual massing of LRF's?

Reply #67 Top

I don't mean to discredit anyone's imput yet, BUT here's a moment of reality.

The only changes that are going to be made to this game are going to be simple changes. I don't know these developers, but I've watched how this game has changed since it came out. I played on a cracked copy on 1.02, came online on 1.03, and the rest is history. I've seen the patches.

Except for 1.1 on the original sins, where the Dev's OVERHAULED the game, the fact is they're not going to make radical changes to the game.

The most realistic changes are for a ships dps to be changed, or it's health/shields raised or lowered. These are simple and just take an arguement amongst the devs to decide what to do.

To fix Scouts, the easist thing to do is just mess with its stats. You could go into planetary defenses, but besides the occassional person who has to hole up because he's on a rush map and deep in enemy territory, there are few times when planetary defenses make sense. Turrets to clear mines so your fleet can go elsewhere. Repair bays for TEC cause they just kick ass. PJI to stop someone from just jumping around your planets.

There may be some grand solution out there, but keep it within the realm of reality. If it's gonna cost the company money to pay the devs to tweak a game that's already functional, keep the requests for change simple. Ironclad/Stardock is focusing on SOASE: Diplomacy. I'm sure they're paying attention to the game, they patch it enough now, but it's still a relative pain that a few issues have never been addressed.

Hence, me, the scouts, and arguement for using them against Illums.

Reply #68 Top

The next expansion is to tweak this game, though.... and so is the expansion after that.  The pirates and diplomacy are to have a 'grand solution', I hope trade is included with that.  I'd like the content in the expansion to extend the abilities and options for existing ships.  Also, the last major patch change to the existing game was to ship speeds, not health or weapons, so it must be realistic to include at least speeds...? 

Planetary defences aren't used at all by the better players because they're far too expensive, its viewed as an indication of inexperience.  However this isn't intuitive, theres no reason why turrets should be too short-ranged to be useful unless against militia, hangars wildly over-priced, or trade ports effective against pirates.  Well-designed games are intuitive.  Early defences should protect against early rushes.

If scouts are made more powerful rushing tactics using them would become more effective, and there is no 'defensive rush'.  Also, the combat balance over the neutral extractors would be altered.  I'm not sure that scouts would be necessary against a simple illuminator spammer, and they would be ineffective when illuminators are made simply to be the core of a fleet.  Your suggested illuminator nerf might be enough on its own, if it is justified. 

You haven't included with your recommendations a comment you made earlier that LRFs could be less effective against capitals, which semed useful.  An increased antimatter cost for Repulsion would also help some, but wasn't the focus of the thread to be on the early game?

 

Reply #69 Top

Out of curiosity, does it matter what the scouts were intended for? They happen to be useful for this, so why not use them? Stop arguing about what they were intended for, and discuss the pros/cons. To be truthful, I haven't played much recently, but Hamish makes sense so far.

 

Reply #70 Top

Fair point, Amish. However, do you not think that if vas scouts held up against illums, they would just be too good? Some people are already yelling to nerf the others (misguidedly, imo). Plus, this would make vasari the only faction whose crew extractor unit could actually defend neutrals.

Also, I think the Vasari (or Adv/TEC) do have a good early game strategy vs. an illum rush, it's just not what most people like because it doesn't involve taking on his fleet directly.

Reply #71 Top

I think the whole point of the Vasari scout is it's supposed to be good at getting neutrals, so I wouldn't be bothered by the fact that the unit would actually be able to defend a neutral. It'd force a TEC or Advent to bring a carrier to get rid of the thing.

Vasari have the worst Scout, worst light frigate, worst starting long range frigate, and the worst HC. Their advantage is they can buy upgrades out the wazoo thanks to neutrals and their resource increase research in the econ tree. They also get Assailants at tier 1.

IF you look at the total stats for 2 Vas Navigators vs. 3 TEC Scouts or 3 Advent Seekrs, my point is they just don't compare. Seekers are WAY tougher, almost twice the combined health/shields total. TEC scouts do almost 50% more damage AND are still tougher than Vas scouts by 50% in total health/shields. It's a big disadvantage to Vasari.

JJ has pointed out that the Assailant isn't ur option against Illums, which is unfortunate. Rock vs Rock should normally be managable (just not my method of choice), but Assailant vs. Illum is pebble vs. boulder.

Vasari Scouts don't work either. I've tried. They just don't hold their ground. The only Vasari answer I've seen for early game is flak. It works because flak get phase missiles. I like to make Assailants, take out the enemy cap, then refill the ranks of lost Assailants with flak. It's sad that this is how it has to be, but the Illuminator needs to be fixed, and the fact is Assailants and Scouts for the Vasari just don't quite get it done.

They can pull it off in early game where the Illum is hard to churn out with a small econ, but in late games with massed Illums, good luck.

Oh, and I'm a little concerned about the Enforcer vs. Illums. One Vasari HC enforcer against two upped Illuminators. Which do you think would win? I don't know, but it scares me to think of the result. If Illums win that battle then you KNOW Illums are in a desperate need of a fix.

Reply #72 Top

Right, but that tells me that the problem is with illums, not with the scouts.

Also, I think it's fine that the vasari fleet is generally weaker than an advent fleet that is comparable in supply. Vasari are about hit and run, dividing up enemy fleets, lots of resources, and monsterous star bases that eat advent fleets for breakfast.

Reply #73 Top

what about putting a slight armor and damage to light armor nerf on the Illum (slightly weaker, but still the same dps for most ships)?  maybe a damage to light armor buff on the Vasari scout as well, which would keep it a relatively weak ship, but also make it able to defeat Illums easier.

Reply #74 Top

Quoting Orodum, reply 23
what about putting a slight armor and damage to light armor nerf on the Illum (slightly weaker, but still the same dps for most ships)?  maybe a damage to light armor buff on the Vasari scout as well, which would keep it a relatively weak ship, but also make it able to defeat Illums easier.

The thing with damage types is that if you chnage it for one weapon on 1 ship you change it for all weapons on all ship using that weapon type. So the change to lums would also affect the otehr LRFs and in the end that change wouldn'T have changed much of anything. In fact I think such a change would only advantage lums further by making their superior HP have a bigger impact on the game.

Reply #75 Top

Why not give Vasari scouts Phase Missiles instead of their dual lasers? At least they would be able to increase their damage output against Illuminators with a phase upgrade, and make the costs actually worth it. ^_^