Raging Amish Raging Amish

The LF/Scout fleet, a Response

The LF/Scout fleet, a Response

To start, I'm going to make an arguement that I know a lot of you are going to disagree with. I don't think fighters are an acceptable counter to long range firgates. Why? It takes a dispraportianate amount of effort to counter fighters than it takes to build them. For like 30 or so fighter squads, you only need 30 or so flak. Think about it. 200 ship slots vs. 120? That favors flak heavily.

Fighters to me always have and will always be a wierd unit. They are super weak and die super easily. That to me means they need to be on the move when countering whatever they're countering so they're not in range of what can kill them, which to me says the fighters is designed to counter the bomber. It just happens to be good against other units.

Strikecraft are the only unit that can die, but not have to be fiscally replaced. This leads to imbalance in using fighters against lrfs because if flak destroy the fighters, the person who was using fighters has to wait a loooong time for antimatter reserves to build up and rebuild his fleet rather than build new carriers with new fighters.This gives the flak/lrf user a window of opportunity to deal a knockout blow with the enemy's investment dead and rebuilding.

This is why scouts have to stay. The relationship between fighters and flak makes it so that fighters can't be too strong, because then you have a new spam, but can't be too weak because then the bomber spam would become popular. This means scouts are the only reliable answer to the lrf spam early in a game. Thankfully, there's a big drop off in how effective scouts are later in the game thanks to bad multipliers and poor amounts of dps.

And so it begins............

People seem to hate scouts.....

No, not that kind, although some poeple do.

Gotta love 'em, but not  that  kind, unfortunately

Ah....that's nice...but still no.

You're getting warmer. (Age of Empire II Scout Cavalry)

Ah....there they are.....but oh?  What's this?

People are using these with their scout armies because it's an effective early game fleet that is useful more because these units counter a lot of early game targets but in and of themselves are actually weak units? Whaaaaa?

Seriously though, take a look at this. In green are the two types of damage scouts and light frigs do.

 

  Very Light Light Medium Heavy Very Heavy  Capital
Anti-Very Light 150 75 50 50 50 50
Anti-Light 100 200 50 50 50 50
Anti-Medium 100 100 150 75 75 75
Anti-Heavy 100 75 100 150 50 50
Anti-Very Heavy 50 50 50 50 100 75
Composite 100 150 125 100 100 75
Capital 25 75 100 100 100 100

Now take a look at it again. I'm going to highlight the columns of what both anti-light and anti-heavy units suck against

 

  Very Light Light Medium Heavy Very Heavy  Capital
Anti-Very Light 150 75 50 50 50 50
Anti-Light 100 200 50 50 50 50
Anti-Medium 100 100 150 75 75 75
Anti-Heavy 100 75 100 150 50 50
Anti-Very Heavy 50 50 50 50 100 75
Composite 100 150 125 100 100 75
Capital 25 75 100 100 100 100

 

Scouts and lf's suck against against targets with medium armor, very heavy armor, and capital armor. A carrier cap, light frigs early, and some heavy cruisers later (if the idiot is still making them) is all you need early to snuff this strategy. If you want people to stop doing it, you have to beat them first. We complained for ages about the Illuminator (still do), but not there is an actual counter so people don't do it as much anymore. People have drifted to this strategy either because they've had their ass handed to them with it, or they find it to be the most effective.

The counter is rather unusual, I admit, but still works. Thanks to the fact that the lf/scout combo requires scouts, that means half that fleet is bascially just taking up space in his ship slots.

Poeple don't like that a tier 0 strategy works so early.....What else is going to work super super early in the game? You can't build mid game ships in the early game and have them work? Hello? How is that unexpected? You can't build a MID game ship in the EARLY stages and  win? The early game fleet wins in the early stages? Whaaaaa? Really?

Now, I will be serious and say I think the bigger grievance is when these fleets get large. If his fleet gets large, (60 + lf, 80+ scouts), then that means you had adequate time to be forming your own fleet of light frigs, caps, and hc's in some mix or form. A pure lf fleet will crush said opponent. A couple caps will help. And with that kind of time getting hc's out in decent 10+ capacity isn't unreasonable. Repair bays are your friends against people who rush you first.

Let's not forget that scouts are pathetic in combat, as are light frigs, yes even the seeker and disciple.

