Raging Amish Raging Amish

Quirks, Irks, and Things that Bother Me TAKE FOUR

Quirks, Irks, and Things that Bother Me TAKE FOUR

First off, I know Deciever has a post with a list of fixes the community is voicing together to have fixed. I applaud his effort, but this post is more of a rant, a run down of just little things that as I've played, things that have annoyed or confused me.

TAKE FOUR

For a third round of redunancy: REPULSE

I still can not stress how much this needs to be addressed.

The Overseer

It needs a 360 degree firing arc like the repair bots on the hoshiko. Also, why is this thing tier 4? Advent get guardians at tier 3. TEC get hoshikos at tier 3. Vasari get their first support cruiser at tier 4. That aint fair. I have to spend the money on another lab AND extra money on the tech for a somewhat less effective version of the hoshiko? Bull.

Also, the tier 4 and 5 abilities on this ship are laughable. Unless that 50% extra jump time gives you enough time to take out a specific target (PJI or a lightly upgraded starbase), it's useless. So you can see them jumping in? OOOOOOO boy, that's exciting. Never mind the econ tree techs where I can see 1, 2 jumps, and then EVERYTHING at tier 8. The 2 jumps is probably a bit more accurate. It's a bit cheaper in total and in the end probalby a better overall option than the overseer if you wanna see what ur opponent's doing.

Strikecraft cost no $$$ to replace

This one irks me a lot. My opponent can jump in with 10 carriers, 30 squads of fighters, take out whatever he can of my lrf's/bombers/scouts/whatever, then jump out, and replenish his losses at NO COST. Meanwhile I must pay to replace the frigs I lost. Bull. Strikecraft shouldn't be ridiculously expensive. No, then they'd be useless, but right now, i don't like the system.

 

If I could have my way I'd:

1. I'd lower the health and shields of all lrfs as they stand by 10%. I've never understood why these units are so tough. From the description you see in game, these are supposed to be like archers. They do a lot of damage at a longer range, but are very weak and frail, so can easily be destroyed by something that gets up close. As it stands Illums on paper look as strong if not stronger than Enforcers, and LRMs + Assailants are fleets that are so tough that they can just make enemy siege frigates go *pop*.

Lrf's will still crush light frigs, but you'd actually be able to counter lrfs now. Maybe. I don't know if 10% would be enough, but considering I'm already suggesting to nerf the Illum, a 10% additional nerf is appropriate.

1a. If 1 does or doesn't happen, I'd lower the Illum health by 100 and the armor by one. Illums have the best health and shields of the lrfs. Shields yes. Health should be worst. Also, LRFs need a slight nerf in shields and assailants need a slight buff in shields for balance of the lrfs.

In order for shields from toughtest to worst it should be advent, vasari, tec.

In order for health from toughest to worst it should be tec, vasari, advent.

2. Because of the fix I propose in 1a, I'd probably have to nerf flak. Flak already can just barely beat lrfs. With that fix, Flak would now crush lrfs and fighters. To fix this, I'd lower the multiplier against light armor by either 25% or 50%. I'm leaning towards 25%. Flak wouldn't be as effective against bombers anymore, but then again, you're not supposed to use flak on bombers anyway. Still, perhaps the hit % could be upped on bombers. In theory, bombers move slower and wouldn't be as hard to hit (Battle of Midway and the torpedo bombers anyone?), so giving a 100% hit rate against bombers would help offset the damage reduction I'm proposing against bombers.

3. I'd upp the anti-heavy armor bonus that light frigs get by 25%.

4. Leave flak as is against fighters. Something needs to be able to crush fighters. This is the only thing that counters them. Fighters are made for free and at the cost of antimatter. Something has to be able to do it. Perhaps nerf flak slightly, but do it too hard and carrier spam will become popular again.

5. Up repulses cost for antimatter per second to 12-15 antimatter per second.

My main point is #1. I realize that to do that fix, this game would need a series of rebalances, but then again, the game isn't exactly balanced as is (as exemplified by the fact that no one uses light frigs). I've never understood why lrf's are so tough. When the devs saw the Illum was weak way back in 1.03 or 1.04, whatever it was, they didn't bring the other lrfs down to it. No. They brought the Illum up. Up so far it crushes just about anything. I'm going to be testing to see if that anything includes enforcers.

TAKE THREE

For a second round of redunancy: REPULSE

If there was a way to force the guardian to stay and not break the "channeling ability", it'd be fine. One use of repulse would take 210 antimatter. As is the unit can break the channel at any time and save 150 100 antimatter ish and 7-8 can fire indefinitely. So....

IT STILL NEEDS FIXING

The Random Map Generator use of "Random - any"

Go to the map creator. You'll notice that there is a planet type called "Random - any". I think this is overly used in the random map generator. This is where the complete randomness of the maps come from and is the source of my hatred for about 20% of the maps we play. Anything can end up here, and what you see is that by having too many randoms, people can get boned by the map and not have any planets or neutrals near them.

Clarification - Vasari Starbase

I want to revise my sentiment here. I think the construction rate of this should be the same as Advent and TEC starbases, and that in enemy grav wells it should get a -25% build rate penalty. Maybe 50%. What I'd really like is to have the armor taken away from it while being constructed. Why is a target that's under construction getting the full defensatory bonus it would get only if fully up and running?

 

TAKE TWO

For redunancy: REPULSE

Its still pisses me off.

The Vasari In General

Anyone else notice that with Vasari you're crossing your fingers for neutrals? This race is a gamble to pick in my mind, because how effective you are is pretty much linked to how many neutrals you find. Assailants are weak and only good at taking out capital ships. The enforcer is the worst HC. The Skirmisher does 10 dps, as much as a cobalt, but still takes up 2 extra ship slots. The Scout is the worst for combat purposes. You need the $$$ to offset this loss, and if there aren't neutrals, your job gets a lot tougher.

