Some testing I did during a period of unscheduled time

This testing was done using fastest settings, and normal fleet size. 
This is an assessment of combat capability of two races when facing each other, advent vs vasari.
Considering everyone is gaining resources at the same rate, an analysis of mass cost vs military effectiveness will occur using total economic cost with a lot of practical battle experience added in to keep the rediculous battle math out of the convo so that this will be easily read by all.
Everyone with even a little experience of the game understands the awesome capability of the vasari starbase vs the other starbases, and fundamentally this is the core of the problem with the advent vs. vasari matchup. 

a 30 illuminator fleet is a nice round number that is about where you get an effective number of illuminators to focus fire capital ships, if maneuvered properly.  this is also strong enough to take out a weak unupgraded starbase that hasn't began a health upgrade, so it is quite useful for the advent to attain this fleet.  Smart players won't want to attack this size of an illum fleet without spending cash on additional fleet capabilities above and beyond straight unit spam.  They will invest in upgrades and build some new ships to counter.  If they face the illuminators early on usually they will get cut to pieces, if done properly.
Advent need a sizeable fleet to attack the enemy, as their capital ships have the least amount of staying power
in a fight which puts them at an overall disadvantage.

This fleet will be matched with the vasari early game counter to efficient advent fleet spam of a defensive starbase at the vasari homeworld.  This assumes some close quarters combat, and this often occurs in large multiplayer games, about 2-3 jumps from homeworld to homeworld. The closer the races are to each other, the more important capital ship starting choice becomes(in the case of the sova, it becomes game breaking).  Note: you have to spam a decent number of disciples and scouts to force a vasari player to go on the early defensive, and these costs are not reflected in this discussion because how many ships produced to get the desired effect depends entirely upon the player you are facing.

11400 creds, 1800 metal, and 1650 crystal would be needed to build your 30 ship illum fleet up and functional(not counting research costs).  Total costs of research would be 3050 creds, 340 metal, and 415 crystal(3 labs + the cost of the illum research).  Total base time of production for the illuminator using one factory would be 630 seconds (10.5 min).
You start with 2 constructors so you can build two labs immediately at the same time, so the time for only two of the three
labs would be used as a time factor for the "fastest possible construction time". This would be 108 seconds, + the time of the research which would be 161 seconds.

So, currently the total cost of 30 illuminators built from one factory would be 14850 credits, 2140 metal, and 2090 crystal,
in 13.1833 minutes to achieve the fastest production of illuminators possible. This blatant strategy would be easily discovered by the first wave of scouting and the enemy upon first glance will start countering you most likely by building flak or even more fun, building a starbase to protect your gravity well forever. I am going to show the relatively huge price range disparity between the cost of purchasing effective capability of the vasari starbase put in an enemy grav well vs building a strong enough counter to take it out. 
This is the maximum speed at which the advent could spam using one factory. 
Naturally more factories could be used, but I didn't factor them in to keep total costs as low as possible to show everyone advent's maximum capability for minimum cost. 
This will become quite important later on when we factor in the vasari maximum capability, as I am trying to show how not overpowered the vasari are using this method to stop the hate that the heavily pro vasari players will throw at me in this forum. A 600 credit, 80 metal, 80 crystal factory would cut about 5 minutes off of this 13 minute time, and is well worth the investment. You have to procure more logistics slots though, and therefore the advent accrue additional costs for that extra slot by either paying for an asteroid or upgrading the homeworld logistics slot.
(something the vasari don't have to actually pay for to get the relatively similar capability).

2 vasari carriers, cost 4600 credits, 400 metal, and 350 crystal, . 
1 starbase built an an enemy grav well without upgrades costs 3600 credits, 500 metal, and 475 crystal.
with one health upgrade and one weapon upgrade the vasari have a potent force in the beginning of the game able to attack or defend effectively.2 vasari starbase upgrades: 3600 credits, 550 metal, and 300 crystal.combined, the total cost is  11800 credits, 1450 metal, 1125 crystal.

Ship construction for two capitals takes up about 2 min(at maximum capability),
and the two military labs + research (again remembering the two constructors) takes 101 seconds.
if speed is more important, say in an attack, the vasari can send the constructor and the starbase for the enemy homeworld in about 1 minute into the game.If you don't have a STRONG counter to the starbase in your gravity well as advent already developed, you will lose to the vasari.Most players online know this so they will build up a strong fleet as fast as they can as advent to prevent this from happening.Noobs however are very vulnerable to this rush and they find it quite discouraging.

