Edit: I added an idea of how I'd like the issue fixed at the bottom of this post. It's basically the same thing I posted in one of the posts below, but I suspect nobody in IC/SD has time to reap through these walls of letters, so I copy-pasted th idea here for easier reference.
This is a hard one to fix. Every other matchup is more or less fine, maybe requiring some minor balancing (nerf dmg of that thing, buff hps of the other, etc.).
However, there is a serious problem when you're a Vasari assaulting another Vasari player, who got 'entrenched' (as in - has a deployed starbase with 2-offence, 3-defense +some other upgrades).
You see, when a Tec/Advent player assaults another player, they can use the specialised torpedo cruisers against the defender. On the other hand, the defender has no use of these units. So this is a tactical difference that can be exploited.Please note that torpedo cruisers have a superior range to that of a starbase, which means that the defending fleet has to move out of their starbase's shadow a little to defend it. If the starbase is orkulus, it will float in and engage the cruisers. Still, if you pay the same amount of money on torpedo cruisers as the defender paid for the starbase (with upgrades), that fleet will easily wipe the starbase. So it's a low tech-level hard counter there.
Also, when a Vasari player assaults another faction's gravity well, they can construct their offensive starbase out of the defending one's reach. Two options are available for the defender:- move out and kill the starbase hatchling. This is very similiar to defending against torpedo cruisers, only the defender doesn't really have to do anything, because an unbuilt starbase doesn't pose a threat yet.- wait for their SB to get built while preparing defenses. You have to understand that building a fresh 3k HP, 149dmg Pulse cannon naked starbase is by no means a game won for the Vasari. They still have to take out the enemy starbase and the defenders can bring torpedo cruisers to eliminate the threat. So this is no easy win for the vasari, but more of an all-or-nothing gamble.
The only screwed up match is Vasari vs Vasari. Simple reason - everything that works for the assaulting team also works for the defenders, but:- the defenders can have minefields ready- the defenders can have a beefed up starbase ready that will mow down the one being built by attackers- the defenders have tactical structures set up- the defender's (upgraded) starbase moves and the attacker has to set up its own in the same gravwell.The last point is what makes Orkulus viable against Tec or Advent starbases, but it kills the offensive capability of it against an already deployed Orkulus. Why? Because the attacker's starbase will still be under construction when the well-developed defender's one drives by and starts tearing it apart.
All of this means the assaulting Vasari have absolutely no trick thy can use against the defenders that the defenders can't use against them. An assaulting TEC/Adv can use torpedo cruisers against any defenders without fear of having these used against him. A Vasari assaulting Tec/Advent can build his orkulus out of the enemy SB's reach. Nothing like that works in Vas vs. Vas match.
Some say Kostura is the attacker's advantage, but it's way too far in the tech tree and way too expensive to be viable here. Reason: everything one needs to down a starbase in any matchup except Vasari vs Vasari (torpedo cruisers, Orkulus) is limited to tech-level-4 bracket, while Kostura is tech-8. That and lots of other reasons mentioned in the spam below make the Kostura more of an end-game trick than a counter to a deployed starbase.
Hard one to fix... any ideas?
EDIT : my idea of fixing the issue. Please note that I DO NOT want a torpedo cruiser for Vasari.Balance doesn't require everyone to have exactly the same tools.
Protective Nanites - research, tech level 3-4 in fortification tree."Jarun Migrator is equipped with a payload of special nanites which temporarily shield the Orkulus Starbase from heavy defensive fire when deployed in fortified enemy systems."Requires: enemy Starbase in orbit (built or in construction).Duration: Construction period and up to 120 seconds afterwards, if a hostile Starbase is present.Effects:- max Shield Mitigation increased by 5%- Shield regeneration 10 sp/sec - Enemy Structure damage reduced 100% (game mechanic wise; that would result in 50% actual reduction applied to damage coming from defender's structures)My reasoning - such an upgrade would be of little use against TEC or Advent, because the shield mitigation bonus and regeneration are minor, plus you are going to deploy your orkulus out of their SB's reach anyway. The damage reduction would help the starbase survive against a defender's starbase early, but the Protective Nanites would fade off before you are able to develop the Orkulus enough to cause any serious damage to the defender's Starbase. Without at least level 2 attack and level 1 defense, an orkulus cannot scratch a half-developed argonev (try for yourselves, a lvl6 Vulkoras does better!). So this damage reduction would actually be effective only against Vasari, because wherever you start building your Assaulting Orkulus, the defending one is gonna start pounding on it just a few seconds later.
