General Late game balancing and Advents poor performance against Vasari

General balancing/military doctrine in late game:

 

TEC: Unrivaled economic power, unrivaled production capabilities.

They can throw more at you than you have in your entire star empire and replace it without concern - and they know it.

Poor shields, but strong hulls and thick armor in combination with average firepower, perfectly suited for wars of attrition. 

 

Advent: Unrivaled Fleet synergy, powerful abilities

The Advent battle ball in full synergy is a frightening sight to behold on the battlefield. Posessing both devastating firepower and deadly synergising abilities it is capable of inflicting terrible losses to the enemy.

Very strong shields, but weak hulls and unimpressive armor. Above average firepower to kill you before you get past their shields.

 

Vasari: Unrivaled mobility, a very powerful fleet and some of the nastiest abilities in the game.

When it comes to brute power, the Vasari fleet is second only to an Advent Battle Ball in full synergy, without having the heavy reliance on alive support ships.

Descent shields, good hulls and heavy armor. Not as though as TEC but with more firepower to make up for it.

 

Military power ranking - Late game:

1. Vasari

2. Advent

3. TEC

 

Economic power rating - late game:

1. TEC

2. Vasari

3. Advent

 

 

General Balancing:

 

TEC VS ADVENT:

 

Against the might of an Advent Battle Ball in full synergy, TEC has little answer. A loss ratio of 2 for 1 is no uncommon occurence and yet there is hope for the TEC.  Advent Economy remains lackluster and as such a war of attrition does rarely end well for the Advent. They may killing you 2 for 1 but they cant afford half your losses in the long term. And a war on multiple frontlines will bring their synergies level back to bearable levels. Although of course, it is little comfort to know you are outproducing them in the long term, while they are ravaging your worlds.

 

ADVENT VS VASARI:

 

Although considerable more powerful than the TEC fleet, the Vasari fleet is still inferior to an Advent battle ball in full synergy. And as such, initial losses are quite high, too. But unlikely TEC Vasari have plently of abilities and phase missiles that can and will destroy that synergy quickly. Once it is gone/brought down to low levels the tide of battle turns drastically in unfavour to the Advent. Without its synergy Advent ships are at best equal to TEC ships.... just without the large numbers and without the thick armor. And as such losses are severe for the Advent , which brings up another issue. While the Vasari no doubt will have some heavy losses, too, he actually has the better economy to replace them. Advent will not only be military wise inferior, but they will be outnumbered too. By that time, fleet engagements between Advent and Vasari are more like an execution... with the Advent being the victim. Advent will be limited to Capital ships no higher than Level 4.... while Vasari probably will have more and more surviving higher levels one, further increasing the disadvantage. With Phase missiles at the current power level and advent phase missile block technology being nearly worthless, there is nothing you can do to keep your badly needed capital ships alive for any reasonable amount of time. Even your Titan dies in no time.

 

TEC VS VASARI:

With TEC being in trouble against an late game Advent fleet, one would expect that this is even more true against an late game Vasari fleet - who happens to be Advents worst nemesis. So it is not without irony, that the primitive technology of the TEC proves to be far more difficult to overwhelm for the Vasari. Phase missiles, the bane of any Advent fleet are far less effective when dealing with large TEC fleets. Thanks to strong hulls and layer over layer of thick stubborn armor it takes considerable more time to destroy them. For Advent, loosing half their capitalships or even Titan within one minute to phase missiles, may mean that half of their offensive power is gone, due to lost synergy effects. For TEC, loosing half your capital ships not only takes considerable longer, but has far less effect negative impact on overall fleet performance. TEC Titans are particulary hard to kill, the Ankylon will just sit through all but the most vicious
of barrages, the Ragnarov might be more vulnerable, but with a bit of support it is durable enough to live for several minutes..... in which it will nail every single Vasari Capital ship foolish enough to be in range. With Hoshikos and Dunovs, TEC can avoid excessive casualties and so in time they will easily outnumber the Vasari, should he not be capable of making a decisive strike somewhere. As Vasari dont have many damaging area of effect abilities... sooner or later the TEC will just steamroll them.

Argonevs are far better than a Transcenia in protecting your backward planets from Kostura jumps... as BRB can threaten a Vasari Capital fleet far worse than Meteor storm, because Meteor Storm needs a while to kill capital ships.... the starbase might not live that long. Of course, better eco helps too. Finally, using the Novalith unlike the DE, will at least distract your enemy... all time in which he cannot think about where to phase jump in next.

 

 

TEC VS ADVENT and TEC VS VASARI is mostly at least reasonable balanced.... however ADVENT VS VASARI is heavy in favour of the Vasari.

 

Vasari have the SECOND BEST ECONOMY and the BEST MILITARY

Advent have the WORST ECONOMY and the SECOND BEST MILITARY.

 

That is the problem... simple said.

 

 

Possible - general - solutions:


 

Make Advent military more powerful

DISADVANTAGE: Advent are already ruthless against TEC.... buffing them further and we will have no TEC players anymore.