Add in the wrench of the starbase. This thing to me is a gigantic glorified frigate. The Vasari frigates aren't strong enough. The starbase is too strong and too easy to tech. You can't use Ogrovs against it as effectively cause they gotta move...stopping them from firing. Guess my biggest quarrel is how effective they are early game. The only thing that can have a prayer to fight off a starbase in the first 20 min is Advent bombers (because tier 2), or long range frigates. That's it. They are too tough and construct too quickly in enemy grav wells.

Quick construction in friendly grav wells? Absolutely. In enemy grav wells? Cut it to half the rate of the construction a TEC or Advent one. It's too powerful otherwise in early games.

One Phase Lane Homeworld Starts

This actually is very VERY disadvantageous and needs to be addressed in the random map generator. For lack of better words, getting boned by the map aint right. Getting a ton of magnetic clouds and neutrals instead of planets is one thing. Having fewer phase hurts in two ways. First, you lose tactical options. Instead of expanding in one of several directions, you can only expand in one way....which sucks. Second, your eco is hurt. Badly. Essentially you're eco takes a 10% hit because instead of having 90% and 80% allegiance planets, you get 80% and 70% allegiance planets because everything is now further from your homeworld.

Randomness of Neutrals

Two things with this. 1, I'm sick of maps that are completely loaded with neutrals. The only way you can hand the Vasari a game even more is to hand them a stuffed human (normal or with psionic ability) with an apple in its mouth. In the random map generator, I'd like it if fewer planets were completely random and could instead be set to be.....sound the trumpets....planets. Don't take away all the neutrals, but sometimes there are just simply too many.

2. There can be anywhere from 0-3 neutrals in a grav well. That's a bit lopsided don't you think? I realize most times maps randomize and actually stay pretty fair, but about 25% of the time it feels like my opponent has 3 grav wells with 3 neutrals per well, and meanwhile I've got three magnetic clouds all saying "Screw You Amish Guy".

No Allegiance on Neutrals

There is no allegiance on neutrals......yeah...that makes sense. Ok, maybe playing all fast in multiplayer screws with this perspective. It seems neutrals either are nonexistent or completely give the game to a player. I'd really like to see them reworked. You could lower their income or up their income but give them an allegiance factor. Either way, I know I don't like what the game has now. I've had a map with Vasari where I had 21 metal per second without taking  single lava planet or buildng a single refinery. It aint right. Just plain wrong.

Magnetic Clouds

Have you guys ever actually fought in a Magnetic Cloud? I know I haven't. Taking a fight here is an act of desperation rather than an act of tactics. I don't think I've ever had the opportunity to fight an Advent in a magnetic cloud. He just jumps out and waits for me elsewhere so he can use his abilities. As of the moment, Magnetic Clouds are nothing more than glorified space wasters that just add more time for your scouts to explore. You shouldn't be happy if you see these within the first 2 jumps of ur homeworld. It aint fun.

 2 mine Ices and Lavas

Ever had that night where you're playing sins and the map just doesn't wanna give you a break? Not only are you boned by the map, but you also get to expand to a lava that has.....TWO mines!

I like the randomness of mines on planets. I do. 2-3 on Terrans and Deserts makes sense. These planets offer more population, so the emphasis here isn't minerals. It's credit income. Especially with the extra logistic slots.

I don't get why Lavas and Ices can have from 2-4. It should be 3-4. The WHOLE POINT of an ice or lava is to get extra income of ONE type of mineral. I can not tell you the number of times games get more frustrating because I have 3 of these 2 mine suckers, and meanwhile my opponent has a lava and an ice with 4 mines a piece. It's like being a he man taking a pitchfork to the back of the head but the pitchfork doesn't do brain damage. You're just gonna keep going and try to muscle through it, but in the back of your head, something aint right.

Take One

The Uselessness of Light Frigates

I'm probably not giving anyone a revelation with this one, but thanks to long range frigates, light frigs can't get anywhere near support crusiers to do their job. Really, if you think about it, the only time it would ever make sense to make a large contingent of light frigs in your fleet is if your opponent spammed flak. Even then, the damage multiplier LF's get against heavy armor is only +50%, which just isn't enough for the meaty flak and all of it's health. I'd like the multiplier to be increased to something in the ballpark of 200% at least, maybe even higher. Seriously. Right now if you see someone making a ton of cobalts, you just laugh.

The way it should be is you see light frigs coming for your support cruisers and ur reaction is "Oh Crap, get them out of there"

The OP of Repulse

Not going into detail, as it's not news. I'd like light frig abilities to outrange repulse. That'd help....a little. You could fix repulse by either upping the delay between uses (to say....like 30 seconds to a minute), or by upping the antimatter costs. Personally, I'd like the latter so someone can't abuse it insanely, but either'd work.

The OP of Illums

Not going into detail either. It's not news.

  Hull Armor Shields Damage Ship Slots used
Kodiaks 6300 5 3600 108 60
Crusaders 4650 4 4950 114 60
Enforcers 5875 4 3500 100 60
Illum 6200 2 5500 166 60
Assailant 6000 2 3600 130 60
LRM 7000 1 4200 165 60

What I don't grasp here is why the Illum's health is so high. It should be TEC health = highests, Vasari Middle Man, Advent third. This is the theme of the races that sets them apart. For some reason though, the Illum's health is very very high. It should be around 5000 for 10 illums, or 500 health for each Illum. That might help some of the problems with Illums. The DPS is ok. It should be the highest for all the races considering it's Tier 3. It should not have 620 health and 2 armor. It should be lowered to 500 health and 1 armor. That'd help with balance.

