In my multiplayer games, I rarely if ever see anyone build a Capital Carrier for the simple fact everyone as in EVERYONE loves spamming light carriers.
In these spammer's mind they think: "Why would I get an expansive capital ship that I need to lv. up to make any use of, when I could get 6 light carriers for the price of 1 Sova?"
They are right. Simply next to the light carrier these things are too weak. Honestly, since I only have a lot of experience with TEC, the Sova embargo is very unrealistic (you think he just gonna let you sit there?) to use every game effectively and their HP and shields are very weak compared to the Kol.
This just highlights how easily spammable light carriers have become and they really definately need a nerf. They made the cap ships useless.
To make these cap ships useful I advocate.
-Let them start with 4 Strike Craft and then upgradable by leveling up to 10 strike wings.
-Give them a built in Flak turret (3 or 4) and the Flak burst ability. (They will get focused fired on by the light carrier spammers)
-Increase the build time for strike craft for all ships (general balance so SC are not instantly replacable.)
Light Carrier spam have come to ruin this game they need:
-Slight nerf in sheilds and hull points + a range limit of only 3/4 of the gravity well for its flight wings. Right now there is nothing that can prevent Carriers from sitting at the VERY VERY EXTREME edge of the well and jumping out at the first sign of trouble.
I don't want to nerf the Light Carrier to Oblivion I use them myself, but it is simply way too effective and ruins this game because it is un-counterable (Flak is useless, and SC are instantly replacable) and invulerable if used right.
Who is with me?
So you're advocating we cahnge nothing and let the Sova and the Vasari one stay limited in use and not very competitive?
Honestly, I'd prefer to see the capital carriers see more prominance than the light carriers that are spammed like hell.
Well, capitals suck in general, sadly. They are too expensive, don't have capital-level firepower, and mitigation won't protect your massive investment from getting blown to bits in the first wave.
Not at all. All I'm saying is that you cannot advocate that change is necessary without proof. Just because some of the community doesn't believe that the capital carriers (or capital ships in general) are worthwhile investments doesn't mean that they are not a valuable part of the game as they are. Until more copies of game recordings are posted, and more data from games (of all types, single and multiplayer) are made available, we have nothing but conjecture and theory.
Sins is still a very young game, and in the short time it's been available, there have been numerous patches in addtion to the current new mini-expansion. The game is in a continual state of flux and it needs a chance to settle down.
Each cap has their own unique roll. Adjust them so they all have high dps makes the game boring. If you dont know how to use carrier caps then you really need to learn the abilities of each one.
My life... all I believe in... is over.
On the Halcyon with Telekenetic Push...
I tried it tonight. Played Avent against some dude's TEC. Anyway, I scouted him for a while and built up the best fleet I could to take him. He had his grav well ringed with hangers, plus a starbase with hangers, plus a ton of light carriers and lrms. I have learned too many times that I cannot put lf inside a grav well to take out carriers if there are tons of lrms present, so my only other alternative was a ton of carriers myself (with some flak thrown in), and a ton of heavy cruisers.
But here's where it gets interesting. I decided to try all this talk about the "awesome" capships, especially in the role of obtaining air superiority. So I purchased not one but two Halcyons, with the main ability being telekentic push. I actually bought both caps up to level 3, and both caps accompanied my level 6 mothership into his grav well.
Anyway, telekentic push (from two level 3 carriers, both of which leveled to 4 while in his grav well) didn't do jack shit. Nada. Naught. Nil. None. Zero. Zilch. Zippo. Zip. Oh, I saw it push his strikecraft away, but they just came right back after the ability was finished, and they didn't die. I was never able to get air superioity in his well, never. Furthermore, all my sucky caps died - yup, all three. What did I do? Like a fool, I went and built them again, just to make damn well sure that I tested what all these pros keep flapping their gums about - "use a Kortul with jam weapons, use a Kol with flak burst, use a Halcyon with telekenetic push, blah blah blah blah blah!" So built them again, purchased to level 3, sent them in again, same result.
Look, the last thing I want is for some uber-overpowered capship to come into the midst of my 100 carriers, hit one stupid ability, and have all 200 strikecraft of mine bite the dust while he laughs. That would totally suck. But what's with all this gumflapping about the anti-strikecraft abilities of these capships? I tell you this, that will be the last Halcyon with telekenetic push I ever build.
The game ended up minidumping, but if the replay works I would be happy to provide screenshots. Quite amusing, actually, LOL.
push wounnt kill SC just damage them
the best stategy for advent is have 15-20 defense vessals with the halycons in a tight fleet and have energy cooldown while leaving push on autocast
also use a lot of illummys because they can atk muiltiple targets and use shadow clone jutsu
oh and you prolly want moar than 3 caps if they have planet defenses AND a starbase AND a defending fleet unless you had a huge ass fleet with sufficiant supporting ships (ie guardians and subjegators) then it was a sure fire loss from the start
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