 

Make Advent economy better

DISADVANTAGE: With eco closer to the Vasari, Advent can have larger fleets.... again bringing TEC in deep trouble whos only help against Advent is considerable numerical superiority.

 

 

NERF the Vasari

The Vasari have just a few to many to nasty toys to play arround. That most of those toys are especially deadly against Advent doesnt help matters, either. Generaly, besides fixing the holy OP Disruptor Nanites the Orkulus could use a speed reduction by 50 %. It would still be moving but you would have a better change of running from it, or to catch the phase jump capable version of it, preferably before he kills every orbital structure from the frontline back to my capital. Ohh, and please NERF the phase jumping starbase.... HARD. Dont bother with a further damage reduction..... unless it is a huge and long reduction.... it wont make a difference. The main problem of the Rebel Orky is the incredible durability.... 35 armor...... thats WAY to much... not to mention all those hullpoints. So... for a phase jump it needs to be lighter.... please remove the last 2 armor upgrades too in combination with the speed reduction.

 

Dont get me wrong, I have no problem that for Advent it is more difficult to defeat Vasari instead of TEC.... I am quite fine with that, its fits the lore of the high technology level of the Vasari. I however do have a problem with a Vasari being vastly superior to Advent in about every important field, once the late game has been reached. As Advent, you BARELY can hold the line against an attacking Vasari... attacking him is out of the question.... your losses are many times to high at the moment. 



BUFF Advent in a way that does only help against Vasari:


The developer did realize that phase missiles are just way to mean against Advent and so they introduced a phase missile block a while ago. The problem is..... it to weak. It doesnt make much of a difference at all.    And this is under total cultural domination.... if you attack the Vasari, he will have 6 % damage increase = 6 % phase missile damages increase and you will have nothing. Unless you spent a huge amount of money in the worthless culture upgrade and built a Deliverance engine..... at which you still only have a marginal block.

 

Buffing the phase missile block ability of Advent does not affect TEC VS ADVENT balancing. So this is a very elegant solution.

 

Reasonable block levels imho: (Maximum research done)

 

Advent Loyalists: (still need love)

 

Within own culture: 100 phase missiles.... 95 impact shields.... 5 impacts hull directly, 95 % block.

 

Within hostile culture: 100 phase missiles.... 90 impact shields.... 10 impact hull directly... 90 % block.

 

 

Advent Rebels: (have awesome Eradica... slightly lower)

 

Within own culture: 100 phase missiles.... 90 impact shields.... 10 impacts hull directly, 90 % block.

 

Within hostile culture: 100 phase missiles.... 85 impact shields.... 10 impact hull directly... 85 % block.



Before the Vasari Lovers out there scream in agony, please consider that right now 30 from 100 phase missiles bypass shields. And that is way to powerful.

 

 

Quoting bilun,

I've said it before and I'll say it again:

Any changes to wail or the Eradica should be VERY carefully considered.  The Advent Rebels are and always have been in a very odd position balance wise- Wail and the Eradica are a bit OP without a doubt- But here's the thing: they are also the only reason the Advent Rebels are competitive.

When it comes down to it, under the surface the Advent Rebels suffer from pretty much all the same issues that have made the advent loyals underpowered.  The chief differences has really been that the Advent Rebels have two absolute bombs(Wail & the Eradica) that more or less cover up their deficiencies.   Frankly if these two tools were actually perfectly balanced the Advent Rebels would not be competitive.  

All that said as I've said before I'm not principally against nerfing Eradica/Wail- No faction should be left leaning on a crutch forever.  But nerfs to these things should be handled with a light touch and ideally be accompanied by buffs to the less powerful advent rebel techs. 

What it really comes down to is while they possess somewhat OP tools, the faction overall isn't really OP.  Changes should focus on spreading out and redistributing their strength so that they don't need those OP tools to be competitive(of course accompanied by reasonable nerfs to those tools)- they should not be focused only on said nerfs.

 

 

 

The Advent suffer from many weaknesses, but that they have NO ANSWER to phase missiles is by far the worst. This does effect the overall game play hard: And that FORCES the Advent to go MASS BOMBER SPAM ONLY. Because they really have no other reasonable option:

 

ILLUMINATOR VESSEL - nice against light ships.... but once the big guys start playing they loosing their usefullnes.... perhaps a slight buff is in order? I realize they were once very powerful... but that is long ago... and was in a game without Titans. What about a general range increase for example?

 

  • excellent coverage
  • poor focus fire...... incapable of dealing with hard targets
  • not enough range to be save from BRB.....
  • without any change against even a mildly upgraded Orkulus Starbase
  • require large packs.... to have enough focus firepower.... for that to expensive in terms of not builded carriers.

 

DESTRA CRUSADER - are worthless to build against an human opponent.

 

  • against TEC Starbases.... BRB.... BOOM.... all your Destras die....
  • against Vasari Starbase.... it has PHASE missiles.... the Destra is a durable ship.... but much of that durability comes from the shield..... entire fleet lost..... and starbase destroyed... if you are lucky....