Assailant Weakness

On a related subject, why is the assailant the worst for shields overall? Shouldn't that be TEC?

Starbase Spamming

This is a wierd wierd phenomenon I've seen. You typically see this on 5v5 maps where there are 3-5 allies bunched on one side of the map and the feeder has all the time in the world to get a monster eco going. This person, instead of getting a fleet, will put a starbase at EACH and EVERY system, including neutral sites, and support purely with econ and starbases at each planet. Oh, and they'll probably mix in the superweapons.

I figured out this is something that a large contingent of bombers can cure, but it's just wierd to see. You spend all your money on a "fleet" of stuff that either can't move (TEC/Advent), or is stuck in one system (Vasari). Ok, with the TEC, each starbase gets red button, so any one starbase can destroy a fleet, and Advent get meteor and Mass Disorient, so that's nasty too. For the record, I get why it's not a bad idea. You keep a high eco and your empire is well defended with strong buildings. I get it.

I just liked it better back in vanilla where my fleet could just keep rolling on through cause aint no one gonna stop me. Just nostalgia I guess.

The Enforcer/Skirmisher Nerf

Each of these ships gets reintegration. In exhange for this though, the devs nerfed the damage these do. JJ has already shown that the enforcer is the relatively weakest HC. I say the enforcer get's reintegration, so it makes the issue "fuzzy". What I don't get is why the skirmisher does 10 dps and the enforcer does 20. The enforcer should arguably be doing 24 dps, but I think I like the idea of 22 better.

The skirmisher takes up 7 ship slots and does 10 dps. The Cobalt takes up 5 and 10 dps. The disciple takes up 4 and does 8 dps. The pattern is 2 dps per ship slot. So why does the skirmisher only do 10 dps? I know it gets reintegration, so giving it 14 dps would be unfair, but jesus, a 30% nerf in damage to compensate for reintegration is excessive. I'd like to see it upped to 12 dps.

The Advent Culture Cannon

This superweapon is just overall odd. Vasari and TEC superweapons are direct and to the point. 2 Novalith shots take out 1 planet. The Kotsura cannon, although expensive, requires no pre-research to get and gets a discount with slave labor, and with 3-4 you can disamantle enemy fleets, plus, it opens up a phase lane for phase stabilizers. Sounds good to me.

The way I think it could work is if the culture would last a little longer. I think the right amount of time would be so that I could fire at the area, fire somewhere else, and then fire there again, and the culture from the first shot would still be there when the third shot got there. That'd help because then your opponents would ACTUALLY be forced to do something about the culture cannon. As of the moment, it's too easy to just get media hubs and spread a few more than you usually would around your empire to counter it.

Fighter Futility

Flak are very strong against them. So strong to the point that I'd say that this counter is just as strong as using lrf's against lf's. If light frigs could dismantle flak quickly, we might have a solution, but at the moment, it's reeeally hard to make an arguement for fighters when you're going to lose them so quickly to flak. Upping the antimatter regen rate of the carriers might help with this. (just a suggestion)

The Wave Tree

Why are these upgrades at tier 4,5, and 7? Why? They need to be waaaaay lower. Tier 2,4, and 5 respectively.

The Capital Colonizing Bonus for TEC and Vasari

The Vasari bonus seems a little iffy. 20% faster build for some time. 20? Just 20? Advent get 20% discount per level, and the vasari just quicker build times? This might help for rushing, but this needs to be a bit more drastic than that. I'd say go a minimum up to 50%. Up the build rate and how long it lasts with the up of colonize. At the moment, there's absolutely no incentive to bother with level 2 colonize until the egg reaches level 9.

The TEC bonus perplexes me even more. The bonus is 0,1,2 extractors built for free. So no bonus at level 1 for TEC? That seems a bit unfair. Shouldn't it be something like 1,2,3. What I'd like is for it to be 1, 2, 4.

Terran Upgrade is linked to Desert Upgrade for Advent

Tier 1, you must tech desert before you tech terran. Why? The Vasari are ALIENS and can up their terran pop % at level 1.

Culture Killing Rate

I think my beef here is that you up your own % by .10%/s, but only take down your enemy by .07%/s max. I'd like for the two values to be the same.

Quick Start in Online Matches

This might be nostalgia talking, but I don't like quick start. Like, at all. I know, quick start takes probably about 15-20 minutes out the game, but that's what made rushing so annoying now, and has brought Illums to the forefront of being OP.

What I miss is that you could build 3 scouts, have them explore, and you'd actually have about a 10 min warning of if your opponent is rushing. Now....you just know your opponent is gonna be rushing if he's at least slightly experienced. Takes the fun out of the game when you can't go out and get some planets before the big fight.

Just miss the olden days. That's all.

 

 

That's all I got for now.

 

 

 

71,851 views 167 replies
Reply #126 Top

 

 

Ogrovs or starfish are brittle and easily run over by an orkulus.  If you brought much of anything at all with the SB, the anti structure units are just so much wasted money.  Bombers are the only halfway useful way to take down a SB.  A fleet dies too easily and feeds health the orkulus with proper upgrades unless you have a much more overwhelming fleet.  Bombers are chewed up pretty quickly by even light fighter presence leaving you with little in the way of dealing with the orkulus. 

You say that starfish don't do much against a SB(which they dont) but massacre other structures when supported by repair bays and such.  Just how often do you have to kill other structures in an enemy well when you have the support of your own repair bays and structures in that same well.  You say the orkulus is never ready and it just gives the enemy time to deal with it.  If you are just sitting your orkulus there and not doing anything then you deserve it if they come up with a way to kill it.  It's not like its an easy thing to kill once its upgraded and you are doing absolutely nothing in the mean time.  Wasted money its not because afterwards you have a difficult to kill SB in what you would hope is now your well on what is likely a front/contested area since you just hopefully took it from someone else.   Its weapon range is basically the whole well since it can move.  If someone can bomb your planet and kill it before you can move your orkulus to the other side or even prevent its destruction from bombardment through an SB upgrade, then you deserve to lose it.  Siege frigs arent exactly speedy and dont kill planets particularly fast unless you have a buttload of them(and who besides the AI will bother).  Once the orkulus is even near to being in range they have to be moved elsewhere at which time the planet regens and siege are so delicate that they are easily killed.

