Bombers and Phase Missiles
Greetings, fellow Sinners.
Though I do not play enough competitive Sins to have an accurate grasp of the metagame, I get the impression from these forums that bombers and phase missiles are considered essential, owing to their overall effectiveness.
I have a few ideas as to how to address some of these issues, and I would like to put them forward for discussion.
If you feel my ideas are stupid, please say so -- I welcome (constructive!) criticism. Ideally, this thread would lead to a degree of consensus as to which issues should be addressed and how.
Also, please bear in mind the following disclaimer: I am an idiot.
Bombers
Here, I have three primary suggestions, some combination of which I feel would address the problem of bombers.
- Increase acceleration, deceleration, and turn-rate on fighters (additionally: reduce flak accuracy against fighters [thank you, Seleuceia])
- Anti-strikecraft point defenses on capital ships
- Either available by default or contingent on research
- Amount of point defenses on a capital ship is based on the number of squadrons it starts with at level 1; capital ships with lots of squadrons get few point defenses, capital ships with no squadrons at level 1 get lots of point defenses
- Rebalance antimatter costs for construction of fighters and bombers
Suggestion 1: Fighter acceleration, deceleration, turn rate, and vulnerability to flak frigates
Here's another popular scenario: your fighters sweep across the gravity and perform one pass against the incoming wave of bombers... at which point they overshoot and have to turn all the way around and accelerate back to attack speed, crossing half the gravity well whilst the bombers are busy pecking away at your poor ships.
The solution?
Allow fighters to slow down quicker, turn quicker, and come shooting back at the bombers quicker!
This little change would dramatically increase the effectiveness of a fighter screen.
***
In addition, Seleuceia points out that flak frigates HARD counter fighters (owing to their damage type and accuracy against fighters). Seleuceia also notes that rebalancing damage values is dicey at this point, owing to the current balance between flak frigates and LRM frigates. Accordingly, he suggests lowering accuracy against fighters to compensate, therefore allowing fighters to thin out bombers with impunity.
I fully agree with this suggestion, but as it's primarily useful only when there are flak frigates around (or point defenses [see Suggestion 2 =P]), I still feel fighters should still be buffed with respect to their acceleration, deceleration, and turn rate, in order to make them more effective against bombers when flak is NOT around.
Suggestion 2: Point Defenses on capital ships
We've all seen this happen: your colonization ship is forced to leave a gravity well because it simply can't chase down the carrier that's pelting it to death with bombers.
But what would happen if your capital ship had teeth? Enough teeth to shoot down those bombers after two passes or so?
Of course, this would potentially neutralize carriers as viable starting capital ships, UNLESS point defenses were made available based on research. So: after you research Flak Frigates, you can research capital ship point defenses, and BAM -- suddenly, your capital ships are bristling with weapons.
On the other hand, small maps will give you no time to research flak frigates. Consequently, I'm on the fence: point defenses right out of the gate, or not?
I should note that not all capital ships should be created equal with regard to point defense. The way I see it, carriers can field fighters to knock bombers out of the sky, so they get the fewest point defenses (maybe four guns, total). By comparison, capital ships that start out with a fighter squadron tend to bring a lot of utility to the table as well as a single squadron, so they might get six point defense guns total. But battleships and dreadnoughts might get as many as EIGHT point defense guns, since they don't start off with any fighter squadrons (and can't colonize planets).
Suggestion 3: Antimatter costs
I've seen it suggested that the antimatter costs associated with constructing fighters and bombers ought to be looked at.All things being equal, I agree.
However, rebalancing antimatter costs doesn't help at all against an alpha strike. If you're facing 24 squadrons of bombers, it doesn't matter how much they cost to build -- what matters is getting rid of the damn things.
Furthermore: if suggestions 1 and 2 are implemented, then bombers will be more vulnerable -- and you might have to DECREASE their cost to compensate for how many bombers are being lost.
At this point, I lack data -- though it's a valid suggestion.
Phase Missiles
Seleuceia points out that phase missiles are primarily a problem against the Advent; consequently, agree that an excellent first step in addressing this issue would be to provide a buff the the Iconus Guardian, either vanilla or via research, that provides a bonus to phase missile block when Guardian Shield is used, on the order of 15-50%.