I seem to be in the minority among the vets in thinking this isn't a problem. I don't see the scout army as a problem. I don't see the light frig army as a problem. I don't see them together as a problem. As along as they're all counterable, I'm happy. I don't make my fleet according to what I want to make. I make it according to what my opponent made. I don't think this prohibits late game ships from coming out, and I don't think this is a problem for current balance. It's a new trend that people need to learn to crush, and the exploiters will look for something else (they'll probably go back to the Illum).

 

 

110,511 views 71 replies
Reply #26 Top

I think I'm just going to start taking a totally cutthroat, no holes barred approach to online gaming from now on, just like everyone else does.

Yup, that's pretty much the way to do it.  Doesn't mean you can't be good mannered in the lobby and a gracious winner/loser, but you don't expect mercy in-game and don't deliver it either.

Frankly, I've been in your situation many times before, where I'll scout a player, see what's making, then spam the counter.  Don't be ashamed, the spammer is the one who set himself up by spamming in the first place, and then failing to scout.  If I haven't seen what units you're building, that means I play cautiously until I find out.

 

I say no adjustments to scouts should even be considered until there is a decent way to deal with lrm spam waiting in the wings.  And right now, there isn't.

Eh, Advent scout should be nerfed and Vasari scout buffed, in my opinion.  This would put them at about the same level as the TEC scout, which is about right.

Reply #27 Top

I did a little messing around to see if Seekers were really as good a counter as they appeared to be on paper.  Math doesn't lie!  Seekers are an excellent counter!  Thanks RA!

I even have some examples in a game I posted recently in this thread:

https://forums.sinsofasolarempire.com/369258

 

Reply #28 Top

I 100% agree with cykur.Heres my deal with scouts.They are a no investment counter.If you get ilums you have to put up 3 labs and research them and they cost more.How lame of strategy to build a mid ship game to be crushed by tier 0 ship with no cost or strategy involved.The correct counter should be fighters.You see lrf you start to build fighters.Thats strategy.If you built eco then you played bad strategy and the guy that went mil should be in position of advantage not the other way around that is stupid.Scouts are to cheap to fast to build and just plain to fast to be a counter for mid game ship.The point of the game now is that you are glad if you see him building mil labs????

Reply #29 Top

Eh, Advent scout should be nerfed and Vasari scout buffed, in my opinion. This would put them at about the same level as the TEC scout, which is about right.

Hear hear.

Scouts are to cheap to fast to build and just plain to fast to be a counter for mid game ship.The point of the game now is that you are glad if you see him building mil labs????

I know you may not agree with this, but remember this is a 4X game. The idea is to sustain both an econ and a military at the same time. I've always tried to keep the idea in my head that as the game progessed, and your econ grew, you could invest more in your military, not the other way around ( which is what multiplayer seemsto be by the way ). Hence why I always thought there's a natural progression from tier 0 to tier 1 to tier 2.....so on so forth.

Getting an econ early in multiplayer doens't mean tradeports/culture hubs/etc....but it does mean investing in planets, lower tier econ upgrades, the lava/ice techs, in a second cap, in a fleet, but a lower tier fleet. So in essense, this is a system that rewards player who play more to the macro elements of sins rather than the micro elements. The devs made it clear that micro was necessary in this game, but understanding investment and building an empire is what this game was designed for (hence the larger single player pool of players). I don't think there's any shame in a lower tier unit countering a higher tier unit. Otherwise there would be absolutely no incentive to get any of the econ techs, and half the game techs would be going to waste.

Again, I know we don't see eye to eye on this issue. You and Cykur would like to see scouts nerfed to about the state of the current Navigator ( try navigators against Illums, it doesn't work, I know. I've tried ). A navigator has about 200 health left when it's mitigation shields finally hit 57%, so it dies quicker than the arcova and seeker.

I want them at the state of the current Arcova scout. I know for a fact the seeker is too strong, but the Arcova is far from it, and if anything, the ideal state.

You ask for the seeker and arcova to be given a 25% cost hike and a +1 ship slot count. That's an effective 87.5% nerf, and if there's anything this game has tought us through the patching, it's that extreme fixes ( unless it's repulse, which actually is still op, it shouldn't affect caps ) aren't the answer, and anything above a 30%-ish change to a unit is an extreme fix. That's why I say balance to the Arcova, not the navigator. I know we (darvin, i, cykur, grey) would see that as an improvement, and I'd rather reassess from there than completely blow this stuff out of the water.