 

SOLANUS ADJUCATOR - to slow, to expensive and far to little firepower to deal with a upgraded orkolus before it kills them

 

 

 

 

 

 

 

I think that the Vasari need to be nerfed in some areas. I played my 5th EVER MP game with Vasari a few days ago..... and I survived against a player with Advent who had 2 times the fleet and was a considerable more skilled...... I am a descent Advent player an so I knew all their weakness and exploited them merciless...... I have played 60 games... he had played 150.... he should have crushed me.... instead he was having serious trouble getting past my border. Add Kostura cannon and he died in the end.

 

It was fun stripping his capital...mind you.... but I think we all agree, this should not happen that way normally.

 

Advent need some serious help against Vasari Late game.... once they have gotten that.... we can talk about changes to Wail and the Eradica. Because right now those are the only 2 things that keep Advent alive.

71,925 views 51 replies
Reply #1 Top

Very nice post, ARESIV. I read the entire thing and after paying close attention to the forums for a year now, I have determined that the Advent do need buffs against the Vasari late game. I actually agree with every one of your points.

 

I think that the developers are slowly but steadily balancing the VR starbase. I also think that the phase missle block is an excellent tool against phase missles, but I would propose even higher numbers:

 

AL in culture: 98% block

AL outside of culture: 90% block

 

I think that the AR numbers are fine. I think that should the Eradica and Wail be nerfed and other parts of the AR not be given significant buffs, they will end up as a slightly stronger AL. The AL still seriously need some buffs all around, though the Coronata is a bit stronger now with the buff to Unity Mass.

Other than that, I think that the devs should pay attention and incorporate some if not all of the changes proposed in this thread.

Reply #2 Top

BUMP

 

I cannot imagine that no more people have something to say about this topic.

Reply #3 Top

Really like the Phase Missile block idea.  I would argue for only giving it to the AL though.  AR, in my opinion, is already roughly in balance with the other factions with the Eradica and Wail of the Sacrifice overcoming their weaknesses (and I really don't see the developers nerfing these significantly).  The AL on the other hand do really need help against the Vasari and what this does fits very well with their overall fleet synergy strategy.

I'm with you on the nerf for Starbase Mobilization, but I'd like to see it happen in a way that still allows jumping Orkies to be powerful late game.  Maybe the combination of requiring 2 upgrade slots to allow the Orkie to jump combined with it requiring a phase node at the destination.  This would still have the potential to be very powerful late game but would have to be paired with either a Kostura or level 6 Maurader to attack enemy territory.

Put these to together and I think you will get the Vasari / Advent relationship a whole lot closer to balanced.

Reply #4 Top

Quoting ARESIV, reply 2
I cannot imagine that no more people have something to say about this topic.

 

because we don't let vasari players make it to the late game and if they do we just repulse them and push our titans up against there strongest fleets. Theres simply isn't a darn thing they can could do than build starbases and be mobile. 

Reply #5 Top

Quoting RiddleKing, reply 5
because we don't let vasari players make it to the late game and if they do we just repulse them and push our titans up against there strongest fleets. Theres simply isn't a darn thing they can could do than build starbases and be mobile.

I think at this point you're the only one saying Advent are competitive late game against the Vasari.  Add that to your known trolling habits and everyone should just be ignoring you when you say something like this.

Reply #6 Top

Quoting SpardaSon21, reply 6
I think at this point you're the only one saying Advent are competitive late game against the Vasari.  Add that to your known trolling habits and everyone should just be ignoring you when you say something like this.

 

How does repulse from Guardians not grant you immunity from damage?

How does shield projection not take away any 30% of the damage of any phase missile upgrades?

How does an eradica become an unstoppable killing machine with guardians? How does a coranata and its fleet gain massive survival advantage with guardians?

 

 

 ..edit

the reason why people think i troll everytime is i always seem to say the impossible..

but there is such a thing as trolling with common sense. Thats possible? 

Is any situation being impossible a possibility?

Anything is possible.

Reply #7 Top

Quoting RiddleKing, reply 7
How does repulse from Guardians not grant you immunity from damage?

Strikecraft and anything with a range greater than 7500 aren't affected by Repulse, so that means bombers, Kanrak, Kultorask, Orkulus, and Vorastra can all fire into Repulse's bubble, and that's just the Vasari.  The Ragnarov with a range of 10000 laughs at Guardians who think they can keep ships outside weapons range.  7500 units is more range than any frigate or cruiser the Advent can build, so unless the Advent are bomber spamming their frigates and cruisers aren't dealing any damage since all enemy vessels are stuck 7500 units away from the Advent fleet.  Of course, this is the Advent, so they are definitely spamming bombers.  Bomber spam certainly hasn't been a cheesy tactic since Sins was released, though, so its definitely worth encouraging the use of.

Reply #8 Top

Quoting RiddleKing, reply 7

Quoting SpardaSon21, reply 6I think at this point you're the only one saying Advent are competitive late game against the Vasari. Add that to your known trolling habits and everyone should just be ignoring you when you say something like this.

 

How does repulse from Guardians not grant you immunity from damage?

