Finally had a marza missle barrage me. Strangely enough, in a couple hundred games played (online), I've never had it happen. And since I don't play TEC, I've never used it before.
I was advent, playing against a TEC. He attacked me at one of my planets (all lrm, basically). I had a larger number of illums than he had lrm, and pushed him back - he took pretty big losses from my recollection. I then pressed ahead and attacked him. In waltzes his marza with some lrm. I still outnumbered him (with superior ships, no less) but all of a sudden my entire fleet went "poof" (30-something ships, from recollection).
Yeah, I'm pretty sure that the ability to press a single button on a capship with one finger, while picking your nose with the other, and be able to evaporate a superior fleet... should be considered just a *LITTLE* bit OP. Just a little. Someone will say "but you can disable it or avoid it!" Boy, what a false choice! So all he has to do is pick his nose while pressing a button, and all the burden to either "disable" or "avoid" is on me? Now how is that anything close to "balanced?"
Boy, is that shit ever broken. They ought to nerf the hell out of that crap, and nerf it good. In fact it should have been nerfed ages ago. A superweapon, which takes a ridiculous amount of credits to build, all said and done, won't even do that to a fleet.
Great point. MB is an obscene abomination of balance. Its power is like an extremely poorly designed mod.
Subverters, RA and malice, the Revelation, dominas and the Maruader should get a boost. Alot of these units got overnerfed yet MB is waaaaaay more unbalanced and yet it goes untouched.
This topic had been beaten into the ground. People requesting a nerf, then other people requesting a buff. Lets just leave a message for the devs and move on.
Personally I don't think MB is overpowered, especially since I can't think of a better way to shut down an Illum spammer as TEC. The way I see it is if an Illum spammer wants to charge a lvl 6 Marza without anyway to destroy the Marza or stop it from channelling, his fleet deserves to be destroyed.
If you want the tips for killing Marzas and/or halting its ability, there are several posts about it. I would recommend reading them just as you would a post to counter any other of the many ships in SINS. As it so happens, Advent have the best and most counters for Marzas, so learn em and this won't happen to you again.
Another thing about it is I never see posts requesting nerfs to other fleet annihilating abilities like Final Protocol, or using repulse with Mass Disorientation.
Truth is every race has their own "OP" vessels, and if you check the forums closely you can probably take a guess at what they are, but they balance each other out in my opinion.
The request are not opposite,its about nerfing marza's lvl 6 ability and boosting capships overall.Right now building more then 1 capital ship in first 15 minutes of them game is a madness and building more then 3-4 overall is sort of a fetish(I love to do that)..thats why everyone wants them to be less fragile at least.
NERF THE DAMN MARZA (I'm advent tho,I dont care...BUT NERF IT ANYWAY)
TEC may need MB as an Illuminator counter, that doesn't mean that it isn't far too skill-free as it is implemented in 1.16. The game needs to be refined as much as balanced, to reward skillful play. How about Cielos having to take over the direction of the barrage, so the basic damage is less, but designate becomes a wide area effect ability rather than specific to a ship? Then Dominas could reduce the barrage, without having them interrupt a cap ship- though the Cielos could just be rapidly destroyed instead...
It seems questionable to complain about LRF spam when what a 'battleball' amounts to is the ability to auto-eliminate the use of close range weapons. How about a counter where there is the opportunity to prevent the use of Illuminator beams, then there would be 'skilled' players of other factions as well? The Cielo has almost no armour and only two abilities, and adding 40% to no damage, or missile-only damage for as long as the ship lasts near the enemy close range weapons, is much less useful than the ability to prevent your own fleet taking damage entirely... If it could use its heavy laser defensively, to project an anti-beam deflection 'grid'(?) in an area, it would be a far more useful unit. As it is, its both an ineffective and very high level unit, and only joins an already victorious fleet.
The Mothership and Egg are far too good for coloniser capitals, and though the effect isn't as spectacular as the Marza, it is equally as unbalanced. As JuleTron suggests, perhaps the Marauder and Revelation could be boosted- how about Nano switched with Subversion and Malice with Clairvoyance?
Return shouldn't cost after its been paid for once (nor mines after the cost of the ship)- why not just reduce the rate of the free ships to that of the present discount? Also, if the Cielos get the weapon negation ability that their tech level justifies, Subverters could be somewhat restored for balance.
MB isn't as it should be, but it isn't the only problem with 1.16.
I can't comment on Repulse+Mass Disorientation, but Final Protocol is a one time use ability. You lose the starbase.
personally i feel malice was fine the way it used to be.. you could perhaps make it unlt targets but you could keep the duration down. MB doesnt need a full overhaul. just give it max targets like phase missile swarm which is ESSENTIALLY THE SAME THING.
I like Ascensions's idea abou reducing the total number of targets.