BTW, two seekers lose to 1 Illum, so I am definitely against nerfing as far as you want cykur. I just can't agree with it, because if we go that far, this early early game counter goes away and lrf spam with some flak becomes god again.

Reply #30 Top

Well I suggested a few days ago to add 1 ship slot to the scouts and thats it.I dont mind the cred increase as well cause scouts should not be raping lrf as a combat unit.But at the same time fighters need a small buff against flak then we wouldnt need scouts and proper mechanics would be in place.Scouts are fine as a semi counter but they should not actually counter ships.

Im with you on the empire part as my play style is to have an econ before I start my aussalt on an empire.I dont believe that this scout /lf spam is the asnwer to making it more effective but actually hinders this because people put ALL resources into rushing these units because now they counter all mid game units in large numbers.They are so cheap and effective there is no reason to expand past your roid because you can continuously build these with initial income.

What I would like to see for econ encouragement is something like actual amount of ships being linked to econ and or more civil lab techs linked to fleet productions ect not makeing scouts powerful combat units :P .These types would encourage you to expand and reseach econ before you go mil. 

Reply #31 Top

The correct counter should be fighters.You see lrf you start to build fighters.Thats strategy

Sounds fine in theory.  Practice dictates otherwise, does it not?  Why else has lrm/illum spam been so ubiquitous in this game's history? 

The fighters worked in the "carriers rule" patch.  Unfortunately, that's all you ever eff'ing saw - tons and tons and tons and tons and tons and tons and tons and tons and tons and tons of carriers loaded with nothing but fighters.  Fighters haven't worked since, but good riddance to that version of the game.  It wasn't sins of a solar empire.  It was carriers of a solar empire.

I see nothing that would stop massive illum/lrm spam from returning the very second scouts are nerfed (hell, I still see it to this day).  Since there is no acceptable counter, people will counter lrf/illums with lrf/illums.  Can some pro without a vested interest in seeing lrf/illum spam return back me up on this contention?

Reply #32 Top

Just so you know I never was a lrf spammer.I also didnt like anything but carriers and fighters.They need a small tweak to make them live long enuf to counter lrf.Flak should kill fighters but not so fast that you cant kill but 1 or 2 ships then they are dead and useless.Flak need to kill fighters fast enuf to supress them once they are killed not wipe them out after 2 passes.

Reply #33 Top

They are so cheap and effective

I guess this is where we differ. I think scouts and lf's are both, as I say in the OP, ineffective. Scouts are only good against

1. Seige frigs ( no one builds these online so moot point )

2. Colony Frigs ( a nice bonus but anything destroys these )

3. Other Scouts ( Rock vs. Rock.....favors Advent currently, I'd like it to be that it's an even fight for all three races)

4. LRFs (this is what's setting everyone off)

and LF's are good against:

1. Support Frigs

2. Carriers

3. Flak

So there's why the strategy is popular. It counters MOST units that could be produced to any noticable level in the first 30 minutes.

What's left out when analyzing this strategy is that scouts are pathetically weak against anything with medium armor up, and that light frigs are overall poor damage dealers agaisnt anything that doesn't have heavy armor. Point here is that anything without light or heavy armor will do well against this fleet.

scouts should not be raping lrf as a combat unit.

Only seekers currently do this. Arcovas are effective, but I'd say no more effective than lrf's are against lf's.

fighters need a small buff against flak then we wouldnt need scouts and proper mechanics would be in place.

To repeat Agent of Kharma. Sounds great in theory. Hasn't yet worked in practice. Fighters are either

a. So strong that it takes a ridiculous amount of flak and effort to counter them

OR

b. weak enough that if they stay in the range of flak they die, but overall can perform their role as anti-bomber/assault cruiser.

Where the devs screwed the pooch is by making a key counter (fighter vs. lrf) a battle of a unit that can die but be replaced with a FREE slowly replenishing resource (antimatter), instead of a hard frigate that you have to pay for. The trade off with fighters is that they can die, but be replenished for free, so of course they need to be weak.

If there is a way to balance fighters, I'm all ears, but under the current system, fighters can't be buffed too much because then there's no sufficient counter. I will stress this again. Right now, there is no strategy that is uncounterable. Vasari needs some work, and the seeker needs to be toned down a bit, but overall, this stage of balance is good.