This is just an IDEA of the type of tweak I'd like to see. Something that doesn't say "Boosts orkulus offensive capability against another vasari" (cause that would be retarded in a number of ways), but something that would sound sensible in general, yet truly shine against a defending orkulus in particular. And no torpedo cruisers for Vasari please.
Cykur, you have a lot of patience for this discussion and I admire that.Still, you don't get the point. I will repeat - the defender is not a turtler who begins the game with building defenses. No, by all means. He starts just as you do, builds a nice fleet, expands expands expands, builds more fleet and expands some more. He clashes with you, wins a fight , loses a fight. Then he takes over a significant strategic point, which is arguably the most important place in the system for you at that moment (for example, it has 4 phase lines to your valuable planets and he has a fleet more or less like yours, preparing to attack them). From this point, he builds a 5/8 orkulus and prepares to attack you. Add everything I mentioned in previous posts and it all comes down to: you WANT him OUT of that gravwell. Pronto.
And here comes the trouble. TEC builds lotsa ogrovs and just booms the crap out of the orkulus before the fighters start their engines (throw in a Flak Burst or two and no fighters in sight). Advent, more or less the same, plus the Halcryons (?) anti strikecraft repulsion thingy to get rid of your fighters.But as a Vasari, you have nothing. No real advantage. Everything you can use, he can use on you, with the only exception that he already has a working, upgraded starbase. Not a zillion SBs everywhere, one well placed, thorn-in-the-ass starbase you really want dead.
Vasari needs something for that matchup that would give the attacker a slightiest advantage, a tiniest weak spot of the defender to exploit without relying on grand strategies that gen. Montgomery wouldn't have figured out himself. TEC has ogrovs, advent has adjudicators. Vasari have nothing.
Oh and for the love of God, I don't want a torpedo cruiser for Vasari. The uniquity of Vasari the way they are now is not something I want out! All that needs to be tweaked is the Vasari vs Vasari matchup. It will be tricky to do, but I suppose it's not impossible.
For example:Protective Nanites - research, tech level 3-4 in fortification tree."Jarun Migrator is equipped with a payload of special nanites that shield an Orkulus while it is being deployed in fortified enemy systems"Duration: Construction period and 120 seconds afterwards if being deployed while an enemy Starbase is present.Effects:- max Shield Mitigation increased by 5%- Shield regeneration 10 sp/sec - Enemy Structure damage -50% (game mechanic wise; that would result in 33% actual damage reduction against enemy structures)My reasoning - such an upgrade would be of little use against TEC or Advent, because the shield mitigation bonus and regeneration are minor, plus you are going to deploy your orkulus out of their SB's reach anyway. The damage reduction would help the starbase survive against a defender's starbase early, but seriously, without at least level 2 attack and level 1 defense, an orkulus cannot scratch a half-developed argonev (try for yourselves, a lvl6 Vulkoras does better!). So this damage reduction would actually be effective only against Vasari, because wherever you start building your Assaulting Orkulus, the defending one is gonna pound on it.
This is just an IDEA of the type of tweak I'd like to see. Something that doesn't say "Boosts orkulus offensive capability against another vasari" (cause that would be retarded in a number of ways), but something that would sound sensible in general, yet truly shine against a defending orkulus in particular.
double post
Um no offense but this is a classic military situtiation. Against two equally prepared armies the aggessor always needs three times the force as the defender. What you are gripping about is something that armies have had to deal with for millennium. So grip away, but if things are balanced like you keep projecting this will happen.
Hahah, I think Vasari is suppose to bypass the choke point instead of bust through like other races.