I take from your comments about Kostura that you have never played against Quar or JJ in a 5v5.  They are known to build half a dozen kostura and destroy any amount of fleet you have outside of caps and carriers.  Kostura are the best superweapon and can be a game ender.  

 

[_]-Greyfox 

Reply #127 Top

Point 1. Rushed Novaliths (i.e. econ guy in back who's had the time to get them) can knock out planets like crazy. I understand the arguement that starbases take away from that with undying allegiance....but seriuosly....have you ever had a game where instead of building a fleet to fight off someone that you were instead building your own starbases and just teching undying allegiance everywhere? That's a baaad investment. If someone's got you doing that either you've got a crazy CRAZY booming economy  where this kind of expenditure is nothing, and probably shows up in online play once in a month, OR you're on the defensive and probably losing.

Novaliths haven't lost their purpose. When someone springs them on you, they generally wait until they have 4-8 so they get the element of surprise.

Point 2. The Advent cannon seems useless, but if you actually spend money on this buildings, the payoff is big. You fire this in a grav well where you're fighting and your units get an addional 6% shield mitigation (which is more than it sounds like it is), and get +25% damage. Not to mention your culture WILL go up, and won't go down until you're ready to fire the next shot. I realize it rarely has its uses, and I definitely agree it's the worst of the three superweapons, but it's not horrible like so many people think it is.

Point 3. The Kotsura requires no pre-teching, but can only destroy structures/fleet and disables units for a short time (is it 30 sec?). In terms of tactical advantage, huge. Agreed. Best in game. My feeling here is that a fleet can be replaced. Planets cannot. Also, I can split my fleet to weaken the effectiveness of the kotsura. Course....that won't prove fruitful unless I can actually get near the kotsuras.

I dunno. Players who get kotsuras tend to be on the winning team looking for the death blow. The tipping of the scales. This'll do it. Rare to see them though. They're more of a winning luxury than anything else.

Reply #128 Top

You say that starfish don't do much against a SB(which they dont) but massacre other structures when supported by repair bays and such. Just how often do you have to kill other structures in an enemy well when you have the support of your own repair bays and structures in that same well.

I'm not saying that advent can build starfish to counter an offensive orkulus. They can - simply make them shoot from the other side of their own transcencia, the orky won't be able to hit them.
What I was saying is:
When TEC attacks, they can bring some ogrovs and boomfoul the starbase into shredz.
When Advent attacks, they can bring Starfish and eradicate all tactical support structures, leaving the defending starbase without repair bays and hangars etc.
Vasari have the orky, which cannot scratch a supported starbase. It can shoot the starbase AND four other targets, but it cannot wipe them all AND fight the fleet supporting the defending starbase. It can only do as much and is not really awesome at it.
As other races, you can counter the starbase+support combo. As Vasari, all you can do is bring another starbase and try to overcome the defender with a plain stupid massive onslaught.

Unless you do bomber spam, which everyone agrees should not be the only anti-starbase option available for a certain race in this game.

I take from your comments about Kostura that you have never played against Quar or JJ in a 5v5. They are known to build half a dozen kostura and destroy any amount of fleet you have outside of caps and carriers. Kostura are the best superweapon and can be a game ender.
Show me a replay, PLEASE, where a Kostura is used as a swift and easy counter to a starbase. Just one. A game, where two players are on quite even terms and one counter another starbase with orky + kostura. A game where this move resulted in a win for the 'Kostura player'.

5v5 is screwed and should not be mentioned when we're trying to balance things out. Tech levels, research cost and unit costs are all of zero impact on you when you can get fed for 10k credits every 5 minutes throughout the game cause you have two suckers with zero fleet pumping cash into your ass.

In a one on one game you're not gonna survive beyond the first 10 minutes with a 100 supply point fleet.
In a one on one game you're not gonna have 8 mil labs when the enemy builds his first military tier 2/ starbase.
And you're definately not gonna build a Kostura to counter it.

The sam goes for 2v2 and most 3v3 games.

Seriously, 5v5s are off in terms of balance. You can have 20 HCs by the 15-minute mark in a 5v5.

Please, when trying to discuss balance of Vasari vs. Something , let's leave the other four players pumping credits out of it. It doesn't make sense.

As Amish said:

They're more of a winning luxury than anything else.
And thats the truth about Kosturas.

and

Wasted money its not because afterwards you have a difficult to kill SB in what you would hope is now your well on what is likely a front/contested area since you just hopefully took it from someone else. Its weapon range is basically the whole well since it can move. If someone can bomb your planet and kill it before you can move your orkulus to the other side or even prevent its destruction from bombardment through an SB upgrade, then you deserve to lose it. Siege frigs arent exactly speedy and dont kill planets particularly fast unless you have a buttload of them(and who besides the AI will bother). Once the orkulus is even near to being in range they have to be moved elsewhere at which time the planet regens and siege are so delicate that they are easily killed.

Take a clock and see how long it will take an orky to go around a planet. Two siege frigs can take turns in shooting and running and kill the planet. Two lvl1 caps will, easily.

You said the owner of the orky is a fool (i.e. deserves to lose) if he didn't get Enforced Loyalty. But my argument was JUST THAT. A fully battle-upgraded orkulus is totally useless. So -> what mindseye said was wrong. Being capable of fielding an 8-mil starbase is no asset at all.