The advent would not be able to attack you and win playing perfectly with illuminators at the vasari homeworld,
and by building 2 repair structures and add only 1200 credits, 200 metal, and 175 crystal to your cost...
You still have plenty of economic room to defend against advent attack, without owning a single neutral.  When vasari own one neutral or more, early on, the economic disparity between advent and vasari starts to become quite large, and vasari gain the ability to just strong arm the advent fleet by fighting a war of attrition at the advent homeworld that they will eventually win. This is a low skill battle that is quite frustrating because it is entirely based upon luck, how many neutrals and where are randomized in common random maps.

The vasari starbase's ability to move is what grants it the unparallelled advantage against other races,
because they can build a cost effective fleet anywhere their colonizers can warp to.  This makes their colonizers an extra target in battles allowing the vasari fleet to mitigate a lot of damage per second by just warping these primary targets into the grav well.  Its a straight trade of 425 credits, 140 metal, 50 credit cost that will give your enemy more target priorities while their single target priority (your halcyon) will remain in constant danger. Add on top of that they can position starbase constructors anywhere in the grav well, so if one potential starbase construction is destroyed by enemy dps, a constructor could start constructing at the other end of the grav well which would mean that the enemy fleet would have to cross that distance under fire to take out that starbase which could at any point in time be cancelled to retrieve its resource cost, in essence getting an even cheaper form of damage mitigation. I am all for developers increasing the cost of the vasari colonizers so that this cheap form of endgame mitigation is no longer exploited.  Somewhere in the neighborhood of having a vasari colonizer cost about 1500 credits, 400 metal, and 150 crystal. This would make them a target and vasari players would have to play more conservatively with them.   
I would add that the vasari should not maintain their monopoly on effective movement in this game,
that the TEC and advent starbases should have free movement capabilities as well,
just not as fast. In this way the vasari starbase would always be able to take out the enemy starbases if it is fully upgraded,by itself and provide the necessary building destroyer the vasari only sorta need.  I say the vasari only sorta need the vasari starbase as a building destroyer, because their endgame phase missiles on their bombers will punch through starbases easily enough.

With enough resources the vasari can get this starbase defense(1 weapon upgrade, 1 health upgrade) up in 2 min 17 seconds in their grav well using fastest settings.  That is the fastest and most effective early game defense in the game.
Naturally you don't have that many resources early on to build this dream defense that quickly, but it helps to know the maximum capability of the vasari military because in multiplayer the vasari can get an early feed that will allow them to maximize their capability at any point.

I believe I have clearly proven that advent should not attack vasari early on, considering that the vasari
can build an upgraded starbase faster then the advent can spam 30 illuminators.  If you don't trust my extensive battle expertise, then just fight the battles out themselves and prove me wrong.  Make sure you play against a HUMAN player of great experience who doesn't know that you are in fact, testing them.  All those are very important factors to having a successful test.

I will not go into combat calculation, as the math doesn't take into account all the variables of position, timing etc that
only experience can really provide.  It is a waste of time. Sorry if i broke a few math loving hearts with those "harsh" words.
Looking at things from the perspective of military effectiveness, this vasari defense vs advent offense is extremely powerful,
cost efficient, quick to redoubt the defense(upgrading the vasari starbase), that the advent can try to attack the vasari early but they will always have an incredible defensive option to counter whatever the advent have to throw at the vasari.

Experienced players know this so they quickly go on the attack since their racial resource efficiency advantage allows them to do so. Given a little luck and timing, the vasari can get a starbase built in an enemy advent gravity well and have it sufficient strength to deal with the advent fleet when it arrives. If this happens, whether some unlucky positioning when the starbase is built, or no warning at all that a starbase is being built on your homeworld, the advent player should immediately think about setting up a new homeworld somewhere else. In my opinion, all planets should have an audio warning system indicating when an enemy starbase starts constructing at your planets so that
you can start countering as fast as possible.  The fact that this isn't in game indicates a lack of foresight by developers and I would also think a certain amount of racial favoritism as well.  After all the devs have caved to the vasari players once, wasn't that hard.  But to get an advent upgrade, now that is like pulling hens teeth.  The TEC are more even with the advent resource/time wise with the exception of the crippling sova ability embargo(its like the TEC I win vs advent button). 
 
So 30 illums + a halcyon, facing a substantially less expensive defense of an upgraded starbase and 2 carriers,
will not succeed in attack vs a vasari starbase in the early game. Inexperienced players might try to do this anyways,
but in the end it is an utter waste of fleet.  Vasari can effectively hold out against 2v1 this defense is so powerful.
 