Reply #34 Top

I'm not really sure fleets of Scouts/LFs should count as spam at all.  They're the ships you can build early game, so it's technically diversification, and an intelligent player would throw a couple LRFs in there just so they have all the early units covered.  This is really only viable uber-early for vasari, though, and possibly TEC.

as for your opponent crying spam after what he knowingly was doing, karma?  I think you SHOULD go cutthroat like everyone else.  I think some of the reason these problems are around is people being sportsmanlike and not spamming.  I don't like it myself, as one unit is basically suicide, but it is a strategy, but one that falls into the "Anyone could think of that" category.  The game was made to be exploited, so i say there's no reason not to.

Unwritten rules i disagree with-

No Spam(Not a rule, but lots of people want it to be.)

No going above starbases

Both are exactly the way the battle would play out if it were real.  You wouldn't see an enemy weapons platform and say "Lets park in front of its cannons so they can shoot back."  No, you'd say something like "Let's go over there where we can shoot from its blind spot and not take any casualties."

Besides, it's not like your opponent's fleet cant rape you while the Starbase soaks up all of their attacks.  Or if they attack back, you're just denying the starbase as backup while you duke it out.

None of this was directed at any one person unless i specifically named them.:P

Reply #35 Top

Quoting Raging, reply 33


1. Seige frigs ( no one builds these online so moot point )

2. Colony Frigs ( a nice bonus but anything destroys these )

3. Other Scouts ( Rock vs. Rock.....favors Advent currently, I'd like it to be that it's an even fight for all three races)

4. LRFs (this is what's setting everyone off)

and LF's are good against:

1. Support Frigs

2. Carriers

3. Flak

So there's why the strategy is popular. It counters MOST units that could be produced to any noticable level in the first 30 minutes.

Okay, after reading this i'm beginning to think the devs wanted it this way specifically to give the game more time to progress into mid-late stages.  Between those two units, as long as your fleets are fairly equal in size and in addition to your planetary defenses, you should have no trouble swatting down an early game rush while you build your fledgeling empire and progress through the inevitable arms race.

Reply #36 Top

My opinion is well known.  I will not repeat it again.  There is no need for a fifth thread on this when others do just as well.  I could make a new thread every day on this but it doesn't change what is said in those threads.  Some agree and some disagree.  Post your opinions on darvin's thread and be done with it.  Only time will tell just how the cookie crumbles. 

 

[_]-Greyfox

Reply #37 Top

I'm not sure that we can get anywhere with game balance from the experience of multiplayer until we have an unbugged version of the game.  At least we should examine what is happening in the game, rather than what we conjecture might happen without 'Illumania'.

The tables Raging has presented omit one very good reason for the desperate early spam tactics, the bugged v1.18 Illuminator, with its +25% damage.  So while light frigates do only 75% damage to scouts, Illuminators do 125% and can hit three separate targets instantly at range... important for anti-scout micro. They can also tank scout damage, and they are very good against v1.18 light frigates- at about 158% damage.  At 100%, Illuminators are very effective against heavies and, importantly, caps.  If heavies are meant to counter LRF then shouldn't anti-medium damage against very heavy armour be 50%- and anti-heavy be 75%, rather than the reverse...?  Altering the range on Kodiaks and boosting Illuminators +25% damage has not solved any Kodiak-Illuminator imbalances...?    

The one drawback is that Illuminators require 3 military labs.  I suggest that if an Advent is close, you spam first tier units to prevent those labs from existing... and then you might have a chance.  The close range style of quickstart 5v5s which is popular, rather than the more roomy 2v2 or 1v1, will allow you more chance.  Feed can help greatly- until this is nerfed, with the next expansion.  However scouts are not an outstanding problem with this version of the game, unlike easy feed and bugged Illuminators.

5v5s aren't some kind of 'natural' culmination of the multiplayer game...?  I was sceptical of the 'single player' claims that multiplayer is harming the game.. however 5v5s are a very small part of my multiplayer experience, as is 'Illumania'.  Early LF/scout fleets are not a problem in FFA, unless you meet a player just determined to take both of you out.. 2v2 plays differently to 5v5- isn't this the key to the issue?  

Reply #38 Top

Question:  How much is extreme scout spam even popping up?  Is it even an issue?

I ask this because I just finished viewing all of the latest Entrenchment games posted under Astax's thread (not just the ones stickied at the top - ALL the games posted throughout the thread).  Besides the games with Amish in them, I really didn't see any scout spam.  I saw tons of illum spam, but I don't think I saw any scout spam.  If I did see it, it was pretty small and low-level, short-lived, etc.