Because the single most important source of late game single target damage-Bombers- are completely unaffected by Repulse. The other Major source of late game damage--titan AoE- On just about every titan either only requires the titan to close for a moment, or alternatively the titan has some form of AoE disable(such as is the case with Ankylon & Kultorask) that prevents Repulse.

Also almost every on-advent Titan has greater then 7500 weapons range, so titan weapon damage isn't really negated by repulse either.

So repulse doesn't really affect the three largest contributors of late game damage- that's a far cry from the damage immunity you claim.

How does shield projection not take away any 30% of the damage of any phase missile upgrades?

It does, but even after 30% of damage is shaved off, phase missiles still kill advent fleets faster then other weapon types do even in the absence of guardians.  

 

having one extra form of mitigation does not balance how phase missiles bypass the Advent's single most important form of defense.

How does an eradica become an unstoppable killing machine with guardians?

We all know the Eradica is rather OP- It's potency one of the chief reasons the Advent rebels is competitive despite their underlying issues- such as their vulnerability to phase missiles.

Long run it should be nerfed regardless- but for that to happen some of the underlying issues like phase missiles will need to get patched.

Besides once again, While extremely resilient, the Eradica is still far more vulnerable to phase Missiles then any other type of weapon.

The only extra line of defense Advent have in terms of mitigating/healing damage from Vas bombers is shield projection.

That's 33% damage mitigated.

Other factions have:

1). at least 20-30 hull/sec healing from hoshikos/skirantras

2). 40-50% high max hull points easy

3). higher armor

4). lower shield pools, which means their shield run out sooner, which as I have recently argued actually reduces survival time against phase missiles

 

Well let's ignore #4 for now, as I'd sooner not see this thread sidetracked by another massive argument over how phase missiles work.

 

But regardless, #2 alone makes up for the damage mitigated by Shield Projection.  

 

And frankly these days you can't necessarily depend on having shield projection up at all times regardless.

-Kultorask titan will drain guardian AM & disable/interrupt their channels

-Vorastra after level 6 will eat Guardians along with any other frigates present

-both vasari factions have access to Subverters, which have an AoE frigate disable

The vasari don't even need to stop Guardian channels for long- Critical Mass Vasari Bombers can kill Advent Capitalships in half as many runs as any other race's bombers.

How does a coranata and its fleet gain massive survival advantage with guardians?

Once again the Coronata's fleet survival boosts(Suppression Aura) do not affect bomber damage or AoE ability damage, whicha re the two single greatest threats to the Advent Fleet.  That two of the largest sources of late game damage.

Most notable being bomber damage- Vasari bombers with phase missiles will basically ignore just about every bit of defensive synergy the Advent Loyal fleet has.

 

..edit

the reason why people think i troll everytime is i always seem to say the impossible..

but there is such a thing as trolling with common sense. Thats possible?

Is any situation being impossible a possibility?

Anything is possible.

 

Your arguments always seem to come down to "advent have X to mitigate phase missiles", whether X is guardian shield projection or Rapture's Vertigo. 

here's the thing: these tools are not unique to phase missiles- these tools are the compensation the Advent gains for it's fragile capitalships and poor economy. The undeniable truth is that phase missiles kill Advent ships substantially faster then any other weapon type, and frankly the Vasari have no equally glaring weakness to the Advent that compensates for that difference in killing speed.  

With it's weak economy the Advent's ships are not supposed to die fast. And frankly to Phase missiles Advent ships drop faster then TEC ships- the ships of the faction that is supposed to be fighting a war of attrition.

 

Honestly It's really the aggregation of mitigation avoidance that creates the problem.  Phase missiles circumvent shield mitigation & shield regeneration(Advent's only notable sustain) and then bombers removes frigate-only mitigations such as Vertigo and Suppression Aura from the damage calculations.

With some smart use of interrupts Guardian shield projection can be removed from the equation.  As a result Vasari bombers can basically systematically strip away every added level of mitigation the Advent have late game- leaving only their capitalships with only inferior advent hull/armor and no readily available hull-repair options.

 

Seriously, where a late game advent fleet can easily be mitigating 80-87% of incoming damage for any other weapon type, phase missiles miraculously can deal 20-33% of raw damage directly to hull(depending on whether subverters are present), 30-50% if shield projection has been interrupted and is not present.  

Reply #9 Top

@ OP

Good post Aries, you did a good job assessing the relative matchups.

I also agree that advent vs. vasari matchups are difficult, yet i'm quite surprised you didn't discuss much about how imbalanced the orkulus starbase itself is.  This singular structure ensures the advent can't attack vasari worlds, and ensures that the vasari can attack advent worlds with ease.

Now the orkulus has needed a nerf for a long time, it doesn't need to be much, but it will need a nerf for the devs to even come close to balancing this game.  That, or all other starbases will need a buff of some sort, which I recommended that all starbases being able to move, at different speeds(see this epic thread elsewhere).  

A nerf to the orkulus won't really impact the vasari vs. tec fights because ogrovs eat away orkulus HP anyways, it will just take a few less ogrovs to deal with it.  

The advent spam works very inefficiently against an orkulus starbase as well... a starbase on an advent players HW early game with a carrier healing it is very difficult to kill.

