Vesari Missile Ships are overpowered and Need a Heavy Nerf

I made a fleet of 32 Shuriken Strike Craft 

20 Gaurada Flak Frigates

20 - Guass Frigates 

3 - Capital Ships

 

and it lost to 30 Vesari Missile Ships.

 

Not only did the 30 Vesari Missile ships insta kill my capital ships before they could turn around and escape.

The Guarda Flak Frigates could not destroy a SINGLE Missile 

The Missile Ships which are supposd to have slow tracking killed my 32 Strike Craft 

and my Gauss Frigates could barely damage 1 missile ship with focus fire. 

 

Suggestion

Vessari MIssile ships need their missiles to be destroyable ( Most Important ) Flak frigate should be a hard counter.

Reduce Missile ships armor to 100 and HP to 150.

 

So they become Glass Cannons - while keeping missile damage the same. 

 

Youtube Video - No Mods - Pure vanilla - Multiplayer - 

Vesari Missile Ships vs Flak Frigate

13,462 views 9 replies
Reply #1 Top

Hello! May I ask if you've tried the test branch yet? In it we've corrected an issue with PD where they were overly focused on one target at a time, that should help alleviate this somewhat.

Reply #2 Top

I have no tried the Test branch

While that is good to hear there has some some modification- that really doesn't solve the other issues. 

 

The Strike Craft should have been fast enough to avoid the missiles but they also died to the missile spam.  They barely dented the health of the ships. Not talking about a small amount either, 32 strike craft.

 

Even 20 Guass Frigates focus firing on a single ship took multiple shots to kill a single ship.

So while they could kill 1 ship each salvo - an Equal number of Guass ships would lose 3 ships in return.

 

With insanely high damage that can kill a level 4 Capital ship in seconds and insane health at low cost. 

It has almost no downsides to spam. 

 

Drastically reducing its HP would balance it out.

Reply #3 Top

then we need to nerf the Crusaders as well. Those destroy anything in seconds, and are tanky AF with some guardians around especially.

I guess early game you counter them with basic frigates/corvettes, and later on with aircraft? 

I would note that you get Kanraks on the 2nd tier. So by that time you can have some counters available. 

 

I don't thing phase missiles should be nerfed as a standalone action. Vasari have no other means to destroy structures (penetration of 1000). where Tek has ogrovs and Advent has crusaders

 

offtopic. I find it really unsatisfying, that your fully upgraded starbases just explode in under 60 seconds, when a group of 30-40 crusaders arrive there is really no way to save it. You should have at least 200 kanraks to achieve the same level of destruction.  I guess the starbases should have durability of more than 1000 (just a suggestion). And same for all orbital structures, their durability needs to be pumped up imo

Reply #4 Top

I can understand OP's fustration here. Missile ships are already so strong in this game. Two volleys of missiles is enough to destroy a capitol ship, by the time the capitol ship gets in firing range of the missile ships.

What makes the Vasiri missile ships more overpowered than the other races is that the 50% shield penetration which is absurd in my opinion. My advent capitol ships die even though my shields aren't even down less than 40% shields remaining. This is where have some criticism of the removal of shield mitigation feature that existed in Rebellion. Why they took it out of the game for Sins 2, I don't understand.

Because with shield damage mitigation, say for example, an Advent with the strongest shields in the game had a shield mitigation of around 75% damage mitigation which meant that only 25% of the weapons fire was damaging shields which also affected the Vasari's phase shield penetration weapons as well. Meaning that Advent ships would still sustain damage from phase weapons getting through the shields, but it was a lot less damage and it was survivable until the shields would go down to 0%.

It's kinda silly that my ships are dying with 40-60% shields remaining.

 

Quoting aigor85, reply 3

then we need to nerf the Crusaders as well. Those destroy anything in seconds, and are tanky AF with some guardians around especially.


offtopic. I find it really unsatisfying, that your fully upgraded starbases just explode in under 60 seconds, when a group of 30-40 crusaders arrive there is really no way to save it. You should have at least 200 kanraks to achieve the same level of destruction.  I guess the starbases should have durability of more than 1000 (just a suggestion). And same for all orbital structures, their durability needs to be pumped up imo

 

I don't think crusaders need to be nerfed. For starters, Crusaders are cruisers, Kanraks are frigates. Huge difference. 40 Crusaders are enough to take on a titan. Would a starbase fare any better? There are counters for crusaders though. Huge bomber squadron spam and kite your carriers around the gravity well so the crusaders will never be in firing range. Corvette spam would also take care of those.  Or you could use "Red button" which would wipe out the crusaders. If you have a decent economy you could get a starbase back up and running in no time.