I've also played a few games online the past few days and haven't seen any scout spam.  Seen lrm spam, seen illum spam, but no scout spam.

Are the Astax replays typical of what's going on right now, or untypical?

Reply #39 Top

I did a little messing around to see if Seekers were really as good a counter as they appeared to be on paper. Math doesn't lie! Seekers are an excellent counter! Thanks RA!

I even have some examples in a game I posted recently in this thread:

https://forums.sinsofasolarempire.com/369258

 

I still think that at 3 supply scouts would be a counter.  They are still cheaper than a Illuminator.  I've already spoken at great length why a Tier 0 unit should not be so strong or cost effective.

And for FUN, check out my replay. I'll be out for rest of day, but hope someone gets a chance to look at it -- it is Illuminating!

https://forums.sinsofasolarempire.com/369258

Reply #40 Top

Quoting DesConnor, reply 37
5v5s aren't some kind of 'natural' culmination of the multiplayer game...?  I was sceptical of the 'single player' claims that multiplayer is harming the game.. however 5v5s are a very small part of my multiplayer experience, as is 'Illumania'.  Early LF/scout fleets are not a problem in FFA, unless you meet a player just determined to take both of you out.. 2v2 plays differently to 5v5- isn't this the key to the issue?

I think you're right in that 2v2's are a little roomier.  What this suggests is that perhaps we need better maps for 5v5 with a little more room for the early game?  The only real drawback is that if all 10 players are allowed to amass large fleets, it could start to lag.  However, custom maps can be designed to prevent early-game rushing while also not giving each player a large amount of planets.

Reply #41 Top

Just so you know I never was a lrf spammer.I also didnt like anything but carriers and fighters.

Hi Mindseye, it might have seemed that way, but I actually was not directing anything towards you in that one reply above.

Reply #42 Top

I guess this is where we differ. I think scouts and lf's are both, as I say in the OP, ineffective. Scouts are only good against

1. Seige frigs ( no one builds these online so moot point )

2. Colony Frigs ( a nice bonus but anything destroys these )

3. Other Scouts ( Rock vs. Rock.....favors Advent currently, I'd like it to be that it's an even fight for all three races)

4. LRFs (this is what's setting everyone off)

and LF's are good against:

1. Support Frigs

2. Carriers

3. Flak

So there's why the strategy is popular. It counters MOST units that could be produced to any noticable level in the first 30 minutes.

What's left out when analyzing this strategy is that scouts are pathetically weak against anything with medium armor up, and that light frigs are overall poor damage dealers agaisnt anything that doesn't have heavy armor. Point here is that anything without light or heavy armor will do well against this fleet.

You think Scouts and LF's are INEFFECTIVE???  That is odd, because last month I got to witness people wiping the floor with other people using ...Scouts & LF's!   You say they are poor damage dealers against anything that doesn't have heavy armor?  Ummm...you mean...Light Frigates & HC's???.  That would include Caps & static defenses too, I guess?  Static Defenses will fight off scouts, but turtling too much is bad at the start of a game....Caps soon become prohibitively expensive compared to their firepower....and it is a heck of a strech to HC's.  So my analysis of this is you must be saying people have to build LF's at the start of the game to survive vs Scouts & LF's.  What this really means is that there is no reason to get more advanced ships in play until you have the other guy dominated. 

 

I know you may not agree with this, but remember this is a 4X game. The idea is to sustain both an econ and a military at the same time. I've always tried to keep the idea in my head that as the game progessed, and your econ grew, you could invest more in your military, not the other way around ( which is what multiplayer seemsto be by the way ). Hence why I always thought there's a natural progression from tier 0 to tier 1 to tier 2.....so on so forth.

PLEASE!  This is all theory craft that has nothing to do with anything....you suggest you know how the game should progress.....I could suggest things as well;  for example, the developers might never have intended the scout to be a combat unit except in emergencies, which is one reason why you have to manually turn auto-attack on.  How can you call it a logical progression of military units when Tier 0 units kill the next 4 tiers of units?  As it stands, if someone tries to invest in the military tree and field more advanced units, they will be killed by the cheaper, faster, faster building Tier 0 units.

