Analysis of late-game Entrenchment Advent defenses

Okay, so I've been playing a large game since Entrenchment's release and been attacked by pretty much everything (sometimes by 2 AIs at the same time, same planet) to arrive at the conclusion that the Advent defenses with all the Entrenchment changes are a bit *too* powerful.

There's little bits and pieces that, on their own, don't pose much of a problem. But when you add all of them together, it becomes incredibly difficult to knock out fully built up Advent defenses.

The little bits and pieces:

- Hangars grant 750 shields and 4 hp/sec shield restore.
- Beam turrets grant shields per nearby turrets to another +1000 total.
- Beam turrets now have increasing shield mitigation (hangars keep at 15% base)
- Shield tech research and culture research increase max mitigation by 10%.
- Transcendia's Mass Disorient/Meteor Storm combo.
- Research for +10 tactical slots per planet.
- Reduction of all ships' damage against MODULE armor.

When you combine all of this, you basically have 20-30 (depending on how many hangars you want) beam turrets, each with mitigation reaching upwards of 70% and 1750 shields (not to mention ~3k or so hull and fairly high armor) and shield restore of 4/sec and hp restore of 30/sec from repair bays. You then have Transcendia's Meteor Storm which outranges even the Ogrovs.

That means the new designed counter is not very feasible. An Ogrov does 900 damage per shot. At 70% mitigation, a turret will take 270 damage. The more Ogrovs you bring, the more damage they do but those guys all die after 3 meteors (or 2, when rank 2 is fixed to deal 750 damage instead of 500). The hangars' shield bestow range is large enough that they can be kept out of reach of Ogrovs/Adjudicators and still provide 750 shields and the shield regen. The Adjudicators do much worse, because they're designed as a constant rather than burst DPS and even though they can attack 5 structures at once they will take much longer to destroy them. Both the Ogrovs and the Adjudicators become nullified by Meteor Storm since they can't attack outside its range.

And with the turrets being as sturdy as they are now, a fully build up defenses cluster can survive an incredible amount of punishment. I've only lost 2 Transcendias in my current game. One was at a wormhole and I noticed too late that the enemy fleet had 11 Ogrovs, and the Meteor Storm was auto-casting on heavy cruisers up front instead of them. I noticed when it was down to 5k hp and no shields, and if I noticed earlier it probably would've survived because they all needed one more meteor toss to all die. The second was when I was attacked from two sides at the same time by two AIs and could only throw meteors at one side. The starbase was eventually overwhelmed by bombers, but the beam turrets were holding everything off until I built a new cruiser, flew it 3 jumps, rebuilt the starbase, and upgraded it with meteor again (first upgrade). At that point, there wasn't enough of either enemy left to put up much of a fight.

Thus, the *only* feasible late-game counter to decked out Advent defenses is a mass of bombers covered by fighters. Their hangars take a lot of tactical slots and starbases need their meteor upgrade to beat back defense busters, so fighter cover is their weakest point. But with bombers alone it takes an incredibly long time to kill everything, which just means more time for the defense to get there.

So, solutions. I'm not going to propose anything too drastic, because it's no one thing that gives the Advent this huge advantage, and so I'd rather make a few adjustments in a few places:

- Drop the max mitigation on the beam turrets so it caps out at about 40-50% with research (so, 30-40% base).
- Decrease the range of hangar shield bestow, so they have to be built closer to the front turret line and thus be in more danger from defense busters.
- Possibly drop shields gained by beam turrets to a max attainable +500, for a total of 1250 with hangar, down from 1750.
- Increase the cooldown on Transcendia's Meteor Storm to allow for more balanced fleets keep up their ships longer. Longer cooldown means more time for Hoshikos to throw repairs on Ogrovs. Vasari Repair Cloud for their ships and Advent's AE shield restore will also have a bit more time to patch up their ships.

I'm not suggesting increasing or decreasing the damage of anything, especially bombers/defense busters vs MODULE armor, because shield mitigation and high shields are what gives the Advent this rather unique but huge advantage. TEC and Vasari defenses go down much, much easier so I don't want that thrown out of whack and made even faster to die.

Thoughts?

185,570 views 104 replies
Reply #1 Top

As an TEC player vs Advent I have to say yeah. They are crazy tough to crack. Ive not had problems due to the fact I can our range them. My flagship is always the Akkan. The 25% increase to range allows me to use Ogrovs and Javlins to destroy structures with ease. Ive not had the AI focus on my Ogrovs so I dont know if the range is to big. But I do have to say their shields are crazy. So I would have to agree with the drop in mitiagtion and max sheild points.

