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General Late game balancing and Advents poor performance against Vasari

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.

72,001 views 51 replies
Reply #26 Top

People still haven't made there minds up about what they really want.

 

Is it a stronger economy?

Stronger Synergy?

Stronger Ships?

even more Phase Missile Block? lol

 

Anyway the funny part is the words "late game" lol.. its only proven on paper and has never been proven with a replay.

How bombers suddenly showered by fleets of defense vessels, fighters and a good halcyon push micro tend to survive has me at a disadvantage.  lol.. replay!!! lol - i mean have you guys even seen what the halcyons level 6 ability on 1 cap can do lol

 

Last time i checked:

1.Javelis, Illums and assilants can still snipe caps

2.All faction Bombers can still snipe caps and titans. 

 

We need a replay to prove this late game advent is weak against vasari game scenario: Personally i would think there culture tec on 1 starbase starts to overtake enemy culture and shrink economies. Obviously i agree with everyone in the sense they need buffs to make easier to play. I still find micro on both shield projections fleets and individual repulse guardians the most tedious thing-but i do it due to my star craft background (yay). I Vote for a buff all around for fleets and advents culture economy. 

Reply #27 Top

@ riddleking

its not about picking one issue and saying this is the fix all.  The advent and the vasari as a whole need to be fixed in many small ways to deal with this matchup.

anyways, its just a riddleking response.

Reply #28 Top

Quoting sareth01, reply 27
@ riddleking

its not about picking one issue and saying this is the fix all.  The advent and the vasari as a whole need to be fixed in many small ways to deal with this matchup.

anyways, its just a riddleking response.
End of sareth01's quote

 

The truth is the armor upgrades at tier 6 & 7 are the key to the late game. :X

if people don't get  techs to more than double there ships armor points then they are sure to fail-esp against titans. I prefer the techs be easier to access mid game then late game.

 

Reply #29 Top

one quick resolution to the bomber problem is to give all races a flak bust like ability.

Reply #30 Top

Not really. I personally consider TK Push to be vastly superior to flak burst and I'm sure I'm not the only one, but it still doesn't help against Kanrak sniping... Also, since when did the armor upgrades more than double the armor? It's only 2.0 -> 4.0 for the 2 upgrades, isn't it? And that's only at very late game.

Reply #31 Top

Quoting Senza32, reply 31
Not really. I personally consider TK Push to be vastly superior to flak burst and I'm sure I'm not the only one, but it still doesn't help against Kanrak sniping... Also, since when did the armor upgrades more than double the armor? It's only 2.0 -> 4.0 for the 2 upgrades, isn't it? And that's only at very late game.
End of Senza32's quote

TK push is better then flak burst.  

 

Not nearly as superior as Vasari bombers are to every other type of bomber though.

 

Bombers/carriers even for TEC & Advent already outclass every other frigate late game and are borderline OP- The superiority of phase missiles added to the inherent strength of bombers without any loss of DPS/supply as compared to the other races just isn't balanced.

Reply #32 Top

Quoting Senza32, reply 31
Not really. I personally consider TK Push to be vastly superior to flak burst and I'm sure I'm not the only one, but it still doesn't help against Kanrak sniping... Also, since when did the armor upgrades more than double the armor? It's only 2.0 -> 4.0 for the 2 upgrades, isn't it? And that's only at very late game.
End of Senza32's quote

 

The main problem of TK is that it does only delay the enemy bombers for maybe 1 minute... if you are lucky.

 

A late game battle however takes far longer.... and as such after the effect only delays the Advents inevitable destruction.

 

Perhaps the damage of TK should be increased to such an level that 2 Level 4 Halycons (more you can forget to field angainst any Vasari) using TK can actually decimate hostile bomber fleets.

 

TK is inferior to Phasic Trap.... that a bad joke.

 

If making TK more destructive is not an option that at least give make it so that enemy bombers are outside of the playing field for at least 3 minutes.

 

 

I still think, that Advent need a much better phase missile block. Even the Kanrak is somewhat op..... it just not so notable right now because the Vasari bombers are so incredible OP.

 

 

One could of course also consider the general wisdom of giving bombers phase missiles in the first placer.

Reply #33 Top

It could be worse, they could have shields.

Reply #34 Top

Quoting Senza32, reply 34
It could be worse, they could have shields.
End of Senza32's quote

Modders have been asking for strikecraft shields since Original Sins, IIRC.  You can't even cheat and use an ability that gives fighters shields since the game will just minidump the second a fighter takes damage if you do that.

Reply #35 Top

Even without shields, Vasari bombers are extremely hard to kill.

Reply #36 Top

I very much approve of your version of the phase missile blocks, cuz right now, whenever I play against Advents using Vasari, I practically steamroll them, in fact, its not uncommon for me to strip their hulls even when their sheilds still stand, which is getting to be a bit ridiculous XD

But that said, any changes should be made carefully. I would however, be in favour of an improvement in Advent economy, cuz they do tend to get VERY hammered in the mid and early game by all other factions due to flimsy ships and even poorer economies.