I provided such a large range for the hypothetical phase missile block ability provided by Guardian Shield primarily because I don't know how phase missile block works: additively or multiplicatively.
- Multiplicative: [Shield bypass chance (30%)] * [phase missile block (50%)] = 15% chance (overall) for phase missiles to bypass shields
-OR-
- Additive: [Shield bypass chance (30%)] - [phase missile block (15%)] = 15% chance (overall) for phase missiles to bypass shields
It has also been brought to my attention that the same advantage could be conferred through shield research. Since the Advent have earlier access to more shield research than the TEC or the Vasari, this could deal with the problem without pigeon-holing the Advent into even MORE use of the Guardian.
Since this might take care of the issue, I've grayed out my previous suggestions.
Before I give my suggestion, I need to break phase missiles down into two components:
- Shield bypass
- Ignorance of shield mitigation (all the time or just when they bypass shields?)
Now, bear in mind that I haven't labbed this, but it strikes me that the real problem of Phase Missiles is NOT that they bypass shields, but that they ignore shield mitigation.
For example, let's take a look at a Kanrak Assailant versus a Cobalt Light Frigate.
Cobalt: 635 health, medium armor
Kanrak:
- 13 damage per missile, on average
- 30% chance of ignoring shields entirely when fully researched
- 1.5x damage to medium armor
- 32.6 missiles needed to take down a Cobalt's health (ignoring armor)
Basic probability (.3^32.6) tells us that the Kanrak has a roughly .000000000000000000899% chance of destroying the Cobalt without damaging its shields at all.
This means that most of the time you're gonna have to eat through the target's shields before you can destroy anything with Phase Missiles -- the shield bypass just makes things a LITTLE weaker in the hull department once you've gotten through the shields.
By comparison, ignoring shield mitigation has a HUGE effect.
Shield mitigation increases over the course of a battle. It starts at 15%; if a target starts taking damage, it skyrockets to about 57%, and continues to mitigate damage in this way even after shields have been depleted.
So: during long engagements against targets with high Shield Mitigation, either 30% of the time or ALL the time (I'm not sure which), phase missiles are doing 2.33x more damage than everything else.
Even if phase missiles ignore shield mitigation ONLY when they ignore shields (or, at maximum, 30% of the time), they're STILL doing 1.699x damage overall.
Compare this to the Stilakus Suberter: Shield Disruption reduces Shield Mitigation by a mere 8%.
I have two possible suggestions:
- When fully upgraded, Phase Missiles bypass shields 30% of the time; but when they bypass shields, they only ignore 30% of enemy shield mitigation
- It's possible to play with this (i.e. bypass shields 45% of the time, but only ignore 15% of enemy shield mitigation when they do)
- When fully upgraded, Phase Missiles bypass shields only 12% of the time; they continue to fully ignore shield mitigation when they bypass shields
I'm in favor of some variation on Suggestion 1.
Closing Comments
I'm aware that there are other issues in Sins of a Solar Empire besides those listed above. For the record, I will list them here:
- Advent needs a buff
- Refineries aren't usually worth it
- Culture doesn't do much, or very quickly
- Lots of underutilized research upgrades (not worth the cost, only effect a few units, etc.)
TLDR:
- To address bombers, I suggest some combination of the following:
- Increase fighter acceleration, deceleration, and turn rate; reduce flak frigate accuracy against fighters
- Point defenses on capital ships, either vanilla or via research
- Rebalance antimatter costs
- To address phase missiles, two viable suggestions have been made:
- Provide a phase missile block bonus via the Iconus Guardian's Guardian Shield ability (either vanilla or via research)
- Allow shield research to provide a phase missile block bonus (I'm in favor of this solution because it doesn't rely on the Guardian OR the late-game Subjugator AND compensates for the Advent's dependence on shields)
- My older suggestions are as follows
- Phase missiles no longer COMPLETELY bypass shield mitigation, only partially (such as a 30% reduction to shield mitigation during the 30% of the time when phase missiles bypass shields)
- Lower the rate at which phase missiles bypass shields
Comments?