The Vasari vs Vasari fight is the ONLY one that really requires the attacker to invest more that the defender and that is because they both have exactly the same tricks available and they will all work for both of them, while the defender has the advantage of a deployed and upgraded starbase.THAT is wrong. I wouldn't mind if EVERY matchup required triple the effort on the attacker's side, but they DO NOT.
1. have you ever taken on an upgraded advent starbase? can guarantee that thing will sting like none other.
2. TEC can go cheap on the SB and only do the safety override protocol. boom assault cruisers, and then you have to deal with teh static defenses. not to mention tec can crank out a fleet like none other--what started out as a grav well full of tactical structures can turn into a fleet staging ground in just a few minutes.
if you're steamrolling TEC and advent but not vasari, it means the first two don't know how to play.
Agreed...with proper support, all of the races are pretty damn hard to assault. And Advent REALLY sting. Hooray for Kosturas!
like placing homing mines just far enough inside meteor storm and far enough out to hit assault cruisers....
Assaulting Vasari as Vasari is simply harder, more difficult and more expensive than in any other matchup. And that is called imbalance.
Oh and even if they did, it doesn't hurt my point at all, because all of the above can be used by both the attacker and the defender alike. So there's no attacker's advantage here in a fight against vasari orkulus.
Well, every Vasari should have Phase stabilizers sooner or later (I'm talking level 5 imperial tree tech, not a 8-war+5-imperial Kostura!). Once you get these, you can essentially crank units out of every single factory in your empire and have them wherever you need them in seconds.Moreover, thanks to the same phase stabilizer network, you can in fact move every single unit you empire has into that single battlefield. TEC can't do that, because they would have to fly back for half an hour.Quoting crashmatusow, reply 6TEC can go cheap on the SB and only do the safety override protocol. boom assault cruisersI would never risk a single ship if I had to fight an unupgraded starbase. Orkulus->1offense->1defense->frontal deflectors , gbye.Quoting crashmatusow, reply 6if you're steamrolling TEC and advent but not vasari, it means the first two don't know how to play.Wrong again. Vasari don't steamroll sh*t, in fact, if we're talking starbase liquidation. Deploying an Orkulus that can handle a developed starbase takes AGES, and it takes EONS until either of the two actually kills the other. 5 Ogrovs deal more damage to starbases than a fully developed Orkulus can - and you can have three dozens of Ogrovs while there may be only one Orkulus. MOREOVER, three dozen ogrovs can phase jump to another gravwell and immediately start evaporating whatever your enemy has there, while a Vasari player would have to build yet another starbase, which will take a lot of time again.So no, Vasari don't steamroll, but they have a more or less safe tactic against both Tec and Advent. Just build up away from their starbase, then kill it when you're ready. And that one safe thing they can NOT do against another Vasari. What makes matters worse, the fact that enemy is Vasari doesn't give you any new options.Assaulting Vasari as Vasari is simply harder, more difficult and more expensive than in any other matchup. And that is called imbalance.
1. pretty sure orkulus doesn't outrange transcencia. and i was talking more about the difficulty of taking on fortified advent/TEC planets in general rather than orky vs. other SBs. every SB can be a pain in the ass if the player knows how to use it. it's just that everyone is massively in love with vasari and few take time to explore other opportunities.
2. if the vasari are amassing phase stabilizers they are suffering on tactical slots. just make sure & fortify. and stop thinking exclusively in terms of vasari although *if you were*, remember that the overseer has a nifty ability that slows everyone down. did you bring your starbase builder with you?
The vasari SB thing also makes it a lot easier to lock down your new conquests...you've already invested in an Sb to protect the grav well, so you don't have to worry about a colony ship running in behind. can you say the same for rushing 3 dozen ogrov's around?
and...stop complaining. every race sucks at something. this just happens to be what vasari suck at. tough. everyone seems to want vasari to be uber unstoppable godly at everything.
I agree. By the way, your protective nanites idea was pretty good.
Vasari need something that is counters all races SBs, but are not countered by Vasari SBs. Like a super-ranged better Vulkoras or upgradable bombers or something.
No-one wants Vasari to be invincible, N3rull is just asking for better balance. Vasari vs Vasari is screwed because the attacker's own counter is countered by the thing it is supposed to counter. This is not balanced, in anyone's language.