A building starbase should have close to zero armor, both for logical and gameplay reasons, and this should go for ALL races starbases.  In reality it would just hamper orkulus spam in the early game, where it is OP vs. advent anyways.  

In this manner you ensure that the vasari can't use cheap, early "I win" tactics that are almost completely lacking in skill.  You equally reduce other races abilities to build in an enemy gravity well, although realistically this isn't much of a nerf for their starbases because they almost never get built offensively because they can't move.

By nerfing orkulus rushing, you will change the entire way the game starts, giving all players more options that are less spam centered.

Many players consider spamming as less enjoyable, and honestly the game has a lot of fleet synergy to limit spamming efficacy.

So why force players facing a vasari opponent into spamming a fleet to defend against their starbase anyways?

Vasari players win because they can force you to fleet when they desire, and they can even do so with minimal losses to credits by selling the starbase while its constructing.  Thus its less about skill when facing enemy fleets, as they force players to invest heavily into a fleet that they then can easily counter with their superior units.

So nerfing the starbase rush really ensures that the vasari have to work just as hard as any other race to win games.

Seriously, where a late game advent fleet can easily be mitigating 80-87% of incoming damage for any other weapon type, phase missiles miraculously can deal 20-33% of raw damage directly to hull(depending on whether subverters are present), 30-50% if shield projection has been interrupted and is not present.

This makes the advent the weakest race against bomber spam, with the exception of the halcyon.  Halcyon's are the easiest cap ship in the game to kill anyways, and with vasari focus fire on this weak link they almost always go down fast.  Even so, they don't  do jack to vasari bombers aside from reducing the fequency and consistency of hits to allow the advent fleet to more effectively spread damage and recover.

This is all good fun and fine game design, the numbers need to be tweaked a bit though.

Having a significant amount of raw damage over another faction in a game like sins just means that relative player skill being close to equal, the one with the glaring advantage wins.  

Yes, people actually do have relatively equal skill in this game, which allows people on ICO to get a very good understanding of what is really balanced, and what is not.

 

 

 

 

Reply #10 Top

Giving Advent more PM blocking is an idea that has been tossed around for years....ideas have ranged from giving a PM blocking buff to the guardian's shield projection, the domina's perseverance, better PM blocking via Advent shield techs, etc...some mods also give all 3 factions the same ratio of hull to shields (generally the TEC/Vasari levels of 61-63%)....

Why the devs don't do more to deal with this, idk....nor do I really care at this point, cause when an Orkulus or lvl 6 Vorastra jump in, there are far more glaring problems than shitty resiliency against phase missiles...

In my opinion, the core of the issue is that Advent have 50-50 shields while TEC and Vasari have 60-40...change that, and the PM issue goes away completely...if you really are set on PM blocking instead, tie it to the Advent shield techs...each tech gives increased PM blocking (everywhere, not just some lame culture bonus)...no need to get more complicated than that...

And for the record, the illuminator and crusader and by no means weak...illuminators don't have the focus firing of LRMs or kanraks, but they are also harder to counter with corvettes and flak, making Advent mid-game fleet's very strong....and crusaders have more firepower than kodiaks or enforcers...those 2 ships aren't marginalized any more than LRMs, kanraks, enforcers, or kodiaks....they all are good early or mid game, and they all get eaten fast by titans...those ships really aren't weaknesses (though illuminator shines in different ways than the other two LRFs, which may or may not be for the best depending on how the situation turns out)....

Reply #11 Top

I agree with Sareth, Orkies are a huge problem for early game Advent (mainly cause illuminators are tier 3)...what bothers me the most is the cheap tactic of scuttling the SB for near full refund...

Personally what I'd do is just increase the building time in enemy gravity wells slightly...the issue isn't that the Orkulus can get built quickly...the real issue is that they can get 2 weapon upgrades on it super fast, killing anything before it even dents the thing...

Reply #12 Top

Quoting Seleuceia, reply 11
In my opinion, the core of the issue is that Advent have 50-50 shields while TEC and Vasari have 60-40

That's part of it, but there are 2 other main parts:

1).  Advent have no widely available hull repair, so every hull damage they take they are pretty much stuck with

2).  Their capitalships have less total hull+shields.  it's not just the hull:shields ratio, the total points of damage Advent ships can take is often 400-600 lower then the other factions right off the bat at level 1.  Of course due to the ratios you mention, pretty much this entire deficit is in hull

 

 

Honestly as I've heard it the devs have basically said they are never going to make advent capitalships as beefy as the other faction, which is fine.

but that being the case I suspect the only real solution is more phase missile blocking.  Which makes sense as we don't want to make advent ships more resilient to non phase-weaponry.

 

That said, I think that phase blocking tech should be spread out widely, so that it's full value doesn't come into play until late game.  We already have some on culture techs, so perhaps also having some on shield techs sounds good.  Perhaps slap some phase blocking on an underused ship or ability, such as the Revelation's Guidance ability?  Or alternatively for a large single target boost to phase blocking, add some phase missile blocking to the Rapture's Vengeance instead?  