I never liked how OP Illuminator spamming was either, which is why I always played Vasari, but I don't really see how Scout / LF spamming is better.  At least in the old days before Quickstart, you knew you had some time before the Illuminators started rolling off the assembly line.  I think fighters could use a little more survivability -- the targetting AI fix that flak got after 1.10 makes flak very good at clearing out fighters, a big part of the old problem was flaks were often shooting at non-optimal targets with some of their banks.  Illuminators will also get their "ghost" damage bug fixed, which might do a lot to bring them in-line.  That said, I still find Seekers & Scouts OP.

Again, I know we don't see eye to eye on this issue. You and Cykur would like to see scouts nerfed to about the state of the current Navigator ( try navigators against Illums, it doesn't work, I know. I've tried ). A navigator has about 200 health left when it's mitigation shields finally hit 57%, so it dies quicker than the arcova and seeker.

Seekers have a 4:1 health to credit ratio.  Scouts have a 3:1 ratio, roughly, and Navigators 2:1.  This is still higher than the ratio on an Illuminator, which is about 1.5 : 1.  This means that scouts are cheap fodder and are more than able to soak up damage -- the only thing that kills them quickly is strikecraft or other scouts, so even if you have the upper hand in LF's, if you field LRF, chances are his scouts will do more cost damage to your LRF than you can do to his scouts unless you have a massive numerical superiority.  This is why I say it totally imbalances the game, because anyone who tries to field LRF will start to lose the numbers game as long as the enemy is spamming scouts.

Navigators vs Illums DOES work, just not nearly as well as Seekers because Navigators cost 337.5 credits (225 + (25metal x 4.5 cr)) and take 3 supply.  That is why I don't feel bad at all about a general nerf for Seekers & Scouts. 

Here is a replay where I demonstrate using Navigators effectively.  It would have been easier with Seekers, but I used Navigators to demonstrate a point.  You can see several situations where I use them to kill Illuminators.

Navigators Revealed!

 

 

Reply #43 Top

Light Frigates & HC's???. That would include Caps & static defenses too, I guess? Static Defenses will fight off scouts, but turtling too much is bad at the start of a game....Caps soon become prohibitively expensive compared to their firepower....and it is a heck of a strech to HC's.

Close. I say get a second cap out early (not a prohibitive action), get a decent amount of LF of your own (you need something and it's the only ship you can produce in decent quantity early. HC's work if it's the latter stage of the game where you and your opponent haven't butted heads for say 30-45 minutes.

What this really means is that there is no reason to get more advanced ships in play until you have the other guy dominated.

No. What this means if my opponent feels that LF and Scouts will win the game for him, then I will use LF to crush his strategy. I never made him get that fleet. I just made the counter. I don't even think the strategy is all that popular. I don't see it much, and when guys do see it, the person knows to get lfs.

I can do nothing more than crush a person's strategy until he learns it's best to play with variety rather than do one strategy that he feels is OP.

How can you call it a logical progression of military units when Tier 0 units kill the next 4 tiers of units?

Because the lf/scout fleet is just that...lf and scout. Eventually you'll crush 1/2 of the fleet, bring out the counter to the other half, and he'll be forced to react. Eventually the guy hit's the point where the scouts take too long to build and aren't doing enough damage to anything.

And again, I like playing for the eco more than the military. If a military rush is an iron stamp for a win, then there's no reason to play eco, and is probably why the online community is so small. I enjoy playing for both the econ and mil trees, n ot just the mil tree.

if you field LRF, chances are his scouts will do more cost damage to your LRF than you can do to his scouts unless you have a massive numerical superiority. This is why I say it totally imbalances the game, because anyone who tries to field LRF will start to lose the numbers game as long as the enemy is spamming scouts.

As long as fighters don't work as a sufficient counter ( and I say they probably never will without being OP in general ), I frankly could care less.

Navigators vs Illums DOES work, just not nearly as well as Seekers because Navigators cost 337.5 credits (225 + (25metal x 4.5 cr)) and take 3 supply.

Try it on a human opponent who positions the Illums so all beams are firing AND so either his halcyon gives an increased firing rate OR the progen heals the Illums. You could also try the old strafing tactic of the Illum vs. LRM where the Illums just go through the navigators, the pulse guns won't fire consistently, but the side beams will. I've never been on the recieving end of a navigator spam, but I know that when I used Navigators I was frustrated by how quickly each one would die, and how few Illums I was destroying. It wasn't an even 2:1 kill ratio. It was more like a 5:2 ratio.