Advent also have terrible building destruction capabilities with their starfish, and are by far the most inefficient building destroyers in the game. TEC are the most efficient, and vasari are somewhere in between, as their advantage also has to be balanced with the incredible defensive advantage of getting starbases on their worlds. 

So, we have learned that the vasari do not have to worry about advent illum attack in the early game if they build a defensive starbase (and most often do to counter close quarters advent tier 0 spam), which can be defeated by an early vas weapon upgrade, where the starbase will survive with about 5% health, usually).  Since the advent fleet does almost as poor as the vasari fleet when factoring in attrition (costs of ships are far closer to each other then that of TEC and vasari, or TEC and advent) Every ship lost is major.  This creates exciting game play but does not in any way change the long term inevitability of the match up, vasari starbases kill an effective amount of advent ships until the late late endgame.  The vasari get a far more capable, far more mobile fleet that will crush the advent before they reach their eventual awesome fleet.  Even if the advent eventually do, I would say that the vasari fleet is stronger because of the multiple target
options provided by their starbase constructors, again money for mitigation.  So the vasari have all their bases covered, and on average they are the strongest race if they are smart enough to avoid early attrition, use starbases, and keep their precious neturals in their cold icy claws.


So, why play advent if you are already down for the count at the start of the game?
Advent help to improve your skills(you have to play perfect to have a chance to win),
and give you serious bragging rights when you defeat people with them of course!!!

truly if you do upgrade advent I will become a very strong force in the game,
but no worries i've gone to the darkside and am currently ironing out the kinks in my vasari game so that I can be just as OP as everyone else.
What fun! 

16,885 views 17 replies
Reply #1 Top

Any player on the defence should have the advantage.

Infact, If an advent player could beat a turtling vasari player early game, i would call BS so hard.

A starbase should be an effective defensive option. what is the point of them if they are not?

 

 

Really, All I hear is:  given equal cost monies, at low fleet supplies a starbase will beat a fleet.  This is how it should be.

 

 It is like saying, my mass marines wont crack a turtling (pick other race here), please buff terran.

 

Or saying my 4-gate isnt crushing my enemy every single time, please buff protoss.

 

Or saying that those missle turrets are too effective against my mutalisks. plea...

 

come on.

 

But, as soon as you realize that starbases cant jump... this is there one weakness, if they own 1-2 gravity wells that they have starbased, then you should be able to outmacro them.  If they have more than 2 grav wells starbased, and you have been investing in fleet, your concentrated investment into your fleet means that you should be able to squish their starbases one at a time without too much of a horrible loss.

Illums are SUPRISINGLY EFFECTIVE vs vasari starbases, because the damage types of the vasari starbase have very very low modiferies vs light armor. really. The base weaons have a 50% damage modifier, and the first upgrade 25%!!!! damage modifier. Second upgrade 75%.

Reply #2 Top

Quoting Pbhead, reply 1
Illums are SUPRISINGLY EFFECTIVE vs vasari starbases, because the damage types of the vasari starbase have very very low modiferies vs light armor. really. The base weaons have a 50% damage modifier, and the first upgrade 25%!!!! damage modifier. Second upgrade 75%.
End of Pbhead's quote

The spreadsheet provided by SithLordAJ says that the base weapons are anti-heavy (same weapon type as LF) which does 75% against light armor.

It's certainly less damage than the SB could do against Illums, but if you engage it with illums you will probably take a whole bunch of losses unless it's already down to 50% hull or something.

Reply #3 Top

woops sorry. 75%.

 

remember fail.

 

still, vasari bases do less dmg to illums than the other starbases do.

Reply #4 Top

Really, All I hear is:  given equal cost monies, at low fleet supplies a starbase will beat a fleet.  This is how it should be.

  It is like saying, my mass marines wont crack a turtling (pick other race here), please buff terran.

 Or saying my 4-gate isnt crushing my enemy every single time, please buff protoss.

 Or saying that those missle turrets are too effective against my mutalisks. plea...

 come on.

End of quote

Hmm well you "hear" wrongly, because you want to contradict.  Did you carefully read my post?  I highly doubt it, because I carefully explain myself quite well in it, leaving little to no room for misinterpretation.  I suggest you reread.  I point out several valid points in the game, which would serve to balance races.  This was one example of MANY that I could draw about the vasari/advent matchup.  I understand pretty much every nuance there is in this fight, from both sides.