Also it would be good to work a bit of extra phase-missile blocking into some Advent Loyal tech- they do have a more defensive fleet-battle strategy then the rebels.

 

All in all it would be nice to see the Advent Rebels being able to reduce total bypass chance to maybe 15-20%, after all effects on both sides are accounted for(such as subverter's debuff & in culture for advent PMB) and perhaps down to 10-15% for Advent Loyals.

 

 

All that said, while I would like to see some more advent defense against phase missiles, I do agree with the above two posters that there are probably bigger balance priorities related to the Vasari.  

Reply #13 Top

the more I see seleucia on ICO, the more he sees where balance proposals are coming from.  Good stuff.  :)

i'll reiterate:

So these starbases are so resilient with their armor, while under construction, why not just give them zero armor while under construction.  

In that way early spammed ships are more effective vs these starbase construction projects.  

I agree, the 1st weapon upgrade speed of the vasari starbase has needed a nerf for a LONG time, its the only starbase upgrade of its kind.  after its got a lvl 1 weapon upgrade, it totally wastes the low tier spam fleet that was being built defensively.  Its the single cheapest brute force tactic in the game.  Nothing kills players faster, and I've lost a LOT of allies to this tactic.  I'm not saying vasari starbase rushes should just be nerfed to the ground, its that they are so strong as an early game tactic as to ensure that anyone but a pro will fold under the pressure.

but that being the case I suspect the only real solution is more phase missile blocking.  Which makes sense as we don't want to make advent ships more resilient to non phase-weaponry.

a less intuitive alternative would be to nerf the resiliency of vasari bomber craft so that they will only be using kanraks to kill capital ships.

Kanraks are balanced and completely counterable.

Vasari bomber spam on the other hand is quite rediculous.


Reply #14 Top

Quoting bilun, reply 13
1). Advent have no widely available hull repair, so every hull damage they take they are pretty much stuck with

This is no longer true. The Domina's perseverance is perfectly viable for hull repair now. It just comes a lot later than the other two factions.

Reply #15 Top

Quoting GoaFan77, reply 15

Quoting bilun, reply 131). Advent have no widely available hull repair, so every hull damage they take they are pretty much stuck with

This is no longer true. The Domina's perseverance is perfectly viable for hull repair now. It just comes a lot later than the other two factions.

goa, its always been in the game.  the thing that makes the domina irrelevant is that the advent have to spend almost 100% income on fleet to have a chance.

Upgrading to the domina isn't worth it because the domina ai sucks for autocast/channelling making it heal fleets like shit.

it just adds to micro requirements of the player.  So, you will pay a ton of extremely critical resources and user focus for a ship upgrade that will net you an effective 10 produced ships.  

Your money would be better spent maxxing your fleet instead of spending it on a support vessel that has really poorly programmed/designed abilities.

 To be truly fair, you should switch the domina's healing with the overseer's.  this would nerf the vasari tab healing with overseers, and wouldn't be OP in advent hands as they have low armored ships with low health anyways.

Considering how late the advent get their healers, its really more balanced.  That would be the best counter to the vasari phase missile spam.

Also, vasari starbases would still be quite resilient with these channel casters.

to be honest, i'm surprised the developers went the route they went with the healing ships.  

Vasari- tough armor, best healer by a large margin because it allows you to control damage far more then any other ability, as it doesn't heal over time, it heals in one large burst.

TEC-tough armor, strong healer, over time

Advent- shields, crap healer, over time

Giving an extremely powerful healer to a very toughly armored race seems like you are begging to make them overpowered.

but then, if it were possible for an advent player to use overseers to heal an eradica, well that would just be plain disgusting.

but then, the vasari have always been able to heal their titans like that....lol

nerf overseers.

Reply #16 Top

Quoting sareth01, reply 14
...
Kanraks are balanced and completely counterable.

Vasari bomber spam on the other hand is quite rediculous.


 

I couldn't agree with you more.  the phase missile problem is only really a notable problem with bombers.

 

 Principally speaking there are 3 differences as I see it:

1).  The Kanrak has inferior DPS per supply as compared to the TEC/advent LRMs.  This does a remarkable amount to balance the fact that Phase Missile techs provide A LOT more effective damage per point then other weapon techs.  By contrast, Vasari Bombers deal the same DPS per supply as the other two factions.

2). Vasari strikecraft squads are small, making them resistant to anti-SC ability damage

3). Carriers are resistant to AoE damage- the catch-all counter to other frigates as they have high hull/shields and can kite.  This is true of all bombers/carriers, but it is definitely a contributing factor to why Kanraks can be dealt with, but Vasari bombers are ridiculous

 

 

Honestly 3 is more a topic for general bomber balance, and I doubt we get a reasonable solution for #2.

Honestly It might be good to do something about #1- Kanraks are a good parallel for what works in this case.

Kanraks deal about (78/6)/6= about 2.1667 DPS:supply as compared to Javelis' (71.5/6.5)/4=about 2.75 DPS per supply.  So Kanraks deal about 78.79% of the DPS per supply of the Javelis.