Reply #129 Top

A 1v1 is no better to compare such things than a 5v5.  1v1 is typically played on a small map where fights are smaller.  Kostura is a late game weapon and comes about late game.  1v1 does not get to that point.  A kostura CAN counter a SB.  You should remember the stun component on it.  It stuns units for a short time and stuns buildings for a longer period(cant remember how long for buildings) and does a small but not negligeable amount of damage.  A stun on buildings is very significant for taking out a SB(no repairs, no dps).

Have you ever tried using starfish against an orkulus?  It doesn't sound like you have.  They don't do crap to any 1 building.  Even if you have a bunch of buildings clustered up together, the orkulus will just move out to the starfish and run them off if not kill them outright.  The same goes with ogrovs except they are much better at taking out 1 structure than multiple.  The anti-structure units do better with TEC and advent SB but even then its not spectacular for the fleet supply/cost.  You are almost always better off using bombers.  The orkulus does better as far as that goes against TEC and advent but it is costly and can't jump wells afterwards.  I could imagine it being troublesome to take out a vasari SB with a vasari SB already established in the well.

 

[_]-Greyfox

 

Reply #130 Top

Quoting N3rull, reply 3



Take a clock and see how long it will take an orky to go around a planet. Two siege frigs can take turns in shooting and running and kill the planet. Two lvl1 caps will, easily.

You said the owner of the orky is a fool (i.e. deserves to lose) if he didn't get Enforced Loyalty. But my argument was JUST THAT. A fully battle-upgraded orkulus is totally useless. So -> what mindseye said was wrong. Being capable of fielding an 8-mil starbase is no asset at all.

 

A few points.....SB have strike craft.  Siege frigs arent gonna outrun those.  If he did get enforced loyalty then he can bomb all day long and not kill the planet.    I don't necessarily think a person is stupid not get to protection against bombardment.  If you can protect it using SB strikecraft or other units in the well other than the SB itself then getting it is money best used elsewhere.  A SB is a tool whether you use it for defense or offense.  A tool is only as good as the person that wields it.  If you don't think its an asset then don't build one.

 

[_]-Greyfox

Reply #131 Top

The stun doesn't last long on starbases. The effects wear off quicker on starbases than normal buildings/units.

Reply #132 Top

"but if you have built 150 scouts you just spent 30,000 creds so it should be able to take out a building SB."

-Top Vasari.

Why? If I spend $30,000 building AK-47's and ammo... they wont be able to destroy a hardened bunker.

Not everything is cost effective against everything else... nor should it be, when you have things that are proper counters.

Reply #133 Top

 

 

Take a clock and see how long it will take an orky to go around a planet. Two siege frigs can take turns in shooting and running and kill the planet. Two lvl1 caps will, easily.

N3rull you keep coming up with new scenarios and what if and this can happen.If a player sends siege back to your world that you just captured you can prolly afford to send a carrier back to deal with them.Odds are if you just had a huge battle and you took the planet from him he wont have a full fleet of caps to siege you with.If he does send 10-20 lrf back to deal with them.Point is the game is about adapting to the situation and playing out good strategies.If you want a predictible game then you should play sp.

Grey is right starfish are basically totally worthless ingame.

Reply #134 Top



It needs a 360 degree firing arc like the repair bots on the hoshiko. Also, why is this thing tier 4? Advent get guardians at tier 3. TEC get hoshikos at tier 3. Vasari get their first support cruiser at tier 4. That aint fair. I have to spend the money on another lab AND extra money on the tech for a somewhat less effective version of the hoshiko? Bull.

only if repulsion stays the way it is. seriously.....360 degrees instant 250 health + 2 armor?

can't quite agree with you on that one amish. which research tier? i don't care. but 360 degree healing, hell no.

Reply #135 Top

N3rull you keep coming up with new scenarios and what if and this can happen.
No I'm not.

You said:

Exactly but 7 mil slots is easier to kill then one with 8 mil slots.You can construct a vas sb with 8 mil slots.1 slot makes a big diff on a sb.

And I said (and Grey agreed) that doing so is stupid.
Making an 8-mil SB is stupid, when you have no Enf Loyalty, no trade, no colony pods.
The starbase floats, yeah, but it's retardedly slow. It can move, but anything else in this game that moves can dance circles around it. It has a particularly bad time circling planets or going around asteroids or structures. If the starbase's area of usefulness is equal to its firing range, than it is useless after it dealt with whatever static defenses the enemy had in this gravwell. Once the gravwell is yours, that starbase has any sense only against those who are too stupid to stay out of its gun range... which is the AI.

For clarification - I believe an "8 mil" starbase you referred to was 4-def, 2-3ass, deflector and/or debris vortex. Any other upgrade wouldn't make it stronger than the defending starbase.

Reply #136 Top

360 degrees instant 250 health + 2 armor?hell no.

Agreed. This is too strong as it would make effective focus firing extremely difficult if not impossible AND it would require no micro at all.

Making an 8-mil SB is stupid, when you have no Enf Loyalty, no trade, no colony pods.
The starbase floats, yeah, but it's retardedly slow. It can move, but anything else in this game that moves can dance circles around it. It has a particularly bad time circling planets or going around asteroids or structures. If the starbase's area of usefulness is equal to its firing range, than it is useless after it dealt with whatever static defenses the enemy had in this gravwell

Well the Orky does make counter attacks difficult and if you position it right, slow speed makes no difference. I do not think that it should move faster. I do agree though, that it doesn't do enough damage to structures and its build and upgrade speed could be a little faster.

However, I  agree that the Orky is far less useful behind friendly lines then other SBs. This is a major disadvantage because in every game the front-line are going to change so this is important.