Regarding Malice, my understanding of the situation is that the old way caused lag, so something had to be done about it.
i thought that's why they changed the damage to all be dealt out at the end.
Thats funny cuz I like to build two Marzas back to back right at the beginning. Works pretty well if both of em have raze planet.
You can always build another one, but I've done more damage to an opponent with that than with missile barrage, because missile barrage is more surviveable. Not saying Final Protocol is cheap or anything. Anyone tried repulsing the Marza away? Detonate Anti-matter, Reverie, Repulse, Ion Bolt, Phase Out Hull, Heavy Cruisers, Carriers, Sabotage reactor, Steal antimatter. Lot of ways to counter the thing. So while the devs are working on the new patches, just learn the counters and it won't be a problem.
I do think the Vasari need a better way to stop it, as the only thing thye have right now is the Marauders Phase Out Hull. I think that Distortion Field ought to get a little more range, and be able to effect Capital Ships, but for a reduced amount of time based on the ships level (ie a lvl 10 would be disabled for only lik 3 seconds, while a lvl 3 might be disabled for 15 seconds.) Either that or an added effect to the LFs interference ability.
I agree, that sounds great to me. I also heard someone suggest make gravity bomb interrupt, which I think is also a great idea. It makes sense considering you just jacked their systems with an a**load of instant gravity. Disable abilities, no, but interrupt abilities, yes.
The Marza is just superior nerfing would be impossible, it like asking sins to nerf the illuminator vessels
The only problem with that is making an already powerful ship a lot more powerful I say augment less useful abilities (like interference) to give them more relevance
yeah the Marza is broken. It's UNIQUE bc its a faction-specific, no-cannon, no resource, "super-weapon." Sure, you can counter it (MUST counter, no choice) but sometimes you don't have the antimatter, particularly if you need to jump multiple systems, and sometimes they go for 2 marzas (why bother with anything else? it's not like YOU'RE the one needing interrupts, and marauder and akkan suck in comparison); Any encounter on their part, they risk losing 100+ UNITS in 20 seconds to 1 unit if interrupter isn't in position AND has anti-mater AND it's not on cooldown AND it's activated in time to make a difference AND if he doesn't have to interrupt TWO or THREE lvl 6's, which together will wipe a fleet easily with minimal support needed. on med maps, lvl 6 isn't hard, particularly after getting the first lvl 6 and feeding others XP).
Reverie, Radiance's interrupt, etc, all have a CD. but if the battle goes for a few minutes, then if you take your eyes off the battle for even 10 seconds when a lvl 6 Marza is in the ring, you risk losing everything in an AOE to MB+support fleet. "overpowered" is relative and it's overpowered. No question, no discussion needed. Too bad other TEC ships besides Kol suck as bad as Advent's Revelation ship.
I play TEC. Yes it can be countered. BUT, unlike virtually any other ability in the game, it MUST be countered. Yes, I enjoy TEC and having that "I win if I push this and they can't counter it immeidately; if it doesn't work out NOW, it's on cooldown for 4 min and we'll try again then." or, if frustrated, I'll just use my 2 lvl 6 marzas, kill the planet and clear defenses (thousands of resource points) in a minute and a half, and run somewhere else.
if you're playing a multiplayer game with team allies, the simple fact that one player is TEC means that all others need almost have their capitals selected for them because Marza's is so broken. 2 Marzas, with just the "Raze Planet" ability, can chain that to eliminate an asteroid or 1500 hp planet in under 20 seconds and just leave. MB makes them fleet killers BUT perhaps more importantly, LARGE AOE orbital structure clearers. That's thousands of credits/resource lost in 20 seconds, price of another capital ship (ie. a counter). You get 2 Marzas (why get anything else if opposing players MUST counter or lose the on-site fleet?) up to 6 and they're screwed if you can move them around the map effectively, since they kill planets/fleets/defense QUICKLY, and with almost no effort required.
I stopped playing this game a while back because Dark Fleet was so broken. It seemed teh DEVs stopped caring. You research RA, and game was over bc people build multiple phase gates on their planets. No need to worry about econ anymore. No need to hardcore research military tech. The game was fun before me and my friend discovered that RA- sure it doesn't guarentee victore EVERY time, but it was game-breaking- made the whole tactical/strategic thinking part of the game a dead issue. Hard tech to RA, then send masses of free units everywhere/ scuttle for resources.
Marza's just as gamebreaking. Maybe not just one Marza, but multiple. They can wipe out bases before fleet defenses get there, for massive resource damage. They can wipe out fleets if not perfectly timed with an interrupt. And if you have 2 Marza's, you can count on one to go off, and in 20 sec's deal 100,000+ damage for 150 antimatter routinely. That can mean tens to hundreds of resource points damage over 20 secs for 150 antimatter and a cooldown. It's as bad as RA, and ruins the game. It's kind of sad, but true.