Reply #44 Top

if you field LRF, chances are his scouts will do more cost damage to your LRF than you can do to his scouts unless you have a massive numerical superiority. This is why I say it totally imbalances the game, because anyone who tries to field LRF will start to lose the numbers game as long as the enemy is spamming scouts.


As long as fighters don't work as a sufficient counter ( and I say they probably never will without being OP in general ), I frankly could care less.

As long as LRF are countered you don't care that scouts are imbalanced?  I'm done here.

Reply #45 Top

As long as LRF are countered you don't care that scouts are imbalanced? I'm done here.

Trying to tread lightly here, but do you believe the opposite, i.e. as long as scouts are countered, you don't care that lrf are imbalanced?

I want to again ask how big of a problem this is in practice anyway?  Nobody took me up on this, so I will repost my question from above:

Question:  How much is extreme scout spam even popping up?  Is it even an issue?

I ask this because I just finished viewing all of the latest Entrenchment games posted under Astax's thread (not just the ones stickied at the top - ALL the games posted throughout the thread).  Besides the games with Amish in them, I really didn't see any scout spam.  I saw tons of illum spam, but I don't think I saw any scout spam.  If I did see it, it was pretty small and low-level, short-lived, etc.

I've also played a few games online the past few days and haven't seen any scout spam.  Seen lrm spam, seen illum spam, but no scout spam.

Are the Astax replays typical of what's going on right now, or untypical?

Reply #46 Top

Trying to tread lightly here, but do you believe the opposite, i.e. as long as scouts are countered, you don't care that lrf are imbalanced?

When you say LRF, do you mean Illuminators?  Illuminators are the most imbalanced of the LRF.  Illuminators are too tough right now, and that seems to be partly due to a bug that was introduced that countered some of the small nerfs Illuminators were getting.  I would like to see Illuminators working properly and being properly countered by other ships up the tech tree.  That may require some more tweaks to strikecraft, or people to advance to HC's which now have more range.  I still believe scouts will be a viable emergency counter to LRF after a the nerf I propose....RA talks around the issue on one side claiming that Scouts & LF are INEFFECTIVE units to downplay them, but then goes on to say he doesn't care if they are imbalanced as long as they counter LRF.  He claims that he will easily counter anyone that does not have a diverse fleet, but guess what, there is no need to diversify when Scouts & LF can chase people back to their defenses and defeat Tier 1-4 units -- and kill off anyone who tries to tech straight to Tier 5.  I assure you, Scouts are a very cost effective unit -- even Navigators, but much less so than Seekers & Scouts.

DID YOU WATCH MY REPLAYS from the thread I linked???  Let me know what you think.

I want to again ask how big of a problem this is in practice anyway? Nobody took me up on this, so I will repost my question from above:

Whether it is a problem or not depends on your point of view.  You have to make your own opinion.  Yes, I saw it being used here and there last month, but it is not a tactic that the average player is going to use most likely.

 

Reply #47 Top

Illuminators are the most imbalanced of the LRF. Illuminators are too tough right now, and that seems to be partly due to a bug that was introduced that countered some of the small nerfs Illuminators were getting.

I understand that illums have a bug, which of course needs to be fixed.  Other than that, I really don't hate the illum though, and wouldn't want to see it nerfed too much ("hate the illum spammer, not the illum" ha ha).  I see the problem as a lack of a workable COUNTER to illums/lrm (ignoring scouts), rather than the illums/lrm themselves.

I assure you, Scouts are a very cost effective unit -- even Navigators, but much less so than Seekers & Scouts.

UNLESS SOMETHING HAS CHANGED (a navigator buff, or something else nerfed), I find it hard to believe that navigators can counter jack crap.  The reason I say this is, I did extensive testing eons ago on all scout type units (like I said before, RA isn't the only one to have this idea).  Navigators sucked pretty damn hard.  I couldn't make them get even close to countering illum/lrf.

DID YOU WATCH MY REPLAYS from the thread I linked??? Let me know what you think.

Of course I watched them!  I always watch any replay I can get of yours, the minute I see it posted.  I even saw your replay with Krath (you lost, which surprised the hell out of me, but even in your loss, I thought you pulled off some amazing shit).

Having said that, you don't count, Cykur.  I saw you beat ZOOMERS building nothing but flak.  AND HE HAD HC.  Don't know if you remember or not, but I told you back then that you could probably win games building nothing but scouts.  Well, I guess I was proved right.