The reason I used credit/metal/crystal counts is stated clearly above if you read carefully. Against a competent vasari there is little a skilled advent player can do, unless they get a lot of feed early on, or the vasari player makes some egregious mistakes.  I think I give a pretty clear indication about how time effective the vasari are when compared to advent, and honestly a starbase would be built far before you have illuminators en masse.  TIME is extremely valuable.  That is why it is included.  The point is that the TIME it takes for you to build the illuminators is going to take FAR LONGER then any assaulting starbase would take, so therefore any attacking starbase is a make or break fight to the death.  IF you don't take it out on your HW you will lose.

You would defend the orkulus starbase even though it is the only one that can really survive against two early game fleets...Yeah thats not overpowered.  Try defending against a 2v1 as advent and see how "strong advent defense is"...lol.  It comes down to building lots of beam turrets and thats it...those take a lot of time, and your constructors will be toast before you know it.

When you have little to no options, you know it.  TEC don't suffer this problem vs vasari because they build ogrovs AND have a stong economy, and have cheaper, high single target dps LRM that make an early starbase rush idiotic.

Advent have the weakest economy AND have the worst building destroyers and have expensive LRM that need to be en masse to be effective.

This is just ONE example of the racial disparity, and it happens to be the largest.    A well timed starbase at an enemy homeworld while the advent fleet is abroad expanding is extremely effective, on the attack using the aforementioned 2 skirantra 1 starbase attack is extremely strong.  The 30 lums will be at a disadvantage IN THEIR OWN GRAV WELL.  Scratch that, you won't even have 30 illuminators, not even close!  You won't be anywhere near your military effectiveness while the vasari fleet will.  The vasari bring "reinforcements" quickly by upgrading their starbase.  Its a viable tactic that has been in use since entrenchment came out.

If the vasari are close enough and get a small amount of feed they can bring in overseers early to support the starbase and you lose!  Advent get the same feed and they only become competative with vasari.  Yes you will not be winning ANY easy victories as advent.

Its a question of rates, and using resource cost and time is a quick and easy way for people to see the difference in the rates.

If we were to even the credit cost between the two, and factor in time as well, and assume that credit incomes are equal(though vasari will most likely have a higher income), the vasari will be able to upgrade 2 more health upgrades reaching maximum health before the illum force can reach them. The illum force wouldn't have a chance.

But, as soon as you realize that starbases cant jump... this is there one weakness, if they own 1-2 gravity wells that they have starbased, then you should be able to outmacro them.  If they have more than 2 grav wells starbased, and you have been investing in fleet, your concentrated investment into your fleet means that you should be able to squish their starbases one at a time without too much of a horrible loss.
End of quote

Its true, focusing on fleet 100% is advents only chance. I understand vasari starbases can't jump.  I also understand that the vasari starbase is a fleet in a box, that just takes 50 ish seconds to resupply with cost effective amounts of cash.  It can defend FAR better then any other racial defense and everyone knows this.  It is not as effective when built in an enemy grav well with a fleet, but then later on fleets will be many places and sneaking one in is easy and highly effective.  A warning when starbase construction occurs in the grav well is needed for this reason.

The thing is that in multiplayer games you aren't just a duck alone in the pond.  Your time and money efficiency aren't lost on other players, you will get fed FAR more likely as vasari then advent because of this racial advantage.  Also, you don't need feed if you have enough neutrals, something advent/tec has difficulty acquiring early on.  Vasari are very self sustainable and will hold out in a suicide spot where all other races fail to do so. 

Illums are SUPRISINGLY EFFECTIVE vs vasari starbases, because the damage types of the vasari starbase have very very low modiferies vs light armor. really. The base weaons have a 50% damage modifier, and the first upgrade 25%!!!! damage modifier. Second upgrade 75%.
End of quote

Yep so effective, except that they aren't.  Trunkating your counter argument to just damage modifiers is overly simplifying the combat, and I'm not getting into combat calculations for the simple reason that it is pointless.  Any competent multiplayer person knows i'm right, and i'm dealing with all the variables that exist actually IN PLAY while you are not when you discuss damage modifiers.  Advent players are so starved for cash early on they need SHIPS to upgrade before the upgrade means anything.  The point is the SHIPS aren't in enough abundance!

Now the handy thing with the vasari is that they can just build a starbase and not upgrade it.  They can actually build 2 unupgraded starbases, one on their HW, and one on the enemy HW, before the advent fleet gains an advantage.  Have fun dealing with that one! lol.  Its a great timing thing to lure the advent fleet to your HW and then build a SB at thier HW. Not only will their fleet take a damage antimatter loss (making your phase missiles all the more capable for quick kills) your small kanrak force can then persue closely and snipe ships quickly...