I think that colony pods need a boost. Also, why does the Orky have a tradeport upgrade? I mean, the Vasari almost never use trade so shouldn't this upgrade be replaced with a refinery upgrade?

Reply #137 Top

The Overseer

It needs a 360 degree firing arc like the repair bots on the hoshiko. Also, why is this thing tier 4? Advent get guardians at tier 3. TEC get hoshikos at tier 3. Vasari get their first support cruiser at tier 4. That aint fair. I have to spend the money on another lab AND extra money on the tech for a somewhat less effective version of the hoshiko? Bull.
I don't think 360 is necessary, the overseers should require a little attention to balance their stackable 62,5HP/sec healing ability. Still, their retarded speed, turn rate and zero casting arc is crap. That doesn't balance anything, but instead makes overseers useless as a fleet healer, cause ships die before overseer is halfway through its turn to face and heal them. 
I agree with dropping OS by one tier. Early hull point upgrades are hardly an asset when there is zero healing that can be done to them. Bringing Overseers down one tier would be a great thing for Vasari. Right now, Overseers come a little too late. Most of the time, people who get the fourth military lab do it only because they are also getting the fifth and are willing to go for HCs.
I believe that if Overseers got thrown down one tier and received increased turn speed or a small casting arc for nanite armor, they would become one of the most useful ships in Vasari fleet.

I think that colony pods need a boost.
A little, maybe. They return themselves after about 30 minutes, which is a very mediocre result (regardless of which level you take - the income-to-upgrade-cost ratio of 1/2 and 2/2 Colony pods is exactly the same). What adds to their meh-ness is that this income doesn't scale at all. A trade port can give sickening income if you make a long chain. Colony pods are fixed income and lose in cost-effectiveness even to a pair of trade ports in neighbrouring wells (or trade port upgrades on orky, if you exclude the research hussle and the possibility of someone killing your trade ships).

Reply #138 Top

 

 

It can move, but anything else in this game that moves can dance circles around it. It has a particularly bad time circling planets or going around asteroids or structures.

I already answered this.If you have trouble with raids send a few ships for support.

Making an 8-mil SB is stupid

Really?So if this is what it takes to seige a highly defended planet with a sb and win its stupid?You have an 8 mil sb of death on the frontlines that the enemy cant counter because your fleet should be there moving on to the next planet.You just stole a planet from the enemy and killed whatever tp and labs he had there.Now you have a planet for income or whatever but doing this is stupid.I see.

Reply #139 Top

If you are at this stage of game where you are on offense and winning(just captured a planet) then you prolly can afford to buy a few levels of hp for the planet which would make bombing this planet with a sb very time consuming and micro intensive.

Reply #140 Top

I think you're giving too much love to the vasari. They're currently extremely strong mid-late game with their fully upgraded flak + bombers, which is the late game vasari fleet of choice these days (excluding if you have to fight repulse, in which case you're boned anyways). Vasari flak takes out LRFs and caps once you get critical mass (60+) and their phase missiles, and their bombers are similarly excellent at taking out starbases. I don't understand why you think the orkulus needs to take out buildings, because an offensive orkulus is basically a money drain on the opponent, who is forced to get at least equal upgrades to the orkulus on his own starbase, or move his fleet, or build hanger defence, or start producing carriers. This, early on, is a pretty decisive edge. Ogrovs the orkulus can simply move next to and target, and starfish are just bad. Not to mention, ogrovs/starfish costs about 2/3 of the cost to upgrade starbase HP.

Grey + mindfox are right here. The kostura is far better than the other 2 superweapons, simply because a few of them removes all the LRFs in an opponent's army. The novalith has become even more useless since starbase enforced loyalty upgrades are available - not to mention for the cost of a novalith cannon, you could probably upgrade emergency facilities at least once on all your planets. Whereas the kostura does not require you researching an entire (7?!) length tech line before you can get it, and disables starbases and repair bay - very useful. 

I agree about illuminators/guardians, random map generators, and fighters. But now you even want love for the overseer? Not sure I agree, it's already useful enough. Vasari have the weakness that their fleet is somewhat difficult to repair. What about some buffs for the cielo cruiser then? I can count on one hand the number of times I've seen those. In general, I don't see you saying any changes to the TEC, who most everyone agrees are pretty bad in multiplayer since you need a good safe core of planets. Compared to the orkulus which is a beast of surviving, or the advent which rapes fleets with disorientation and can siege planets, the argonev is crap since nobody online falls for red button and its HP and weapons are worse than its counterparts.

-RaptorJesus

Reply #141 Top

I already answered this.If you have trouble with raids send a few ships for support.

If that starbase is 8-mil, you have to use as many ships as the enemy sends because you can't rely on your starbase. Its that slow and doesn't project its strength beyond its weapon range.

Really?So if this is what it takes to seige a highly defended planet with a sb and win its stupid?You have an 8 mil sb of death on the frontlines that the enemy cant counter because your fleet should be there moving on to the next planet.You just stole a planet from the enemy and killed whatever tp and labs he had there.Now you have a planet for income or whatever but doing this is stupid.I see.
For the money the starbase took, the effort (and money) wasted on keeping it alive until it is ready and for the time it takes to scratch whatever starbase the defender had - it is stupid.

you seem to think that if you drop an 8-mil orky in a gravwell, the game is won for you. Wrong. That 8-mil starbase is going to SLOWLY wear down the enemy SB, only a LITTLE faster than they other SB is wearing it down. This is not a one-click, I-win trick. This fight will take a lot of time.
And, what's worst of all, you have to repeat that every single time you enter a gravwell.

In that time and for that money, TEC and Advent would wipe that gravwell three times and have their fleet annihilate three other planets.