So, I'm repeating myself yet again. Every other matchup is somewhat fine. It's not all mirror-matches, sometimes one side has an advantage over the other while lacking somewhere else. For instance, the Vasari are painfully slow in conquering because they have to build a starbase in every system (which is more or less as strong as the defending one = upgrades = time and money), while Ogrovs just phase jump around at will. In return, Vasari are able to have that gravwell secured immediately, because they already have a starbase there.All is fine and sh*t, but NOT when we're talking Vasari vs Vasari.You are trading "slow conquest" for being able to "keep control" over the gravwell. But in Vas vs Vas matchup, you won't be able to conquer, because the defender floats his own "control keeper" right up your ass while you are "slowly" building your own starbase.
But in this one fight all advantages are on the defender's side.
If he is an idiot and just fortifies everywhere, he will die, cause he has no planets, no money, no fleet. The same with all races.But if he is a bloke just as clever as you are, who found a perfect choke against you and exploited it, you're fouled. If he was TEC, you would have options. If he was Advent, just as well. But since he's Vasari just like you, all the strengths are on his side while all your weaknesses are left to you.
why not just use bombers like the devs more or less intended for orky's? even anti-structure cruisers get eaten up by orkys.
ooooh, lemme guess. your next argument. But what if he has a fleet i have to face down AND an orky?. well vasari are nice and mobile. move the fight to the other side of the gravwell. pretend you are going to jump and then turn around and eat his fleet.
This whole argument is ridiculous. if the massively awesome vasari that everyone wants to play can't kill their own SBs, well, i think that just says something about your skill.
NOBODY has anything really awesome to bring to a well fortified vasari choke, assault cruisers either will get eaten by the orky running them down, or try to turn...and run into mines.
and why don't the bombers work?
and your proposed solution isn't valid anyway. it royally screws over defending vasari's SB. assuming yours still doesn't get chewed in the time it is constructing & upgrading. the defender will have a lot more than just the SB if you commit that kind of offensive. he has a fleet and phase nodes remember?
You need lots of bombers. and deploy some mines around where you will deploy your own SB. orky's are kinda slow to move and mine's only take 30 seconds to activate.
how funny the things that happen when you pit 2 guerilla fighters against each other.
Actually I find bombers are the perfect counter for the orky. And yes I tried this against a human Vasari as Vasari.
Are they more expensive than the anti-structures? Yes because they do more than attack structures therefore they cost more.
Yes, as myself and others have said, Vasari bombers should fill the anti-Orkulas role.
Anyway, I've noticed a SB bug. When you send ships to an enemy planet with an enemy SB, it says on the infocard that you ships have lost all AM and 30% current health, even though they havn't left the planet yet.
Stranger, the ships havn't actually lost all their AM or any health yet, despite what the infocard says.
Anyone else noticed this?
thats not a bug, its there to inform you that there is a starbase in the gravity well and that you will pay the price if you want to leave without destroying it first. Its only a reminder of what could happen, nothing more.
I'd like to hear one of the Frasers posting something like this:
The balance between all races and ships is one of our primary goals. Thus, every unit should have a counter. LRMs are generally countered by fighters, fighters are countered by flaks, flaks are countered by light frigates and so on. Even Starbases have counters. The hard counter for TEC and Advent Starbases are torpedo cruisers and Orkulus. You can also use torpedo cruisers to good effect against Orkulus, even though you might need a few more.Oh and by the way, your best bet in a Vasari vs Vasari matchup is spending 30k credits on carrier spam. Huzzah balance!
Carrier spam SHOULD NOT be a counter to the orky. We all know a big enough cloud of bombers can wipe anything in one pass. But that mentally-cheap tactic shouldn't be the only fairly reliable counter available to a Vasari against a deployed orkulus! And just hope the enemy doesn't bring a weapon jamming kortul or doesn't have any hangars with phasic traps.
Along the same line you might argue that sending 60 assault cruisers, 200 LRMs or 10 Assault specced Vulkoras' is a counter to the Orky.No they freakin' aren't a counter, that's just plain dead stupid spam.