 

A simple solution might be to mirror this gap in bombers.  Other factions squads do roughly 17.1 DPS per bomber squad, so perhaps drop Phase bombers to about .7879*17.1=about 13.5 DPS per squadron, which is to say 4.5 DPS per bomber(down from 5.7 per bomber). 

The Kanrak lower DPS per supply seems to counterbalance the efficiency of phase missile-tech pretty well, so perhaps something in this neighborhood(perhaps not quite this extreme in a single nerf).

 

Quoting GoaFan77, reply 15

Quoting bilun, reply 131). Advent have no widely available hull repair, so every hull damage they take they are pretty much stuck with

This is no longer true. The Domina's perseverance is perfectly viable for hull repair now. It just comes a lot later than the other two factions.

I agree with all Serath said about Subjugators above.  I'd also like to add that frankly Subjugators are far too fragile to really be viable at the stage of the game they will realistically be researched & have perseverance.   By that point, titans are rolling around with a ton of AoE and they will only survive to cast perseverance once.

 

By contrast the healing units of TEC/vasari the Hoshiko & the skirantra are much sturdier.

 The Hoshiko will still die to AoE, but it's greater sturdiness then the subjugator(it at least may survive 1-2 titan AoEs late game before popping), combined with the low cooldown on it's hull repair will allow a given unit to heal a great deal more before it dies then the subjugator accomplishes.

And frankly for the subjugator to even wait to see what's getting focused before casting perseverence may well result in a dead subjugator before casting.  The subjugator has a measly 850 hull+shield- even with some hull/shield techs a single C

 

 

Reply #17 Top

well i would like to see the #'s on how much the kanrak dps gets increased by when their pm's get upgraded to max.  don't forget the slave labor upgrade, as that is a pre-requisite of any effective kanrak spammer.

then we'll start to see the gap.

Reply #18 Top

Quoting sareth01, reply 18
well i would like to see the #'s on how much the kanrak dps gets increased by when their pm's get upgraded to max.

then we'll start to see the gap.

Ignoring the value of dealing hull damage rather then shield damage, the value of which is more difficult to quantify:

We shall assume all shied mitigation and phase missile bypass techs are researched

30% bypass chance is a 30% to bypass shield mitigation(as well as the hsields themselves).  Additionally final phase missile tech gives +10% damage.

so formula for damage is 1.1 *(1+.3 *((1-S)^(-1)-1))  Where S is the shield mitigation % of the target in decimal form

 

To explain how this formula is obtained so no one is skeptical of my math:

Bypassing a shield mitigation of S increases the effective damage of the hit by a factor of (1-S)^-1.  For two simple examples: 65% shield mitigation mitigates about 2/3 of damage and 75% mitigation about 3/4.  Which means an attack only deals 1/3 and 1/4 of it's raw damage respectively.  Thus avoiding shield mitigation is the same as increasing the damage of the attack 3-fold(1/3)^-1 and 4-fold (1/4)^-1 respectively.  This trend continues for the "messier" decimals.

So we have (1-S)^-1 denotes the effective damage increase of a bypass.  The average effect of a *K multiplication applied 30% of the time is 1+>3 *(K-1).  For example a 30% chance of dealing double damage is a a 1+.3 *(2-1)=30% damage increase.  So using K=(1-S)^-1 we obtain that the average DPS increase of 30% bypass chance is  1+.3 *((1-S)^(-1)-1))

 

Finally Phase missiles get a 10% increase in damage for their final tech, so we multiply the entire above formula by 1.1, resulting in:

% damage increase= 1.1 *(1+.3 *((1-S)^(-1)-1))

 

 

 

 

The actual % increase in damage per shot is dependant on the shield mitigation of the ship as a result of the above formula:

Against a ship with 65% shield mitigation(low level TEC capship): S=.35 1.1 *(1+.3 *((1-.35)^(-1)-1))=about 1.71- so a 71% damage increase

Against a ship with 70% shield mitigation(mid level TEC capship or low level Advent Capship out of culture): S=.30 1.1 *(1+.3 *((1-.30)^(-1)-1))=1.87- so a 87% damage increase

Against a ship with 75% shield mitigation(high level TEC capitalship or low level advent capitalship in culture): S=.25 1.1 *(1+.3 *((1-.25)^(-1)-1))=about 2.09- so a 109% damage increase

Against a ship with 65% shield mitigation(mid-level advent capitalships in culture or high level advent capitalships out of culture): S=.20 1.1 *(1+.3 *((1-.20)^(-1)-1))=about 2.42- so a142% damage increase

Against a ship with 65% shield mitigation(high level advent capitalships in culture): S=.15 1.1 *(1+.3 *((1-.15)^(-1)-1))=about 2.97- so a 197% damage increase

 

By contrast every other weapon upgrade in the game gives 30% increased damage, and in some cases 15% increase attack speed.  So at best a 49.5% damage increase

 

suppose we take the average % increase for phase missiles to be the value against 70% mitigation(A pretty middle of the road estimate)- which is to say an 87% damage increase

Kanrak DPS:supply w/ PM upgrades- ((78/6)/6)*1.87=about 4.05 DPS per supply

Javelis DPS per supply with missile upgrades: ((71.5/6.5)/4)*1.3= 3.575 DPS per supply


So even against modest shield mitigation, fully teched kanraks deal slightly more post mitigation DPS then Javelis per fleet supply.