It's so bad that my friend, who has an older computter andcan run the game but micro is sometimes an issue, refuses to play anymore. If you're tired of TEC auto-Marza pick (egg and mother aren't nearly as retardedly broken. you can't compare 100,000+/20 sec/1 capital ship/biggest range in game, to any of their abilities on med-large maps). If you're WAY too tired of Marza being so broken, you might stop playing and come back after they fix it. Michael and Alex just can't stand the fact that I DO abuse it (it's hard to dode in the hands of a novice, but in the hands of someone who'se played for a year and has always been good at RTS... it's game-breaking), and I stop having fun when I can't pick the Marza for its other sweet abilities simply bc its ultimate is so strong and my roommates got tired of see it used hit/run or interrupt/lost entire fleet INSTANTLY bc you're not TEC. Just come back in a few months and see if the DEVs still care, and are still working on this game and not their next title. RA finally got patched with 1.1, and game was playable; Marza is the new RA needing a hot-fix but didn't get around to it. I CAN and enjoy winning w/o the Marza, but it's too tempting and too easy to use it effectively. Particularly if you're playing with an ally who escorts your Marza with their own CP's with ship interrupts.
It should be short duration burst, NON-intteruptible, shorter cooldown.
If you can't understand why it's so broken, just drop the game and come back when it's playable again. I'm sorry, but that's the sad but best option for those of us with a precious premium on our times. This game is supposed to be fun, and do that it needs to be fixed from its present broken state.
Personally, my friends don't have the patience for dealing with something like this that should've been patched ages ago, with other areas changed to compensate. If you don't have the patience for things like RA abuse, or Marza spam abuse, then stop QQ'ing and find another game to play that has something that actually resembles faction balance. There are dozens of titles out there. That's what I did until 1.1 came out, nad and I don't regret it at all. My time is precious and so is my patience.
Personally I think they're working on Sins 2 or some other new project. Updating Sins is not profitable anymore, and will be even less so over time in comparsions with producing new title. Balance issues? doubt they care as much anymore. You've already bought the game, and spent time on it. You've done your part to support Sins. So find another game until Sins 2 comes out.
~Tai
ps. for those still playing, use MB while you see half their fleet get there and before their CS's reach you; if you or allies can see which ships are entering system, you can see which ships can interrupt and are still in phase space. Intel is key.
1. If CS with interrupt arrives first, focus fire with everything on it until it either changes directions and can't use interrupt, or dies. Then MB and destroy their fleet.
2. If fleet arrives before CS, then MB and destroy everything you see bc they can't do 180 turn and phase jump out in 20 secs. which is their only option, bc there's nothing you can do w/o an interrupt.
let the fleet you have with you mop up what doesn't get insta-killed. easy tactic. almost impossbile to counter this stupid-easy counter-counter counter.
one of the keys is to abusing MB is to watch for which ships are arriving first; they won't all arrive at the same time. if you have half a brain, they won't have a chance to use their interrupt bc you're specifically expecting it and timing it so that they don't have a chance.
it's not balanced, it's over-powered, and it's easily abused, but you also have an obligation to play your best game. so, whatever. pick multiple marzas, hit lvl 6, use it to seige or button-press destroy 100-1500 fleet pts of ships.
If you're going to take 4 hours to play a game, might as well win it, and Marza's the way to do it bc ANY failure to interrupt it immediately (even half duration = you lose fleet to clean-up crew) means a TON of XP for you and any CS with you, and EXTREME, completely UNPARALLED resource loss for your opponent every 240 seconds/ship. and everyone who plays the game for long enough knows it. for those w/ a decade of rts experience, this is really, really obvious and really easy to execute in comparison with other games.
Enjoy
Really, I'd have favored it if it was left precisely as-is damage wise, but turned into an AoE attack similar to the Radiation Bomb/EMP - targeting every ship within a certain radius of where you open fire. A close-packed 'battleball' would at least be forced to break ranks; this alone could be seen as a strategically advantagous use of the thing.
Bonus points being that hostile fleets can hopefully scramble out of the way; while leaving it entirely capable of nailing pinned down forces/forces trapped in a PJI/demolishing massed defenses.
If the TEC require such an insanely unbalanced ability to counter illums, then there is a very serious balance problem somewhere. MB has infinite firepower. That is inbalanced.
That is such a sublime statement. If there really is such an imbalance with illuminators, I would definitely be up for rebalancing them. Of course, I'm game ONLY if there is an actual imbalance issue. I don't particularly care if people are just tired of fighting off a challenging advent.
I like the idea, BUT, if frigates have the ability to interrupt capitals, then I fear that no capital would be able to get off a channeling ability.
I heard someone suggest switching nano-dissasembler with the subversion on the Marauder, and I really liked that suggestion. It would make the egg on much more equal footing with other colonizers, and make the weaker Marauder a much more viable capital. If you do this, then making gravity bomb an interrupt is not as big of a deal.