Reply #2 Top

I don't have the Entrenchment game info at work.. does the Akkan's range bonus allow Ogrovs to out-range meteors? Meteor range is 15000, I think?

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Reply #3 Top

Looks very good annatar. You got my vote.

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Reply #4 Top

used to be the other way round, orgovs out ranged pretty much everything i think, devs for some reason elected to reduce that :S:S:S

Reply #5 Top

Well, it's not inherently bad that meteor can hit the Ogrovs/Adjudicators. I think there are some good reasons for that. The Advent's only defense against bombers is their own fighters because their hangars don't get any anti-fighter abilities. So grabbing Meteor Storm doesn't allow the starbase to have a very high fighter complement, making the whole grav well much more vulnerable against bombers. Grabbing fighters for bomber defense leaves them much more open to the Ogrovs and Adjudicators. And meteor itself doesn't do enough damage over the short term, but because it takes so long even for a beam turret to die (not to mention the Starbase), eventually the poor Hoshikos just get over-worked. That's why I suggested a slight increase in meteor cooldown so they have more time to throw some more repairs around. And for Vasari/Advent some time to recoup a bit of AM so they can keep their AE repairs going for longer through lots of meteors.

Reply #6 Top

Did you guys take into account the fact that advent is at a huge disadvantage in defending the planet? You can go around it and kill the planet and it cant do a thing bout it.Dont Ogrovs outrange turrets?Why do turrets need nerfed?

Reply #7 Top

As far as I know the Ogrovs have a range of 12,000. So at 25% that would make it 15,000. If my math is right that would still be in the range of the starbase. But you could also factor in the Increse missle range for TEC which if upgraded to all 3 lvl it adds another 12% range increase. So you can with TEC out range it. BUT Advent cant.

Reply #8 Top

Quoting MindsEye, reply 6
Did you guys take into account the fact that advent is at a huge disadvantage in defending the planet? You can go around it and kill the planet and it cant do a thing bout it.Dont Ogrovs outrange turrets?Why do turrets need nerfed?

And when the starbase upgrade to prevent planet bombardment while the starbase is up is fixed?

I think you missed the point of the analysis. It's not Ogrovs vs turrets. It's the whole deal. Repair bays, hangars, turrets, starbase. It doesn't matter if the Ogrovs outrange turrets if they get a meteor dropped on them anyway. It then becomes a question of how long the Ogrovs can stay alive to do a good deal of damage, and it's not all that long.

Reply #9 Top

As far as I know the Ogrovs have a range of 12,000. So at 25% that would make it 15,000. If my math is right that would still be in the range of the starbase. But you could also factor in the Increse missle range for TEC which if upgraded to all 3 lvl it adds another 12% range increase. So you can with TEC out range it. BUT Advent cant.

Good points. Then again, the Advent has it easier than the TEC with the Progenitor's AE shield restore. Even if they're in range of the meteor, their shields can get back up a few times.

Reply #10 Top

Thats true. Dont forget the Celios though, with embolden. Help survive those meteors to get those last few shots off.

 

And the advents Guardians Im sure negate alot of the meteors damage.

Reply #11 Top

Depends on how many ships get hit, for the guardians :P With 33% damage transfer a guardian takes 166 per ship that got hit with a meteor for 500.. 10 ships is 1660 shields gone. Goes through Guardians pretty quick, that way.

Reply #12 Top

Ah, well I learned something new. I just assumed guardians would help. Im not an Advent player. But I guess it would help you get a few more shots off with the anti structures ships.

Reply #13 Top

Well, they do help, but not forever. There's also some finer math, like the shield damage the "main" Guardian would take (since the buffs do not stack) is also reduced by 33% by a second guardian, and so on. But, that's basically the main issue with all of this: the new Advent defenses are not completely invincible, but they take considerably longer to die than they should.

Reply #14 Top

Maybe a longer cooldown for the meteor would be the best option as you suggested. Or reduce the range a bit to 13000.

 

Reply #15 Top

has evry one fergonten the novolith two or tree is all you need to start killing planet's  more and your away }:) :borg:

Reply #16 Top

Novalith isn't really relevant, since you can't colonize and hold a planet you bombed with 45 point defenses + a starbase around it. The other two superweapons are much more relevant, however :P Building disable for the Kotsura, and culture denial (-6% mitigation) and friendly damage bonus would both help deal. Though other than stopping repair bays from working, the Kotsura doesn't really speed up clearing the field very much.

Reply #17 Top

i would say that the advent defense being tougher is justifyed because even if they take longer to die they dont have the same offensive abilities as tec meaning they also take longer to kill something

Reply #18 Top

they dont have the same offensive abilities as tec meaning they also take longer to kill something

What offensive abilities are you talking about in particular? Defenses, ships?

