The only way the corvette could be more OP is to give the little sob fighters of its own, then it will, as it's done to Heavy/Light/AntiFighter, make also the Carrier frigate not worth building.
You have to get at least 5 military labs to develop your fleet. You must lay out lots of credits, metal, and crystal, then work up your fleet supply. Finally, you build up your fleet carefully choosing what you think is the ideal loadout. 1-2 capitals leveled up to at least 3. Frigs/Cruisers have all their abilities. Ready to go.
But the other player is Tech Loyalist, but it doesn't matter, who built up their economy with 3-4 civilian labs and 2 military lab and you are screwed without realizing it while your titan builds slowly and expensively. Why are you screwed? It is elementary my dear Watson. This player is corvette spamming and with an average supply of 3 and low cost has 70 of the little bastards just waiting. 70 of these monsters are gonna barrel your first capital with 2100 raw damage on the first inbound run. But wait... your pain isn't over yet because as they race off giggling they fire a parting shot each for another 1750 raw damage. If you had some fighters, they aren't in great shape either.
So, careful player with mixed fleet, titan in the works, 2 capitals doing nifty... 1 just got pounded with 3850 damage on first run. Mitigation aside, on the next pass he nails the other capital, then works through your fleet so the mitigation drops on that first capital -then he pounds it and cycles through the targets.
How to avoid being screwed? Don't build anything except corvettes you silly willy.
How StarClad can make the game fun and not Corvettes of a Solar Empire:
Rescale 3x, make them fit between light and heavy.
Boost cost to between light and heavy cruiser, bump armor a tiny bit, boost Hull/Shields 3.5x, change back weapon to light and able to fire on fighters.
Boost Anti-Titan ability % values 4x to reflect that it now takes 1 ships to do what 4 did previously.
Require Tier 3 research instead of Tier 0 for corvette unlock.
These are anti-titan, so let players get their conventional fleets out and play the damn game as they have all through Trinity, even get their titan out and having some fun. Then, bring out the Corvettes. There is no reason to have such a powerful and spammable ship out so early.
Antibomber... because nothing counters them.
fixed
Well a Kol with flakburst and a swarm of fighters can do the job but you won't come out unscathed.
I mean late game critical mass bombers. Once you hit 100 bomber squads, you're invincible in a friendly gravity well and can quickly destroy any high value target in opposing ones.
Fighters theoretically counter bombers but they are so vulnerable to flak that you don't need very many to keep your bombers safe.
I disagree...I think my HW planet will be perfectly fine since bombers can't attack planets....
Hmmm...flak burst is an ability.
Not necessarily...
I've beaten off 150 vasari bombers with 2 halcyons and a progenitor, backed up by 11 fighter squads and 10 guardians. I had 3 vasari fleets knocking on my door..its possible to defeat, you have to really prepare for it though, and hope they don't clump their bombers together really tight. It took a while to take the bombers out, but once the first few waves were dispersed by the halcyons the danger had largely passed.
Until their carrier caps start bombing your empty gravity well.
I'd like to see that replay, I don't know how your Halcyons didn't get sniped unless he ignored PM research. It is possible to deal with them but even in this case you had two caps with the ever rare antifighter abilities. The TEC players certainly aren't just going to have Kols hanging around during normal play, they are only built as a sort of hail marry counter.
Yeah, after you start thinning and scattering them they are much more manageable. But those enemy carriers could have easily just left right then, regenerated their bombers and try again without losing a single ship. They would not have lost anything of economic value on their attack.
Not a problem, that's what my revelations are for...
On a more serious note...
I concur...two instances of lvl 3 TK push would be pretty handy in that situation but that fleet composition has no firepower to wipe out the carriers, and I just don't see 11 fighter squadrons suppressing the production of 75 carriers...after the initial bombing runs, TK push is very unlikely to ever find itself a nice clump of bombers to hit at once...
on the subject of corvettes...
what about removing their self-regeneration? shields can recharge, but the HP you have to pull them to a repair bay or bring healing units online.
Ooh--I like that approach too. You must return to base to have your plywood armor panels repaired.
exactly. strikecraft have their host craft to handle repairs and frigates have dedicated repair crews. What do Corvettes do? get out the spacecraft first aid kit? no!
And... actually, that wouldn't be hard to mod and try... any of the big multiplayer fellows want to give it a shot and report back?
Now that is very interesting idea. Probably wouldn't be enough on it's own, but that sort of creative nerf(which doesn't really affect their ability to dot heir job, just how long they can do it) could reduce the size of any necessary stat nerfs.
Would probably make the advent a little sad though as they are the only faction without much in the way of mobile hull repair(the vasari would be the best off as carrier repair cloud would basically negate this nerf).
Maybe the Advent could have an ability that toggles on their passive repair for short periods so you could slowly micro-heal them.
Corvettes are nice-ish as they are. We just need less of them. As such I strongly advise towards raising their supply cost, or anything with parallel or better effects.
Raising the supply cost does seem to be the simplest most effective thing. If high enough it makes you sacrifice heavier ships for corvettes if you go that way. Just not sure how it will play out.
in my opinion, increasing supply cost reduces early game effectiveness, not mid-late game spam.
however, I'm always for trying things. That is also an easy test to make, so I hope some MP'rs try it out and report back.
As i played Advent Rebels yesterday, i found myself more likely to build those Vespa Corvettes than Disciples. They really feel powerful right now.
Suggested fixes for corvettes (note that a solution may involve multiple fixes):
Did I miss any ideas?
-not listing 'make them dock on other craft like strikecraft' because I dont see how thats anything more than a visual adjustment.
I'd make this statement more general, as increasing the rate of fire too much actually will decrease the DPS these can do to a single target due to the time difference between weapons firing and flybys...
Sins math is sooo confusing.
i wish i majored in mathmatics so i could do my thesis on the mathmatics of balancing this game.
@ goa and seleucia
I don't have the replay, it was right around the first entrenchment patch and my computer harddrive failed and I had to get a new one. This replay wouldn't play if I did have it because the replay function of the game doesn't replay old pre-patch/expansion games.
It was an epic game where my two vasari opponents won their 1v1 matches slowly but surely, while I held the line against 3 fleets at my HW. Its the most epic game i've played of sins to date... I believe the other two players were DT smurfs.
Anyways, its not like people can't defend against large groups of bombers... Its not like what i'm saying is an amazingly impossible feat. LOL.
@ pbhead
lol.
That's entirely possible. I saw something not long ago where some researchers got time on a supercomputer to prove the minimum number of Sudoku clues. They submitted a paper and everything. The thing with math is that it doesn't matter what you are studying... If you've proven something no one has proven before, it's important and will apply to other things... eventually.
Midgame corvettes become useless. If your opponent spams them, all the better.
On the other hand, a raise to 3 points will reduce their numbers when they are too many, in the first stages of the game.
There are many great features available to you once you register, including:
Sign in or Create Account