But they work. Sometimes the simplest things work better than complex schemes. Take the story of Alexander the Great and the Gordian knot. His solution was a simple and "mentally-cheap" tactic but it worked. Not all problems need a special solution. All races do not need an anti-structure vessel. Bombers fill this role quite well. And when you examine the Advent starfish, they do squat to any SB, unless you spam them.
The only race with an effective anti-SB vessel that you don't have to spam much is TEC. Even then a spam of fighters can take them apart so you need to spam those vessels to cover the loses.
It is obvious that everybody (i.e. every faction) can beat a starbase if they make it a hundred to one fight. The thing is, TEC and Advent can pay starbase-worth of torpedo cruisers and they're well equipped to wipe the orkulus with whatever fleet they had. Vasari can not do the same against another Vasari, they have to field masses.
What if Vas could build a starbase in an adjacent system prepped for a one time warp? It could cost more for the massive phase engines and they would be burnt out after a single use... Or maybe you could add phase engines to any Vas starbase for a great cost... It's a thought that would definitely require some balancing... But it would make sense with Vasari ideology...
Your ideas are similair to my first ones. I dropped them, because they would cause a lot of further confusion.
- giving the Vasari starbase an option to be built in another system and then immediately phased into the targeted system would be definately a "Vasarish" feature, but I'm not sure about how to balance it. For example, a 3k HP starbase pops up in the enemy system. When it shows up, it could be quickly upgraded to lvl1 defense, which means 6k HP after a short period. That's a very big buffer to chew through! Unless the enemy was 100% mobilised and ready for the incoming starbase, he would be in a real deep sh*t. What disqualifies that idea in my eyes is that such an upgrade would be a major edge against TEC and Advent, which is not really necessary.
- giving phase drives to a Vasari starbase in general? Awwwww.... you serious? I mean... that would be pure imba sauce right there... and I can't see any way of making it more helpful against Vasari while not making it an I-Win button against TEC/Advent. It does sound "vasarish" as well, since they're all mobile and stuff, but... no .
The tricky thing is that only Vasari vs. Vasari is screwed. All other matchups are fine, even though Vasari are playing the more risky, costly and slower game:a] risky, because everything TEC and Advent bring into a fight is battle-capable from the first second, while Vasari starbase has to get built from scratch (which starts with almost zero hit points, so three seconds of quickly issued focus fire and it's done. If enemy has phase detection researched, he will know of the incoming Migrator, and that's lvl1 tech).b] costly, because they have to build a starbase in each fortified gravwell they want to conquer, while tEc/Advent just jump their fleets around at will..c] slow, because of the same thing - TEC/Advent phase jump freely, while subsequent Orkys need to be built again from nothing.
Still, I do think all fights except Vasari-Vasari are somewhat balanced, because Vasari trade the above disadvantages for an immediately secured system if they succeed (they already have a starbase there). They lose something and gain something, so it's more or less fair, even though totally not vasari-style (they are running away from something for 10.000 years and yet they trade speed for securing their conquest? What??)All of this is nice and cool, but screwed exclusively in Vasari-Vasari matchup and only that single one needs a fix.
they could do a system where...1. you can move an SB to another system using phase technology. However,2. It takes a while to do and the orky is actually visible ( and vulnerable) on both ends.3. it costs some money to use the ability and cost ( and time) are proportionall to upgrades(not necesarily linear scaling though. i'm thinking maybe 2 minutes or so scaling up to 3 or 4. takes a while but the Sb can still survive.4. One of the conditions of the ability is that you CANNOT have another Sb in that sytem, AND that any Sb already using that ability to that sytem is considered as "being there"
5. Must have Line of sight to the system.
6. add a researchable ability to the stationary SB's that inhibits this kind of jump in. stationary SB's have a lot more power to commit to inhibiting phase space, as opposed to orky's massive engine requirements.
there. now you can prevent massive phasing abusage.
why don't you just ask another vasari player how they do it? i never hear anyone else have an issue with this.
There are many great features available to you once you register, including:
Sign in or Create Account