Reply #19 Top

Since the novalith has been brough to the topic. It needs a rehaul. I rather it do something while im fighting than nuke a planet. Late game it not very useful.

 

Anyhow back on topic.... The TEC have really 1 clear advantage and thats Econ. They can produce ships at a alarming rate if you let them. TEC does have the best anti structure ship in the game vs. Starbases. But other ships they have are not the best.

Reply #20 Top

well like tec gun have diiferent weapon attachments to increase damage output

and i think tec hangers have flak

advent only has sheilds and a small increase to damage output so enemy ships can loiter longer

Reply #21 Top

Quoting firath, reply 20
well like tec gun have diiferent weapon attachments to increase damage output

and i think tec hangers have flak

advent only has sheilds and a small increase to damage output so enemy ships can loiter longer

Exactly the extra shield buffs is equivalent to flak or phase sc. Advent has no anti sc except what they build. tech and vas have it as long as structure is there which is a big diff since build rates got lowered.

Reply #22 Top

i'd say bump the range on the long range cruisers all around. adjudicators, at least, have pretty much the same range as vasari SB...and don't say just keep just out of its range, because when you try to pull back they have to move forward to turn around.

i think it kinda makes sense for meteor to have long range because all the SB really has to do is give the meteor a push...so the meteor goes the rest of the distance.

- Beam turrets now have increasing shield mitigation (hangars keep at 15% base)

so...either beam turrets need to lose it or hangers need to get it?

Reply #23 Top

I have a few comments.

1. First is that there shouldn't be a consideration to nerf or buff anything BASED ON TESTS AGAINST THE AI.  You have to test against real people, preferably good people.  Lots of good people playing against lots of good people is the only way to ferret out any imbalances or OP-ness.

2. If we have to err on one side or the other (and trust me, we usually do), I would rather err on the side of OP defense.  For one thing, this game has had too much in the way of piss-poor defense for far too long (something this expansion was supposed to fix).  For another thing, the name of the game is "Entrenchment."

3. I think there needs to be a heck of a lot more play testing before anything definitive can be said on this (or any other issue).

Having said that, you are certainly well within your rights to post your concerns.  I suppose my concern at this point is tweaking the game before exhaustive play testing and what not has been conducted, and exhaustive debate as to what to do (if anything) has been voiced.

Reply #24 Top

1. First is that there shouldn't be a consideration to nerf or buff anything BASED ON TESTS AGAINST THE AI. You have to test against real people, preferably good people. Lots of good people playing against lots of good people is the only way to ferret out any imbalances or OP-ness.

Irrelevant. Amount of time needed to destroy the same defenses with the same ships isn't going to change drastically between AI and a player. A fleet's damage output is a fleet's damage output. It also isn't going to change anything if the only way to safely break Advent defenses is with mass bombers, when carrier spam has been a major complaint from the MP crowd. There are some tricks a player can pull off that an AI can't, but at least some of them make little difference if you can't stay out of meteor range.

"Boo it's an AI" argument doesn't really apply here.

2. If we have to err on one side or the other (and trust me, we usually do), I would rather err on the side of OP defense. For one thing, this game has had too much in the way of piss-poor defense for far too long (something this expansion was supposed to fix). For another thing, the name of the game is "Entrenchment."

So, first you say that it has to be left up to MP playing against people, and then that it's fine if it takes too long, even though the other major complaint about MP is that games take too long?

3. I think there needs to be a heck of a lot more play testing before anything definitive can be said on this (or any other issue).

Having said that, you are certainly well within your rights to post your concerns. I suppose my concern at this point is tweaking the game before exhaustive play testing and what not has been conducted, and exhaustive debate as to what to do (if anything) has been voiced.

My word isn't law. The reason I posted it here is to have a discussion. I'm perfectly fine with people disagreeing with me, but if you do try to at least put as much thought into your reasoning as I did into the OP, without trying to brush it aside by saying it's against AI so it doesn't count, and contradicting yourself. ;)

Reply #25 Top

Agent on this one Annatar has a point and a big one. His word isn't law but it has a heavy weight since he knows what teh hell he is talkign about. Also from my knowlege of the game I can see this as being a very big problem as just from what Annatar told me i can already come up with ways to exploit this. What he mention is a major game breaker. And what he proposes makes it still very strogn and powerful and a real pain to deal with but not imposible. They are things that most people will not do as advent to that this even stronger then what Annatar said but i know i can make it into and unpregnable forteres.