The amount you invest in building and fully upgrading a starbase, the other opponent will have spent the same amount of resources building 40 Crusaders. So it's not an unreasonable expectation that your starbase dies or you destroy the 40 cruisers. It's just a matter of strategy.

Reply #5 Top

I guess the rock/paper/scissors in this game is:

Advent beats the TEK with the OP shields

TEK beats Vasari with much stronger economy and sheer numbers

Vasari beats Advent with phase missiles.

At least this was true for Sins 1

So I don't find it strange at all for the capital ships to die with the shields still on. Because the whole point of the phase missiles is getting directly to the hull bypassing the shield. but as far as I saw the PD cruiser of Advents Vigilis I hope im saying it right Is very good at countering the missiles.  

Btw I didn't say we just need to nerf the crusaders. I was saying if (arguably) OP Kanraks have to be nerfed - then Crusaders (same arguably OP) need to be put in the same category. Also because both are the only weapons for structure destruction for respective factions.

Honestly what I think is that the bases in general are not very durable, at least not as much as they are expected to be being a superstructure. As soon as there are in game units that have 1000 penetration the bases melt too fast, not enough even for fast Vasaris to send reinforcements.

So the problem is usually not losing just the base, but since the base is gone so fast you also lose the planet before the reinforcements come.  TBH I would prefer the bases not having the crippled status but having them last for at least 2-3 minutes vs a strong fleet. At some extent this would apply to the capital ships IMO. 

Reply #6 Top

Following up on this thread to see folks thoughts on the current builds on Live vs Test Branch

Reply #7 Top

Testing the test version now. So far, I'm seeing a good number of improvements but one or two drawbacks. Will test further :)

One of the drawbacks is, Advent faction cost of defensive structures is really heavy and even some civilian structures like the frigate buildings are so expensive. Advent faction doesn't have the eco boost like the TEC faction does, so any significant boost to cost of upgrades or building structures is expensive, so, if I'm not playing in a rich resource map, Advent will suffer heavily.

And the beam defensive platforms are still heavily nerfed, at least for the Advent. I can't stop any fleet with any amount of defensive structures. In rebellion, you could field 20 defense platforms benefiting from 'synergy' on an Asteroid planet. I tried to do the same here in this test version, and can only build 5 defense platforms in an Asteroid planet. The reason is because in Rebellion, defense platforms only cost 1 military slot. In Sins 2, defense platforms cost 2 military slots. In rebellion, Synergy really made a difference. Here, my platforms are dying in lest than 20 seconds and I have to recall my fleet.

Long story short, no amount of defensive structures can survive or withstand any fleet size of significant threat.

 

Reply #8 Top

i cant see your problem sorry.

i play vs unfair and nightmare, dont use standart capital ships vs missles, they  get outranged and move slow, combine corvettes with  cobalt light frigate only and send them into the missle ships,  , the missles attac the circling corvettes and a lots of missles will miss the targets because they move faster and hit them with the pd dmg

if u prefer capital ships, use the flak item its hardcounter the missles ships or build the ,, Marza Panzerkreuzer /Marza Dreadnought´´its able to fire rocket waves with lvl 6(rocket barrage) and destroy the 30 missle ships with one spell ( if u pick TEC  always start with 3 from this type and use the item with the 15%range buff for all units. in my opinion the marza is the strongest TEC Ship its able 2 kill battleships and frigate formations

Reply #9 Top

Quoting ReneRaeumtRaus, reply 8

i cant see your problem sorry.

i play vs unfair and nightmare, dont use standart capital ships vs missles, they  get outranged and move slow, combine corvettes with  cobalt light frigate only and send them into the missle ships,  , the missles attac the circling corvettes and a lots of missles will miss the targets because they move faster and hit them with the pd dmg

if u prefer capital ships, use the flak item its hardcounter the missles ships or build the ,, Marza Panzerkreuzer /Marza Dreadnought´´its able to fire rocket waves with lvl 6(rocket barrage) and destroy the 30 missle ships with one spell ( if u pick TEC  always start with 3 from this type and use the item with the 15%range buff for all units. in my opinion the marza is the strongest TEC Ship its able 2 kill battleships and frigate formations

 

The issue was due to a bug which has now been fixed.

The bug resulted in all point defense shooting at 1 missile at a time.  So if enemy shot 50 missiles  and you had 100 point defense.

All 100 point defense shot 1 of the 49 missiles.

 

The bug was fixed after the post.