So I've heard a LOT of complaining lately, either online or in the forums about how Scouts are just too OP against LRFs and need to be nerfed because they shouldn't counter LRFs the way they do.
What people seem to fail to see is that if you take Scouts out of the equation, the only other hard counter you will have against LRFs are Fighters.
There's 2 problems with this situation:
1. Getting mass fighters early is hard because Carrier caps are expensive (not to mention the research required) AND getting Carrier Cruisers is also expensive and requires research. Massing fighters early against Long-Range Frigates is a joke solution, and can only be done mid game at best.
2. Fighters are probably the easiest countered unit in the game. Flaks rip them to shreds in no time. Halcyon Carriers and other cap ships have abilities that take them apart with ease. Even other fighters do a decent job against them.
Fighters are just NOT a realistic solution to mass LRFs. I know on paper it sounds good to you guys but every unit needs at least 2 counters, and if you remove Scouts from the equation, LRFs would reign supreme early game.
I really don't see what all the fuss is about anyways. Do people think LRFs should be uncounterable just because they beat Light Frigates?
Honestly, I don't see the problem. If your enemy is massing Scouts to counter your LRFs, you can mass Scouts back or get fighters later on. Flak Frigates also do the trick (so I'm told). Another thing to consider is that Scouts absolutely SUCK at anything other than LRFs and other Scouts. They do horrible damage to cap ships, buildings, LFs, Cruisers, HCs, everything. If your opponent masses Scouts you should be happy, because they just spent a bunch of money on something that only counters one thing.
I think people are just getting on here and raging because they can't just instantly win the game with LRF spam.
Fighters are not a realistic solution against LRFs and light armor, especially because their targetting system ALWAYS focuses bombers first, which means half the time LRFs won't even get focused.
Now granted, Vasari's Scouts suck, but hell, that's nothing new for them, most of their units do. I honestly think we need to leave Scouts alone or else LRFs will rule the multiplayer battlefield with no way to be countered.
Discuss.
There will be a point when enough is enough and nothing more will be done. That point will likely be after diplomacy comes out and there is no more money to be made off the product. Balance tweaking is not going to be a forever thing. They currently have incentive to change things still. That kept in mind there is no pleasing everyone. There is always going to be someone bemoaning the state of the game. The strive for perfection is fine and dandy but no one will agree on what is perfect. Look at this present discussion. There are always gonna be people who think one unit or another should be stronger when others think it needs weakened. There are also those that think things should be left at the status quo and change will only muck up the works further. Such is the way things are.
[_]-Greyfox
Wingflier, this is a game, not medicine. Lets not try to compare houses to peanuts here. This game has been around for a few years now, and its gone through a number of balances thanks to the efforts of people like Darvin and Raging Amish. But they accomplished their goal, they might not have met every expectation. But through their efforts they were able to bring the game far closer to a true balance then ever before.
But the community has been down this road and back again. They see something getting exploited and they post a million threads on the same subject til the Devs come in and give them what they want. Not a month later they have found that the last nerf/buff gave another unit too much power over the others and now their dealing with another exploit. So they go back to the threads and post another million (obviously exagerating) threads demanding change. (not Obamas Change, thats another subject) So once again the devs come back in and give the community what it wants....ONCE Again they find another exploit (just so you know these exploits are normally found by the Pros themselves and then introduced to the community as a whole via smurfs) eventually the devs make so many changes the game becomes unbalanced as a whole. And then people like Darvin and RA come in and do the math and propose a rebalance. The community rallies and the Devs once again give us what we want. At this point, I dont see how nerfing/buffing Scouts and LFs will do anything other then open the door for another round of LRM Spam.
Guilty
Backtracking a bit, and hopeing to clear things up.
Scouts WERE BUFFED way back in 1.1! Their damage was doubled against 4 types. And at some point, the Devs even made comments that they wanted to give scouts a bigger role, including minesweeping. It just took people a long time to believe they could be effective against anything.
The reason I feel the current scout/lf spam is a problem, is because it is a mindless strategy. No labs, no strategy, no fun. Just rush the opponent with basic units befor he can do anything else, and win, no real recourse. I also believe that, the Advent scout (& LF, then LRF), is the primary problem.
(Specific buff details: "AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%. ")
Edit: As Cykur points out below, by accident, I copied the buff for flak/AntiVeryLight... instead of the buff for AntiLight, which includes the same changes.