You can exploit time wasting tactics by just moving your caps and colonizer through the grav well playing chicken with the enemy fleet while you fleet up as well...the enemy would be so hell bent on taking you out you have complete control over where they move their forces making them predictable and therefore easily defeatable.

Why do you think after getting good with the advent i'm going to be a vasari player?  Let me think...because as a vasari player knowing what I learned as the underdog advent will allow me to fully realize my potential and just mercilessly slaughter my opponents.

Its fun, happy hunting.

It's certainly less damage than the SB could do against Illums, but if you engage it with illums you will probably take a whole bunch of losses unless it's already down to 50% hull or something.
End of quote

The vasari weapon upgrade takes 18 seconds to upgrade after the station is built.  IF you upgrade this first, you will wipe out a tier 0 defense fleet very fast even if you are only at 825 remaining HP. True story, had it happen to me, lost my homeworld to an early starbase attack.  My fleet didn't return home fast enough, another second and I would have won.  The only thing i could have done differently would have been to build a progenitor mothership and run for the center of the map early to avoid this inevitablilty, as I had started spamming IMMEDIATELY.




Reply #5 Top

Quoting Pbhead, reply 3
still, vasari bases do less dmg to illums than the other starbases do.
End of Pbhead's quote

You actually just gave me an idea... looking at the base weapon stats, Orkulus does 149 dps (* 0.75 = 112 DPS vs Illums), Advent's does 106 DPS (* 1.00), TEC's does 117 DPS (* 1.00). So maybe they're all actually about the same vs. light armor?

Sorry, I'm not trying to be antagonistic or anything, but...

Reply #6 Top

still, vasari bases do less dmg to illums than the other starbases do.
End of quote

Hmm are you factoring in the 18 second weapon upgrade?

that has a lot to do with my above argument, in fact it is a critical point. 

Reply #7 Top

Quoting Pbhead, reply 1
Illums are SUPRISINGLY EFFECTIVE vs vasari starbases
End of Pbhead's quote

Only the frontal beams of the illums are going to be doing damage to the SB...even if Orkies do less DPS to illums than the other SBs, kanraks or LRMs will be significantly more damaging and have the same light armor...

Basically, no matter how good or bad the Advent early offense vs. Vasari early defense match up is, it will be inferior to any other early match up with a Vasari early defense...

From a gameplay perspective, you can argue whether early defenses should be this effective...but from a game balance perspective, Advent are always at a disadvantage in early offenses compared to the other two factions....and honestly, this is the only thing that is relevant for strategy and trying to perform well...

All else equal, the illuminator being inept at FFing alone severely gimps the Advent early on...that they also don't get them till tier 3 and they have the worst economy simple makes things worse...

Reply #8 Top

Sareth, you need to try some different strategies as Advent.  Why do you want to build illums against a starbase?  Bombers are the counter.  Advent get Carriers at tier 2, and improved hangers at tier 1.  Turrets (also improved in 1.32?) are good against a baby starbase.  I actually think the Advent are the best race for turtleing.

Quoting sareth01, reply 6
Hmm are you factoring in the 18 second weapon upgrade?
End of sareth01's quote

Thats the one that only does 25% against LRF (light armor).

Quoting Seleuceia, reply 7
Advent are always at a disadvantage in early offenses compared to the other two factions....
End of Seleuceia's quote

Seleuceia, this is simply not true!  Advent have the best frigates in each & every class, except for HCs  (ie: strongest for comparable cost).

Reply #9 Top

Quoting SageWon, reply 8
Seleuceia, this is simply not true!  Advent have the best frigates in each & every class, except for HCs  (ie: strongest for comparable cost).
End of SageWon's quote

Advent have best scout, LF, and flak in terms of DPS per fleet supply early on...I'd even throw in fighters to that list...in fact, Advent even have the best HC in terms of DPS as well (though that is not relevant early game)...

So sure, what you say about their ships early game is true...but advent still have the weakest early game offense...kanraks/sentinels and LRMs/gardas will absolutely crush disciples and seekers, and if you're banking on illuminators, good luck...

Aeria's are pretty nice and come at tier 2, but they are very expensive to build for early game...despite having the best LF, scout, and flak, Advent early military is still inferior to TEC and Vasari because of Advent's weak LRF...you will see Advent early rushes sometimes succeed on ICO, but that is because of player skill, not Advent's military power early game....LRMs and Kanraks do their jobs much better than Illuminators, enough to make up for having slightly weaker flak, LFs, and scouts...