If you are at this stage of game where you are on offense and winning(just captured a planet) then you prolly can afford to buy a few levels of hp for the planet which would make bombing this planet with a sb very time consuming and micro intensive.
You can still have it overthrown with culture, with a novalith or the starbase can be just skipped. You can put your bombing cap on one side of the well and force that orky to go there and wipe the structures it was protecting before with a handful of LRFs. That orky doesn't support his fleet at all, doesn't give money, doesn't have fighters or anything. It just exists. 30k credits floating and killing whatever is STUPID enough to come close, since whatever it is, it can always run away.

As for:

I don't understand why you think the orkulus needs to take out buildings,

Here is why. Quoting Blair Fraser's post from Entrenchment Unit Basics and Tips :

Defense-Busting Capabilities:

There is no doubt that all the new defensive toys make attacking a planet a much more difficult affair. Luckily, each faction has a new means to counter these defenses that can be unlocked from the defense research tree. The TEC get the very powerful Ogrov Torpedo Cruiser (aka the Lobber) which is basically a mobile ICBM missile launcher that does incredible damage to a single target. The Advent get the starfish shaped Adjudicator (aka the LobberFish) that specializes in clearing out large groups of tightly clustered structures (a typical defense pattern in the original Sins) by being able to target multiple units at once. The Vasari get a mobile Star Base with some very special anti-structure upgrades and research topics, most importantly is the ability to accelerate its build rate in enemy gravity wells so you can build it quickly while your fleet distracts the enemy. The Orkulus also differs from the other two Anti-Structure ships in that it can attack ships while the other two cannot
SO Orky is MEANT to counter static defenses. While it does weip undefended logistic structures, it is not even noticeably better than any other SB until fully battle upgraded. Getting to that 8mil orky is an overly expensive and time consuming process that nobody really gives a damn about and just spams carriers or Vulkoras.

AND THAT IS THE PROBLEM ^_^

Reply #142 Top

Meh vasari can just go  bombers against enemy starbases just like the other races. The orky IS strong offensively, particualry early game, e.g. if you are orky-rushed on your homeworld in a front line position. If a vasari player can get it up thats a helpful foot hold at the heart of an opponents empire.

Reply #143 Top

quote]They're currently extremely strong mid-late game [/quote]

ROFL. Vasari are currently the weakest race by far. Lowest cost efficiency for kanraks and HCs, plus meh subverters, meh overseers meh everything. Only Orkys, flak, the Egg and phase missiles are actually decent.

Colony pods are fixed income and lose in cost-effectiveness even to a pair of trade ports in neighbrouring wells

Why not make Colony pods very cheap then? Also, would a refinery upgrade instead of a tradeport upgrade work? Vasari aren't meant to be traders and this would add to the uniqueness.

 

For every faction, defense busting needs an overhaul. Why do Ogrovs and Starfish have light armour? This make no sense because it means that they are useful ONLY in the same situations as bombers, namely when no fighters are present. Giving them heavy armour would mean that they could destroy enemy structures while fighters are present. When enemy hangars are gone, then you can call in the bombers to help destroy everything else.

Two units can't have the same role AND the same counter. One will be obselete. Both bombers and assualt cruisers are countered by fighters. This needs to be changed.

 

 

 

Reply #144 Top

Meh vasari can just go bombers against enemy starbases just like the other races.
And that is another fail side of the subject. Bomber spam should not be the only way out of a "starbase situation".
That it is the only really viable way just makes buffing up other anti-structure methods more important.

Reply #145 Top

Why not make Colony pods very cheap then?
Could be. Or bump their efficiency by 30-50%.

Also, would a refinery upgrade instead of a tradeport upgrade work? Vasari aren't meant to be traders and this would add to the uniqueness.
Vasari are more of a trader faction than Advent. They do have as many trade upgrades as TEC and unlike Advent, remember? Also, while it sounds nice to replace trade ports with refineries, remember that trade benefits from the length of the longest trade chain. The only way to drag a chain through a non-colonizable gravwell or a dead asteroid is by dropping a starbase there with trade docks. I believe taking this away from Vasari might screw their money-making potential quite a bit. Right now Vas are all about neutrals in early game, if there aren't enough neutral extractors they are in serious trouble. If we also make Vasari dependant on colonizable gravwells in order to rack up any serious income late game, it may lead to a very unbalanced situation when 4 letters could deny the Vasari player 20 credits per second (if a planet halfway through a chain happens to be a "DEAD Asteroid" instead of an "Asteroid", for example. No log slots, no trade port, headshot.).

 

For every faction, defense busting needs an overhaul. Why do Ogrovs and Starfish have light armour? This make no sense because it means that they are useful ONLY in the same situations as bombers, namely when no fighters are present. Giving them heavy armour would mean that they could destroy enemy structures while fighters are present. When enemy hangars are gone, then you can call in the bombers to help destroy everything else.

Two units can't have the same role AND the same counter. One will be obselete. Both bombers and assualt cruisers are countered by fighters. This needs to be changed.
Makes sense. Heavy or Medium armor.

Reply #146 Top

Your answer regarding a possible refinery upgrade for the Orky makes sense. I should have thought about it more.

 

Makes sense. Heavy or Medium armor.

LRMs already counter medium armour. Making already strong LRMs counter something else might be too much. On the other hand, assualt cruisers aren't direct combat units so I guess that this doesn't matter.

Reply #147 Top

You can still have it overthrown with culture, with a novalith or the starbase can be just skipped. You can put your bombing cap on one side of the well and force that orky to go there and wipe the structures it was protecting before with a handful of LRFs. That orky doesn't support his fleet at all, doesn't give money, doesn't have fighters or anything. It just exists. 30k credits floating and killing whatever is STUPID enough to come close, since whatever it is, it can always run away.