AntiVeryLight is Flak....Scouts do Anti-Light damage. The specific change you are referring to is back when Flak got a damage nerf across the board so they weren't slaughtering fighters, but they got a modifier boost against some of the heavier armors so they weren' useless against other ships.
Scouts were always pretty effective as an LRF counter. Raging Amish used them against me back in 1.05 and there were discussions about the effectiveness of massed (Advent) scouts way way back in the day.
I think in the early days one of the biggest reasons scout armies did not get used was due to the uncapped damage ability Malice being immediately available. Malice has been capped for a long time, of course, but then we moved into the age of strikecraft supremacy, and fighters just tear Scouts a new one. Now fighters can be countered, the only uncapped damage ability is Missile Barrage, which is level 6 and avoidable (not counting starbase abilities), and quite simply, the level of refinement of online play is at the point where it is now the age of the scout. Quick Start also has a lot to do with it -- scouts build so fast that it allows you to immediately convert your cash into a small fleet, rather than use it to build advanced structures or ships. Before quickstart, you were building 1 ship at a time as cash became available (in early game).
Bottom line, Scouts have serious limitations, but skilled players can use them effectively to get an upper hand before you can progress far enough to make their scouts obsolete. I can play any race, but I tend to favor Vasari. Vasari don't really have much of an answer to Advent or TEC scout spam. And building defenses is not an answer....if someone puts you on the defensive with scouts before you can expand, you are pretty much done.
I think scouts should still retain their abilities to fight LRF...I wouldn't want to see them nerfed stat wise (maybe a little for Advent scout's health). I think they just need to be a bit more expensive, say 250 cr and take 3 supply. This would put them more in line with Vasari scouts for cost. They could still be spammed to counter LRF, but their cost and fleet supply would be a bit more in line with the value they bring to an army. I think they are just too dirt cheap for how effective they are currently.
Dang it. I copied the wrong line. It should be:
So, scouts were actually buffed as well. But not specifically against LRFs, altho medium does include LFs.
BTW, I agree with Cykur's comments. And I also, primarily have a problem with Vasari against Advent scouts/LF.
Well there you have it, they were buffed. This would be another factor that contributes to the current state of things, in addition to what I mentioned. I have old memories of scouts being used to counter LRF, but this explains why I have NO memories of 30 scouts trying to take down my capital ship.
Hear Hear. Cheers mate
We're talking about turning an incredibably pathetic multiplier into a pathetic going on bad multiplier.
I think I understand where the sentiment is coming from, I just disagree. Pushing back a lf/scout spammer isn't hard. The most effective counters I've found are:
1. Buy a second cap early, a carrier cap specifically, or potentially a battleship. I prefer the carrier because it comes with fighters early which absolutely maul scouts. Quick start thankfully makes this a viable option. One adjustment I've made to my play is I don't scrap the capital ship factory immediately. I get a look at my opponent first, then either build a second cap or scrap it then.
2. Pure light frig fleet or the later game hc fleet. Either works.
3. Since this guy is almost guaranteed to hit you first, I like to build a repair bay with 2 or three turrets around it before he gets there. LF's and Scouts are pathetic against buildings, and the repair bay heals your cap(s) if he tries to micro one of them away (which by the way lf/scout fleets suck at).
4. Good Ol' Fashioned starbase works too if that's your think. LF/Scouts suck against these
I feel this is more linked to the fact that skirmishers and navigators both have stats that not only pale in comparison to their counterparts, they're god awful. The fact that Assailants come out so early isn't enough to make up for this falacy.
I can agree with this sentiment somewhat. Advent scouts need a health nerf. That I definitely agree with. I'd like it to be ballpark 25-100 health. Honestly I feel the current balance of the TEC scout is ideal, and that the navigator needs a buff.
I wouldn't mind seeing a 10-20% cost hike, but I would mind changing the ship slots, purely because that would requre rebalancing of the scouts overall, and I think there are simpler answers.
Am I the only person who sees the lf/scout tactic as counterable?
I am very hesitant to go and nerf scouts. I agree the seeker needs a nerf. No arguement, but I feel if scouts go away as a viable counter ( and by the way, viable doesn't mean just barely pulls it off, hence why I like the current balance of the tec scouts ) then we go back to the olden days of "spam lrf with a little flak".
I will defend scouts to the death because of that. I have waited 20 months for this game to finally get to a point where I have yet to see a strategy that isn't counterable (ok, i'll revise that, I mean lrf spam is no longer god and if I'm TEC or Advent early, I haven't seen a strategy that I truely felt there was no answer for. If I'm Vasari I'm still getting raped by Illums.