Even capital ship wise, the Advent are at a disadvantage early game....their carrier (for early game purposes) is inferior to the Sova (which has embargo) and the Skirantra (which has SB and repair aura)...while the Halcyon is probably (I'd argue at least) the 1st or 2nd best capital ship in the game overall, early on the Sova and Skirantra are more useful...

As for colony caps, the Advent's prog is the least useful early game...the akkan has a much better colonize ability, and the space egg's nano-disassemblers is great for dealing with non-carrier caps and early SBs....malice and shield regeneration just aren't all that great early game when there aren't that many ships....

After the carrier and colony caps, Advent really come at a disadvantage early game...TEC and Vasari both have viable siege caps for openers while Advent do not, and the Vasari even have the Kortul as a viable opener... 

And then there's the Advent economy...about the only economic advantage Advent have early on is that culture comes at tier 2, which isn't really much of an advantage...against Vasari, Advent do get trade a little early, but Vasari have many other economic advantages to quickly make up for that (mainly salvaging and better neutral grabbing)...

Advent have the worst economy at any point in the game, the worst capital ships early game, and a severely gimped early fleet...TEC and Vasari have very powerful counters against capital ships and SBs early on...Advent simply do not...

Frigate firepower is certainly an Advent strength....but early game it is about the only Advent strength, and it unfortunately excludes the most important frigate of them all, the LRF...there simply are too many early weaknesses for the Advent early game for their frigates' firepower to carry them....all else equal, a Vasari or TEC player will always be able to put up a better offense early on than an Advent player...

Reply #10 Top

Quoting SageWon, reply 8
Sareth, you need to try some different strategies as Advent.  Why do you want to build illums against a starbase?  Bombers are the counter.  Advent get Carriers at tier 2, and improved hangers at tier 1.  Turrets (also improved in 1.32?) are good against a baby starbase.  I actually think the Advent are the best race for turtleing.
Quoting sareth01, reply 6Hmm are you factoring in the 18 second weapon upgrade?

Thats the one that only does 25% against LRF (light armor).
End of SageWon's quote

It increases the overall damage output of the starbase substantially, hurting illums more as well....lol.  The point is, do the combat yourself against a competent human player and see how "low dps" that upgrade is.  You will find it still wastes the advent fleet, as I have seen literally 100's of times.

The point is not the strategy, but in mulitiplayer it is a viable one if you can hide your illum buildup and catch them by surprise.  The thing is protecting against a small group of scouts spread out around a grav well is difficult, and many players can just guess what is occuring during the lull of activity. LRMS of the other races have the capability to reach critical mass early so they are far less threatened by the vasari starbase, as even a spam fleet as defense can take one out relatively easy (heck one or two ogrovs while its building works wonders!). 

Advent Illuminators are the best way to achieve a tough to counter vasari attack strategy, as bombers are easily countered.  Try to spam starfish in the early game and see what that inefficient failure will do for your chances of victory.  You might take out the starbase, but you will also most likely lose all your starfish and since they cost so much you will have actually LOST the engagement.  Don't forget, they eat up logistics slots...Some joke of a counter that is.

I am giving an example of early game capability, and showing the strength of the vasari defense against the best strategy of attack vs the vasari.  Going carriers vs vasari early means they will just build a couple of their upgraded carrier defense structures for a fraction of the cost your carrier fleet will cost you.  Its an easy way to protect against the advent fleet LONG term.  This stays effective throughout the game, and is the cheapest and most efficient use of credits on defense in the game.  They will be able to effectively neutralize your combat capability so completely that you will have to retreat because your carriers are just sitting there in their territory waiting to get blown up. But then, they might not even worry that much about building defense, as you spent all your cash on expensive, slow carriers that will get the stuffing blown out of them because the vasari player will ignore everything to kill these bad boys (even your halcyon! thank god, their only benefit).

 

A starbase with no support is easier to take out, its true.  but with a vasari fleet supporting it, it becomes quite a bit more difficult/impossible.

The thing you are not taking into account is the COST and SPEED of such tactics relative to the cost your enemy incurs. 

Advent are never going to be able to build the kind of defense the vasari can for the same price and speed.  The capability of the advent structures when working together is strong, but then a vasari starbase can withstand these defenses and take out the important structures and then retreat and repair.  Tactically, this renders the advent defenses null and void, as they can't defend the important structures they are meant to.  After the structures are destroyed the main threat has been neutralized (production capability, culture, labs), the vasari can continue their hit, run, repair strategy while the advent defense is whittled down to nothing.  Then 1v1 the vasari starbase will defeat the advent starbase.  If the advent starbase could move this tactic would be a lot less one sided, and the vasari could actually lose against an advent starbase that had meteor (it would blow up the support fleet). 