Post more replays, by the way.  Seriously.  Just make a "Cykur's replays" thread.

Reply #48 Top

All this talk and talk and talk about scouts is pure nonsense anyway. Forget it! The scout is not a combat unit! It's like you guys have gotten so far into some awkward, arbitrary math-based world of concepts on what the units are you're no longer able to see what's blatantly obvious to the layman player. A point I also tried to make by posting that chart in reply #2: It's pretty, simple, really!

I honestly hope the developers don't take these scouts discussions too seriously - and certainly not the ones saying 'scouts are fine since they give us a much-needed LRF counter'. Because that's just goes against the whole rock-scissor-paper balance they crafted to make combat interesting by forcing players to diversify their armies to be competitive.

Something is horribly wrong in a game when players are serious about building a 'fleet' consisting of nothing but non-main combat units. Don't you see how horribly absurd it is to have a space strategy game where the main force is comprised of the reconnaisance design vessel? Same with the LRF: Absolutely senseless to have long-range units only - it's the space-borne equivalent of a medieval army where they left out both the infantry and cavalry to field archers only. Blatantly idiotic! For me, however, I think the epitome of nonsense was seeing a 'fleet' packing nothing but flak units, back before people smartened up and used the Scout. An army comprised of anti-air units! What kind of game is that!

The obvious solution and appropriate counter to the LRF is the fighter. This unit was MEANT to be the counter. Let's not settle for some 'they-can't-get-the-balance-right-so-let's-balance-it-ourselves-by-abusing-the-scout' pseudo-balance. If the fighter can't do the job, something's not right. An all-carrier fleet should completely, utterly mop the floor with an all LRF ditto, same as how any unit should get mopped by its counter. The Scout simply doesn't belong in this equation which is also why the developers put a 'Scout: Strong against none' tag on it. The Scout... scouts! Period. It should not in any way replace the proper, *military* counter unit and it MOST CERTAINLY should not surpass it in terms of military efficiency, leaving the slow and costly carriers utterly redundant for non-bomber purposes.

FIX the fighter. STOP the scout from being abusable as a military unit that requires no military research or dedication whatsoever. I refuse to believe this balancing is the kind of rocket science math some on these threads will claim!

***

Now, something for you to theorize about: I think part of what keeps the fighter from countering LRF's properly has to do not with its stats in terms of damage, HP etc but with the targetting logic. Fact is that unless you manually shift-queue guide your fighters into attacking LRFs, they will continuously all swarm the bombers that are being produced on carrier units. Since this game claims to boast automation, a logic fix for this is needed. There needs to be a targetting logic enforcing a rule along the lines of 'never send more than two fighters after a bomber'. We can't have three full fighters squadrons not firing at the LRF's just because the Drone Host regained antimatter and popped a single bomber.

Reply #49 Top

Thats not the main problem with fighters.The prob is fighters die horribly fast to flak.The counter ratio is pretty high for carriers to keep fightrers in the sky.This makes it impossible to counter lrf with just a handful of cheap flak.

Reply #50 Top

Quoting Apheirox, reply 48
All this talk and talk and talk about scouts is pure nonsense anyway. Forget it! The scout is not a combat unit! It's like you guys have gotten so far into some awkward, arbitrary math-based world of concepts on what the units are you're no longer able to see what's blatantly obvious to the layman player. A point I also tried to make by posting that chart in reply #2: It's pretty, simple, really!

I honestly hope the developers don't take these scouts discussions too seriously - and certainly not the ones saying 'scouts are fine since they give us a much-needed LRF counter'. Because that's just goes against the whole rock-scissor-paper balance they crafted to make combat interesting by forcing players to diversify their armies to be competitive.

And why do you not consider the Scout a 'main' combat unit? They have weapons, damage multipliers, and have been proven to be an effective combat unit. Unless again, this is the situation where they aren't 'supposed' to be in combat because of a name. Which then I'll direct you to AOK with its very effective Scout Cavalry (Mini-Cavalry), or even in this came with the Timed Explosives research.

Face it; every unit in this game is in some way viable in combat. Even Colony Frigates have purpose in fighting militia and Jikaras if needed. It's just that Scouts are effective in combat compared to other units.

Though indeed, Seekers and Arcovas may be a bit too strong right now, as such, they should be balanced like any other unit. Make them cost 250 credits and 3 supply, and there wouldn't be any problems. Rebalancing the Fighter would also help enormously.