I will agree about the Seeker. Not about the Scout. Not about the Navigator. As a matter of fact, I think the navigator needs a pretty decent buff.
I really think there's almost an exponential drop off of how effective scouts are as the game progesses. I don't want them nerfed overall because I think that will bring back lrf superiority.
I get why this strategy is annoying. It comes out so early that HC's aren't an option. It has scouts, so LRF's aren't an option. It has light frigs, so flak isn't an option. You can try to fight rock with rock, but that's not really countering.
That leaves building pure light frigs simply because the scouts don't do jack to lfs. And getting a carrier cap. Seriously, try it next time you think someone is gonna try this (albeit, simple) strategy.
I'm not really talking about the Vasari Navigator...as I suggested bringing the other "scout" class ships in line with them. I'm talking mostly about the Seeker, but even the Scout is a good deal at 200 cr and very fast build speed. I don't think having all races scouts at 3 supply would hurt them. The only reason you think the Navigator needs a buff is because you like playing these games out with tech 0 ships.
I am with the group of people that is annoyed by the fact there is not much reward to teching up and using mid-game ships.
It wouldn't require rebalancing the scouts...it IS rebalancing the scouts. I think the stats on Seekers and Scouts make them just fine to have at 3 supply slots. A Seeker is almost as tough as a Disciple health wise, it just has significantly less firepower. From my experience, Seekers and Scouts do better than barely counter LRF -- they completely suppress them because they are so cheap, build so fast, and require so little fleet supply. If someone had a mature fleet of Illuminators, scouts would counter them in sufficient numbers...I think you yourself talked about using 200 Scouts to fight a fleet of Illuminators. I know 3 supply scouts can still fight LRF because I've done it with Vasari scouts.
And no, I don't think defensive strategies are great to combat scouts. Smart attackers do not waste their scouts fighting on top of your defenses, they just box you into your first few planets and then they tech up and fleet up and crush you at their leisure.
As you yourself point out, a mixed scout & LF fleet counters pretty much everything up to HC's. It kills LRF, Flak, Carriers, and support cruisers. You are pretty much using a Tier 0 fleet to counter everything up to a Tier 5 ship...and of course no one is going to survive long enough to have HC's in sufficient numbers against a good player. Yes, Carrier Caps are the best defense...so lets all build Carrier Caps so we have a chance.
You complain about LRF spam, and I agree, it was an issue, but frankly I don't find it as offensive as this. I still think 1.10 was one of the best balances, even if Carriers were a wee bit too tough...simply because EVERYONE had equal access to strikecraft. And I absolutely wrecked people a few times who used carrier fleets against me by hitting them with LF's, so it isn't like they weren't counterable either.
I don't think Scouts stats should be nerfed...they still need to be usable ships. But I do think the Advent and TEC scouts are too cheap, build too fast and take too little supply.
I think this is a damn fine point that Cykur made. This may not even be an issue in "normal" start. If it isn't, then play normal start if you don't like the potential of a scout spam.
Any balancing or rebalancing of the scout should NOT be around the quickstart option. Hmm... said another way, the game should not be balanced around quickstart.
I think Normal start games add a bit more strategy to the early game, but Quick start is somewhat of a blessing in cutting 5 fairly uneventful minutes off of long games. Not playing Quick Start will probably cut down on the times when 20 scouts roll up on you a few minutes into the game, but the cat is out of the bag and scout fleets are here to stay based on current game balance.
I think you may be onto something here Cykur--fix the problem by increasing the cost and fleet supply of the scouts.
I've been trying to point this out to explain why starbases are not the solution.
Actually, a swarm of LFs will take down HCs. Your 5 or 10 (five military lab and expensive research) HCs won't stand up to 60 (zero military lab and cost free research) LFs focus firing on them one-by-one.
A couple relatively inexpensive flak frigates will neutralize the carrier caps.
This is how I feel about it. I just think it's ridiculous seeing the fleets full of 80 scouts and 60 LFs. Also, it more or less removes Vasari from the game as a viable race IMHO. I'm glad that a player of your caliber who is well-respected throughout the community agrees with me on this one.
I like your solution to this problem.
I agree that quickstart allows you to have an instant fleet but even without quickstart one can still mass scouts faster then other if one wishes too.Even at 15 cred sec income you can still pump out scouts and if other player doesnt then outcome would be same.Metal and crystal would remain near the same so lf would pump out retty fast too.
Damn't. I didn't stuff it in the bag long enough.
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