Ya this is where countering and strategy come to play.This is nature of mp and what makes it fun.Its the same risks for all players no matter what race you are.You can build a 30k sb and any player can go around any sb.The orky does support fleet by soaking up massive amounts of damage and dealing massive amounts to the enemy.You can put sc on it just like the other sb.You ca put trade AND colony pods on it for income.You say fleets can run away from it and so they cant from the other 2?THEY ARE STATIONARY.You play the only race with a moving sb and you say it sucks cause it isnt faster than a frigate and kill everything before it goes across the well???You can counter bombing and nov the same as the other 2 races.Ya it sucks to waste a slot to protect your planet from dying but there isnt much of an option for the other 2 since they have no chance because they cant move.Its all about the game,who your against,what counters you need, and reacting to the other player.Vas has same tools as other races in diff forms but they all work if not better in some areas.

In that time and for that money, TEC and Advent would wipe that gravwell three times and have their fleet annihilate three other planets.

Not if you run his fleet off and chase him and let the orky finish stuff off.This runs into fleet vs fleet battle or just moving a new sb to the next well and seiging 2 at once(yeah maybe you dont have the money I get it).Most likely there isnt another sb behind the first.Im for some vas fleet buffs(see my votes in decievers thread) but the orky does a pretty good job and is well rounded for all defensive and offensive purposes.

you seem to think that if you drop an 8-mil orky in a gravwell, the game is won for you. Wrong. That 8-mil starbase is going to SLOWLY wear down the enemy SB, only a LITTLE faster than they other SB is wearing it down. This is not a one-click, I-win trick. This fight will take a lot of time.

And, what's worst of all, you have to repeat that every single time you enter a gravwell.

Not at all I have stated its not easy and takes skill.It does for any race to defeat a heavy defended well.The defender is ALWAYS at the advantage it should not be diff for vasari.Usually vas spam sb much more so then the other races so the repeating for everygravwell is for a vas player.Especially if you are using them for offense.Makes taking ground lost much much harder.

For the money the starbase took, the effort (and money) wasted on keeping it alive until it is ready and for the time it takes to scratch whatever starbase the defender had - it is stupid.

Really?Most likely you struck a major blow to his eco/mil production/research.Now you have exrta slots/income that he doesnt have.It takes him the same money to build the defenses you just destroyed.

If that starbase is 8-mil, you have to use as many ships as the enemy sends because you can't rely on your starbase. Its that slow and doesn't project its strength beyond its weapon range.

If you just won a huge battle you should have a bigger fleet and he just took a major lost(planet/sb/structures).You only need to pick his ships off.That things goes fast enough that he will mostly be running his fleet in circles.Bring a few fighters and it will take an hour to kill the thing.

Reply #148 Top

The orky does support fleet by soaking up massive amounts of damage and dealing massive amounts to the enemy.You can put sc on it just like the other sb.You ca put trade AND colony pods on it for income.You say fleets can run away from it and so they cant from the other 2?THEY ARE STATIONARY.You play the only race with a moving sb and you say it sucks cause it isnt faster than a frigate and kill everything before it goes across the well???
You're confusing it again.

The orky is floating to be able to destroy structures. Blair said it a number of times.
I know you can give it this and that and whatever.

BUT

When you are using your orky to attack a starbase, you have to pump it almost full with combat upgrades just so it survives against the defending SB and its support. When you are done, you cannot give that orky any colony pods, trade ports, strike craft or whatever. It's full combat. You needed to have it full combat to kill that one floating enemy brick... but now your starbase is useless unless someone is stupid enough to attack it.

You see, all other structure busters can move to kill enemy structures elsewhere. You can use them again and again.
If you decide to destroy an enemy starbase with an orky, that orky will most likely NEVER destroy a single structure again. But even though it fulfilled this role, it is unable to do ANYTHING else than shoot, because you had to make it full combat.

Open your mind(seye) and see the problem - ogrovs, starfish, bombers, all that can be used in its role again elsewhere. An orky upgraded to destroy structures will not move anywhere out of the gravwell and cannot be used in any other way once it destroys all structures (unless someone thinks that he really needs to take it down for some reason).

I sincerely believe that orky should be able to defeat, if by a small margin, a fully combat upgraded starbase with at most 6/8 upgrades done. So it still has at least those two slots to be useful later in the game.

So, in other words: I think an orkulus is a very cool thing. But if it is meant to bust structures, it is a one time money drain with no subsequent profit coming from it.
If you could use it to somewhat effectively destroy a starbase (it needn't be fast or 100% fool proof, just give it a chance) and be able to leave two slots for Enforced Loyalty and Merchant Bays, the orky would be of some use after it killed that single starbase, just like other structure busters are (i.e. they can go kill another SB).

Reply #149 Top

Well all sb are like this.You have a limited slots and you cant change them later.You need extra defense on a world to defend an orky plus fleet attack then you cant get tp upgrade later and its the same drain.I have lobbied for more slots in the past for all sb.Orky shouldnt have extra slots or be super pwered against all defenses.If you want to put trade on it afterward then save the slots and get more fleet to attack with.If we could get more slots for all sb I would be for that.You complain that the orky is useless afterwards but so is all other sb you build.If frontline moves its the same deal.The orky for offense is a one time deal and very powerful.Ya you can warp ogrovs around but if you kill a fully defended well what are the odds you will run into another one.Those are usually last stands or extremely important choke point.After that they are hurting your fleet(slots) and making it weaker.I would also be for a refit of sb.Im pretty sure that there will not be an increase of slots or a refitting but you never know.

Reply #150 Top

Basically Im not against improving the orky but it has to be across the whole board to be balanced.All you have talked about is the orky but if you improve its usefulness then the others should a get a bump too.