Which I think is reasonable considering they start off weaker.


By contrast Vas bombers start on even footing with other bombers and then get superior tech bonuses.





Anyway, time for me to disappear for a bit- I need to stop procrastinating and focus on getting some work done.

 

 

Reply #19 Top

Quoting SpardaSon21, reply 8
Strikecraft and anything with a range greater than 7500 aren't affected by Repulse, so that means bombers, Kanrak, Kultorask, Orkulus, and Vorastra can all fire into Repulse's bubble, and that's just the Vasari.

 

 I'll have a a couple of halcyons in the late game with  my fleet - and guardians. 

What makes you think you will get the chance to build a titan anyway.. or starbase yourself effectively than spending credits on fleets? 

 

Your move?

 

Reply #20 Top

Quoting RiddleKing, reply 20
Your move?

Rook takes pawn....

Reply #21 Top

Quoting Seleuceia, reply 21

Quoting RiddleKing, reply 20Your move?

Rook takes pawn....

 

lol im so tired of trolling tbh Selecuceia. Let me take a few days off.

Reply #22 Top

For the Vasari, lowering bomber DPS and making phase jumping SBs cost fleet supply is a no brainer. Decreasing the movement speed of the Orky sound fair as well.

Raised Shield Harmonics, possibly Protection of the Unity and maybe even Ancient Retribution should grant Phase Missile block.

If the Subjugator's Perseverance ability had 10000-12000 range then they would be easier to use and could have more of an impact.

Since the devs are unlikely to make Advent ships sturdier, another solution would be a buff the Advent economy. There are several Advent eco techs that are ideal for this kind of buff. Resource Focus should get a massive buff to something like 15%/30%/45% faster resource extraction since it is currently so weak.

Confluence of the Unity could give a trade bonus and/or allegiance bonus.

Mass Communion requires 4 prerequisites, some of which require 2 points to research the next tech. This tech will realistically never pay itself off. It should allow AR culture buildings to generate 1.5 credits/sec which would be taxed.

Cleanse and Renew needs to be reworked as well since the buff is worthless. By the time an enemy planet has been sieged, the enemy fleet has either retreated or been destroyed so the extra AM is not needed.

 

Reply #23 Top

Quoting JuleTron, reply 23
...
Since the devs are unlikely to make Advent ships sturdier, another solution would be a buff the Advent economy. There are several Advent eco techs that are ideal for this kind of buff. Resource Focus should get a massive buff to something like 15%/30%/45% faster resource extraction since it is currently so weak.

...
 

 

If the devs ever wanted to improve the Advent Economy at all, Induced Reverence would be another obvious choice which would give the Advent a unique economic flavor.  At present Induced reverance, even at 30% allegiance takes comicly long to pay back it's investment cost(starbases & starbase upgrades are damned expensive!).

 

That said though, buffing advent's economy might be a risky move.  Their balance up til now has been the militant faction-weaker economy, but a stronger military.   If that changes we will need to re-envision the whole advent balance paradigm.  Well it's not like eco buffs are inherently flawed, and modest such buffs could certainly happen without rewriting the balance paradigm- But honestly I think the other changes you discussed are the higher priority ones.

 

Reply #24 Top

Quoting RiddleKing, reply 20

Quoting SpardaSon21, reply 8Strikecraft and anything with a range greater than 7500 aren't affected by Repulse, so that means bombers, Kanrak, Kultorask, Orkulus, and Vorastra can all fire into Repulse's bubble, and that's just the Vasari.

 

 I'll have a a couple of halcyons in the late game with  my fleet - and guardians. 

What makes you think you will get the chance to build a titan anyway.. or starbase yourself effectively than spending credits on fleets? 

 

Your move?

 

kanrak spam.  kills guardians easily.  kills halcyons easily.  Halcyon doesn't do that much to protect from vasari bombers, and doesn't really damage them that much either, so vasari bombers are going to be quite capable of killing any unprotected guardians in the fleet, which will be most of them.

Reply #25 Top

Quoting bilun, reply 24
At present Induced reverance, even at 30% allegiance takes comicly long to pay back it's investment cost(starbases & starbase upgrades are damned expensive!).

That said though, buffing advent's economy might be a risky move. Their balance up til now has been the militant faction-weaker economy, but a stronger military. If that changes we will need to re-envision the whole advent balance paradigm. Well it's not like eco buffs are inherently flawed, and modest such buffs could certainly happen without rewriting the balance paradigm-

Good points. Still, especially now that SttC has been added, Advent's eco needs to be a little more competitive.

 

If I had things my way, Wail of the Sacrificed would be modified and be an AL tech and the AR would get Rise of the Fallen. This would summon from the Temple of Renewal any Advent ships that have been destroyed in the long war for free but they would only last temporarily. Sort of like Returning Armada for zombie ships.