Reply #37 Top

better healing ships at tier 6, with some earlier(tier 4) hull armor upgrades (and more of them) would help.  Also, adding phase missile block to the guardian's shield ability would help hold the line as well.

Reply #38 Top

Make both of the Domina's abilities AoE, add point defense to all cap ships, give a bunch of anti-PM buffs to various abilities, e.g. the Guardian, the Progenitor, and the defense structure's stuff, make shield techs (the mitigation at least) offer a slight bonus to PM resistance, and buff the Deliverance Engine (perhaps have it kill population or disable civilian structures e.g. factories via rioting/strikes?), make the beam blast stronger than missile burst, strengthen TK Push, perhaps by increasing range and penalizing weapon damage, accuracy or armor.

 

Perhaps even make repulse slightly affect fighters.

Reply #39 Top

Urgh.  I expected a new balance thread and all I got was this stupid 4 month necro.

Reply #40 Top

Quoting SpardaSon21, reply 40
Urgh.  I expected a new balance thread and all I got was this stupid 4 month necro.
End of SpardaSon21's quote

 

The Problem with this Necro is that Advent performance against Vasari is as terrible as ever..... a hard phase missile nerf /much better phase missile block is well overdue.

Reply #41 Top

They should remove the Guardians channeling and buff its ability to absorb up to 50% of incoming damage and increase its range by a third.. 

or 

The raptures Vertigo should also target bombers, structures, capitals and Titans. This is an easy fix and would make the cap a must have over the mother-ship's shield regeneration but won't ofc affect most abilities.  

 

Guys tbh i don't think people even bother to build guardians because of the tedious micro involved. You clearly start to see just how insanely strong advent fleets are when you play the AI and its projecting shields, healing ships with dominas, shield regen and vertigo crippling weapon systems.. Its insane. 

 

 

Reply #42 Top

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.
End of quote

 

 

Guardians are to blame.. we can't use them effectively. Absorbing 30% of the phase missile damage is very important.

Reply #43 Top

1. :troll:

 

2. Guardians Durability:

Hull:     675
Armor:     2
Shields:     1500

 

675 hull with 2 armor is nothing against phase missiles. And its powerful shields who normally assure its surival are worthless against phase missiles.

 

Or in short... Guardians die within 10 seconds from the start of any battle.

 

Besides being way to powerful phase missiles do basically bypass ALL advent defense technology and abilities. All shield researches are worthless, all damage research pales in comparsion and your Progenitor can regenerate shields all day... ships die when hull is depleted.

 

Reply #44 Top

Guys tbh i don't think people even bother to build guardians because of the tedious micro involved. You clearly start to see just how insanely strong advent fleets are when you play the AI and its projecting shields, healing ships with dominas, shield regen and vertigo crippling weapon systems.. Its insane.
End of quote

 

I build guardians more now as a defensive measure against titans then I ever did pre rebellion. 

Reply #45 Top

Quoting sareth01, reply 44


Guys tbh i don't think people even bother to build guardians because of the tedious micro involved. You clearly start to see just how insanely strong advent fleets are when you play the AI and its projecting shields, healing ships with dominas, shield regen and vertigo crippling weapon systems.. Its insane.

 

I build guardians more now as a defensive measure against titans then I ever did pre rebellion. 
End of sareth01's quote

 

Guardians dont suck in numbers by soaking up 30% of all incoming damage- regardless whether its phases missiles. They are the perfect compliment to the advent style of play with high shield regeneration rates.

 

I use them more myself and for some reason they do a decent job in rebellion. The usually position themselves so that 2 or 3 of them envelop the whole fleet with projections. 

Reply #46 Top

Quoting RiddleKing, reply 45


Quoting sareth01, reply 44

Guys tbh i don't think people even bother to build guardians because of the tedious micro involved. You clearly start to see just how insanely strong advent fleets are when you play the AI and its projecting shields, healing ships with dominas, shield regen and vertigo crippling weapon systems.. Its insane.

 

I build guardians more now as a defensive measure against titans then I ever did pre rebellion. 

 

Guardians dont suck in numbers by soaking up 30% of all incoming damage- regardless whether its phases missiles. They are the perfect compliment to the advent style of play with high shield regeneration rates.

 

I use them more myself and for some reason they do a decent job in rebellion. The usually position themselves so that 2 or 3 of them envelop the whole fleet with projections. 
End of RiddleKing's quote

 

Nobody is saying that the Guardians are not helpful.

 

The problem is that against Vasari you need a lot as they have poor hull and die instantly against phase weapons.

 

Not to mention that even with 30 % damage reduction phase missiles effectivly outclass every other weapon in the game.

Reply #47 Top

That is not the general way of looking at things. When you say that it means your more interested about focus firing units. Advent illum dps is not focused and is frightening. if there within your fleet and your concentrating on guardians then you are as good as dead by the time you kill the all the guardian.

Reply #48 Top

good thing we had an exhaustive beta period and didn't get a rushed out game with loads of bugs and imbalances.

Reply #49 Top

I remember the good old days during Beta 1 when the Ankylon was considered the best titan...

Reply #50 Top

lol..