The only way to defend against this early is to have heavy bombers, and any competent vasari will at least have upgraded flak ships to counter this.  These ships will whittle the attacking bombers with their attack ability and then you can warp in your group of overseers to ensure the starbase won't die.  Throw in a few Skirantras/lasuraks and your advent airforce will get wasted by the vasari, no matter what defenses you build.  Even with a fleet to support you, the vasari have the advantage as their starbase is so much stronger then the advent one that they can still use the hit and run tactic effectively.

 

 

Reply #11 Top

Quoting sareth01, reply 10
Hmm are you factoring in the 18 second weapon upgrade?
End of sareth01's quote

Thats the one that only does 25% against LRF (light armor).

End of quote

It increases the overall damage output of the starbase substantially, hurting illums more as well....lol.  The point is, do the combat yourself against a competent human player and see how "low dps" that upgrade is.  You will find it still wastes the advent fleet, as I have seen literally 100's of times.

End of quote

In addition to having very low damage modifiers against LRF, that first upgrade also already has very low DPS (it does like 71 or 79 or so, compared to the default Pulse Gun's 149). Against LRF, that's a difference between doing 112 DPS vs 130 DPS... the Destructor (?) weapon upgrade is as expensive as every other starbase upgrade but is much, much less effective. Unless you're absolutely going to go for the second SB weapon upgrade to Phase Missiles, you'd probably be better off spending those funds in SB defensive upgrades or in a few more Assailants or Sentinels or your own.

Sure, the Destructor upgrade might "work", especially when you know exactly what you're doing overall, but Assailants/Sentinels probably "work" better.

Try to spam starfish in the early game and see what that inefficient failure will do for your chances of victory.  You might take out the starbase, but you will also most likely lose all your starfish and since they cost so much you will have actually LOST the engagement.  Don't forget, they eat up logistics slots...Some joke of a counter that is.
End of quote

Probably true... except in certain unusual niche circumstances, like you found out in that Point Blank game. (forgetting to protect SB with small fleet)

I am giving an example of early game capability, and showing the strength of the vasari defense against the best strategy of attack vs the vasari.  Going carriers vs vasari early means they will just build a couple of their upgraded carrier defense structures for a fraction of the cost your carrier fleet will cost you.  Its an easy way to protect against the advent fleet LONG term.  This stays effective throughout the game, and is the cheapest and most efficient use of credits on defense in the game.  They will be able to effectively neutralize your combat capability so completely that you will have to retreat because your carriers are just sitting there in their territory waiting to get blown up.
End of quote

You're talking about Phasic Trap? That only results in SC area denial in a small part of the gravity well... while it's good for protecting a SB or a recovering Vasari fleet, the planet and other structures not grouped in that area will still generally be at risk, right? And the Vasari would have to send out their ships and SB to scare off the Advent fleet, making themselves vulnerable to SC in the process. Of course, the Advent player has to be great at SC micromanagement to come out of this successfully, and the Vasari have a far easier time of defending in general, especially later in the game.

These ships will whittle the attacking bombers with their attack ability and then you can warp in your group of overseers to ensure the starbase won't die.  Throw in a few Skirantras/lasuraks and your advent airforce will get wasted by the vasari, no matter what defenses you build.  Even with a fleet to support you, the vasari have the advantage as their starbase is so much stronger then the advent one that they can still use the hit and run tactic effectively.
End of quote

This is only an idea, but I'm thinking a good defense could be having tons of Disciples with Steal AM to kill flak and steal from carrier cruisers, and later, to steal from and kill *few* Overseers before they can support the Orkulus.

Of course, this depends on the Vasari enemy going on his set strategy of seeing your bombers and then going mostly carriers/flak without scouting further and seeing your Disciple build-up and altering plans accordingly.

I wonder, if you have your bombers positioned perfectly over where the SB will build when it warps in, how many squads at 100% would it take to one-shot it the moment it starts building?

But if you aren't able to kill the Orkulus immediately and if you can't negate enough Overseers before it finishes building, it will quickly melt all of your Disciples and you will lose control of the gravity well, probably with new Overseers warping in every 20 seconds or so healing the starbase 750+ hull.

Upgraded Orkulus + Overseers + fighters = invulnerable SB?