Okay, I want to know a viable counter to this. While I will never like MB as it is, I'm open to the idea that it is not overpowered if I know it can be reasonably played against. HOWEVER, it is ridiculous to claim something is balanced if the only answer to it is "Don't let them get it."
"STFU noob, the game is fine as it is" also doesn't count.
the problem with the counters is this. why does the TEC player have to go get a free capital ship with the potential ability to wipe out EVERYTHING and yes i do mean EVERYTHING in its path with the flick of a switch? the resource cost for you having to BUY the counter not to mention the research and necessary upgrades to diffuse the amt of dmg coming at you if per chance your antimatter isnt up to par yet? it costs thousands more resources to defend against a missile barrage than it does to actually buy it. and how much does this cost based upon today's players? 0 credits. 0 metal. 0 crystal. all that for the ability to wipe out hundreds of thousands of credits, metal, and crystal put into your fleet. now tell me if that isnt imbalanced?
MB is hands-down the strongest ability in the game, regardless of your personal views on the subject. Having a huge range and being able to deliver an obscene amount of damage to infinite enemy targets within that range goes beyond everything else available. If the Marza has any sort of significant fleet supporting it(even if they're outnumbered) then it wins unless the opponent has a hard counter(an ability interrupt). Even then, if they don't notice right away, they might incur 1,000 base damage to all ships.
It can also be used to get some quick level ups for other capitals by taking a short detour to a nearby pirate base and eliminating every last pirate at the click of a button. It doesn't matter if there are 20 pirates, or 2,000 pirates; they'll all die with a single click of a button.
If they keep the infinite target thing, perhaps the range should be cut back a bit, say 25% Otherwise, if they keep that range, perhaps a target cap should be imposed; say 30 ships?
maybe im wrong, but doesnt the "phase out" ability of the antorak marauder disrupt it relatively effectively? or is the MB's range too great?
It works well enough.
However, it also involves building one of the weakest capital ships on the Vasari side to get it... And even then, as disruption abilities go, it's not terribly impressive.
I didn't read all the posts.
BUT KEEP THE DAMN MARZA WHERE IT IS!
The only other lvl 6 ability that can even compare is amistice , in thefact that if you're losing you can retreat you fleet with no further damage.
I do agree that the kol is nice but it's finest hours just doesnt make the cut.
Btw the ydo needa make every capital ship soemthign to be feared, like the marza. There's even a mod out for this purpose. For referene I've had my lvl 8 marzas destroyed in seconds by a player who succesfully cvountered by spamming hosts and like 90 bombers it was dead by half of a full pass and half my fleet was gone by the tiem they jumped.
The marza is a monster, but as it says in the manual IT WAS NOT SCRAPPED FOR THAT REASON!Think about how the lore would've been if this had been set a few thousand years earlier. The TEC would clearly have been xenophobic and relied on such devastating firepower to survive.
The Death Egg is nice but needs that damage to occur instantaneously from the nanites to be compared to the marza.
Cleansing brilliace needs not to be a focused beam but a sweeping beam or an AoE attack for about 5k meters around.
These are jsut some ideas for how to make the caps feared.
The Death Egg needs to do its damage over time because part of it's alure is that it decreases armor, allowing other vessels, especially those with phase missiles, to do even greater damage.
After looking back and getting used to fighting Marzas, I can't really say it's overpowered. It is a very poweful ship of course, but offense is it's only benefit. Unlike most other capital ships, the Marza doesn't have any real supporting abilities. And Missile Barrage can devastate fleets of LRFs and what-not, but at the cost of 150 Antimatter and four minutes of cooldown. Unless you have multiples (Which likely won't happen on your typical Medium map), Missile Barrage is fairly easy to counter.
Again, unlike most capital ships (Especially TEC's), the Marza has virtually no defensive options. Having only a single SC makes it easily countered with Bombers. Compare this to the other TEC capitals. The Kol has Flak Burst and its forceshield (The latter also helping against phase missiles), Sova gets several (stronger) SCs, Rapid Manufacturing, and Missile Batteries as a distraction, Akkan has Armistice and 3 SCs, and Dunov has Magnetize and can kill animatter with EMP.
I've also noticed that unlike what people say, the Marza is not a single-ship military. If it's to survive and use Missile Barrage, the player needs a pretty large fleet of supporting ships. Most commonly, I've seen at least 1 Dunov or 2 Kols and massed SCs/Hoshikos to keep the Marza alive. So it's certainly not a single-ship military, but simply that particular fleet's offensive might. Of course, this leads to that strategy being terrible if the Marza is destroyed or Missile Barrage fails.
Really, the Marza is a very powerful ship, but not necessary or overpowered. All it can do is kill ships and planets, and not much else. Certainly not up to par compared to the Death Egg or Progen. :/
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