Feeback - Marza Missile Barrage

Hello All. Loving the game! It's coming along nicely! Keep it up!

I have some feedback for the Marza. Long time TEC player here. The Marza's missile barrage is way, way, way too strong to have lost the only counter to it (the Ion cannon from the Akkan). I routinely play against two teamed up computers. To build up a fleet and have the Marza fly up and destroy your entire fleet (minus the capital ship) in one volley with zero counter, feels really bad. I even had flak ships, but it didn't matter with the kind of damage it puts out. If there is a level 6 Marza you just have not engage the Marza or wait until it decides to run itself into a Starbase. The relics that you can pick up early in the game are a fun addition, but they help to level cap ships to level 6 super fast. This means a Marza could be level 6 when all you have is frigates, and boom. I know there will be people that say you shouldn't let it get to level 6 but when you are fighting off two enemies, chasing down a Marza isn't always feasible. Spreading out your ships isn't really an option it most cases. The damage output happens to quickly to be able to turn and run like beech. The only thing in game that can compete with it is the star base red button.

Some suggestions for an alternate ability effect.

  1. Have it strip all the armor from all the ships it hits or something over the duration of the ability. This would leave all of the ships in a very weakened state.
  2. Have it hit a certain number of targets only.
  3. Have it completely disable any ships that are hit for the duration. (May need to extend the duration to make it worthwhile)

Thanks for listening.

 

 

10,395 views 10 replies
Reply #1 Top

Hello! Appreciate the feedback and suggestions, I'd also like to see what others feel about the Marza in this thread

Reply #2 Top

Marza is really strong, I really like the identity of the ship currently. Although the missile damage buff feels really weak as an active ability. I also never find myself choosing the planet razing ability either. Id venture to guess almost nobody does. But the missile damage i think can definitely be switched to something else, or at least make it an aura or something.

Reply #3 Top

In the original Sins, when population size was directly responsible for income, I used to take the raze as high as I could get it as it was the fastest way to lower the income of a planet. In Sins2 I still use is as Primary because I am too lazy to build planet bombers.

My original post though was really about the level 6 ability, missile swarm. I played a longer game yesterday and once we were in mid game the ability was way less punishing. It would still blow up corvettes and vanilla frigates, but if anything had upgrade then stuff would just be pretty heavily damaged.

I still think having it reduce armor on everything hit a certain percentage would be my vote. Still curious what others think about it.

Reply #4 Top

I don't know if I even noticed the ability at all. Even when going up against Hard AI their dreadnaughts have never been an issue. My fleet will take some losses, but I always replace them and counter attack the AI either forcing them to retreat or wiping them out. I don't feel it to be overpowered at all in it's current form. 

Reply #5 Top

The Marza tends to be the last cap ship I grab as TEC, so by the time it reaches lvl6 I don't really notice its abilities. I open with the Sova and then follow up with a Kol.

Reply #6 Top

Sova is nearly always the best first choice. Can defend against missiles, has a good starting ability if you choose the missile launcher, has fighters which help, and can be a mobile corvette factory? There really is no better choice, though sometimes I start with the Kol just for variety sake.

Reply #8 Top

I agree, Sova killing time is super slow for early game. Marza can solo most planets on its own with the new damage system. Marza is the only worthwhile ship atm.

Reply #9 Top

Quoting Shodoman, reply 7

I don't understand what you guys have with the Sova. It has such a slow time to kill.

Different maps/playstyles/goals most likely. I tend to focus on the largest maps and I like to science/turtle until one of the AI picks a fight.

In my games I don't have any need to bomb planets for quite a while; I'm also not rushing to the "victory" screen and as such I never play with capital victory on. I rather enjoy watching two carrier fleets fight it out - the clouds of strikecraft are fun to watch while zoomed out. It's also nice using the sova to build scouts at its location rather than wait for them to jump from my factory worlds - they can get a bit farther before dying if I haven't cleaned out all the militia near me yet.

Reply #10 Top

We should wait until the release of Advent before considering balance changes on Marza. In Sins of a Solar empire 1, Marza was the only TEC's reliable counter other than using titans for Advent's battleball tactics.