Reply #12 Top

I wonder, if you have your bombers positioned perfectly over where the SB will build when it warps in, how many squads at 100% would it take to one-shot it the moment it starts building?
End of quote

I've done this a few times, usually with a lvl 3+ halcyon.  Its quite fun but takes a little time and luck.

Yes starfish have their niche advantage, namely when your homeworld is right next to an enemy HW. 

 

Reply #13 Top

Quoting Seleuceia, reply 9
kanraks/sentinels... will absolutely crush disciples and seekers
End of Seleuceia's quote

This also is absolutely false.  A comparable cost of disciples alone will beat kanraks/sentinels, no skill needed.

I agree that Advent are at a disadvantage, but its not as dire as the picture some people are painting.

Reply #14 Top

Quoting SageWon, reply 13

Quoting Seleuceia, reply 9kanraks/sentinels... will absolutely crush disciples and seekers

This also is absolutely false.  A comparable cost of disciples alone will beat kanraks/sentinels, no skill needed.

I agree that Advent are at a disadvantage, but its not as dire as the picture some people are painting.
End of SageWon's quote

If the enemy has a good number of Sentinels and you don't have any Seekers, they've probably made a mistake anyway.

Reply #15 Top

Quoting SageWon, reply 13
A comparable cost of disciples alone will beat kanraks/sentinels, no skill needed.
End of SageWon's quote

As Wrath has pointed out, if you only build disciples, then your opponent is only going to field kanraks...so, you still lose...of course, this is hardly a "problem" since you should lose (LRFs counter LFs, and counter them hard)...

If you compliment your disciples with seekers, then your opponent will add in some sentinels...now I will admit that this will be a close fleet battle, but if you consider caps, SBs, or SC being thrown into the mix, the LRFs + flak will be far more useful than the LFs + scouts...

And therein lies the problem...Advent's only viable option early game simply cannot adequately counter caps or SBs, so even if the Advent can go toe to toe with other early game fleets, they can't take out high value targets or replenish losses as well...that's a huge disadvantage...

I'll grant that sometimes Advent are given a much worse rap than maybe they deserve...but they are clearly at a disadvantage in the early game against both other factions...given the geometric nature of combat, it doesn't take much of an advantage to yield a clear victory, which is why even small differences can give rise to consistent results (like, that Advent's early game is an uphill battle)...

I would also be wary of doing analyses that consider DPS per cost...since the 3 factions are not equal economically, comparing their DPS per cost is not always the most ideal form of comparison...

Reply #16 Top

Quoting Seleuceia, reply 15
As Wrath has pointed out, if you only build disciples, then your opponent is only going to field kanraks...so, you still lose...
End of Seleuceia's quote

You both don't get it, and are wrong.   But I'm not going to argue anymore.  Go do some testing for yourselves.

Your refusal to accept these truths, reduces your credibility in all of your arguments.

Reply #17 Top

I have done testing, and I have played MP games...this is not a new discussion to anyone...

If you pitch just disciples + seekers against just kanraks + sentinels, the Advent fleet will win....this however is a very uncommon situation in actual games...in real situations, kanraks + sentinels are more powerful and have higher utility than disciples + seekers...

If you add in capital ships (particularly one's with SC), some weapon upgrades, take into account extra resources from grabbing neutrals (something that, on average, favors Vasari), and consider objectives other than destroying frigates (such as sniping caps, SBs, or structures), the early tier 0 Advent fleet quickly loses its advantages...meanwhile, a kanrak heavy fleet is good at all of these things...

Any disciples you have will be cleaned up by kanraks...trying to offset this with seekers works for small fleets with few capital ships, but once players get fed and obtain their 2nd or 3rd cap, the Vasari fleet will have enough LRF firepower to quickly force Advent caps to retreat and enough fighters to deal with scouts...

This Advent early game fleet is very predictable, and while it is pretty strong, it is by no means impossible to counter...generally speaking (for faster games at least), simply getting that 2nd and 3rd cap very quickly will easily counter massed seeker swarms...additionally, the DPS per construction time for scouts is atrocious compared to LRFs...and generally for fed frontliners, ship build speed and keeping cap ships alive is more important than construction costs for frigates...

Well-fed Advent frontliners who are skilled and know what they're doing can definitely put good pressure on their enemies...the problem is that this early Advent fleet is not too good when it comes to killing anything other than frigates, and replenishing losses is a slow process...smart players will know to counter Advent tier 0 rushes with carrier caps, LRFs, and some point defenses...