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To speak to each point individually (I am by no means an expert so other can feel free to correct me where I might be wrong):
1) My understanding is that LRM spam is the current meta, Vasari phase missiles are just their version of this and one of their inherent strengths. Casually, this can seem very powerful, but like any mono-ship fleet, a prepared opponent can easily counter this.
2) Vasari having more fleet points really just offsets how most Vasari ships require more fleet supply than their TEC or Advent counterparts. This does still mean that Vasari generally have the strongest military, when counted by the numbers, but Advent gain their power from their abilities and synergies while TEC maintain power through more rapid production and resupply.
3) Thanks to minor factions, all races have access to getting a few phase gates. Phase gates are a very powerful ability yes, but they are more defensive, allowing the Vasari fleet to quickly respond to a threat anywhere in their empire. Compare to the TEC Enclave who have multiple powerful defensive options where they likely don't even need to recall their fleet.
4) Ignoring credits is a double edged sword, on the one hand, yes it is nice to reduce the number of resources you need to maintain. But, it also means that any exchange on the black market is at a major loss, so the Vasari, more than anyone else, really needs to balance their metal and crystal incomes.
5) This is Exodus only, and it also comes at an opportunity cost since it uses a ship item slot that other would be using to make their capital ships stronger in battle.
6) Mobile starbases is a tier 5 tech, so it is quite late game, all factions have some very powerful options at that point. Additionally, Vasari can still only have one active starbase per gravity well (not counting a star). Compare to TEC Enclave (again) who can have two active starbases at once.
7) The Kultorask is certainly one of, if not the, strongest titan, primarily because it requires more specific tactics to eliminate, more so than any other titan. That said, it is not without its weaknesses and there is still plenty counter play, much of which has been discussed in another thread about this titan.
8) This really only offers the Vasari slightly more flexible production options, and doesn't at all change the number of ships that can be build at once. It also means that their capital ship factories sit unused for large potions of the game, where other races will be making use of both factory types all game.
9) While the resonance buffs are good, I actually find the resonance mechanic to be the weakest, and at least the least interesting, of the three. Both TEC and Advent have much more dynamic options with their unique mechanics allowing them to be much more adaptable to changing situations.
10) While the Skiantra does have excellent abilities, its actual combat power leaves something to be desired, it is very much a support carrier that gets better based on what else is in your fleet. In a 1v1, it probably loses to most other capital ships.
Bottom line, all of the races are "OP" in different ways and are ultimately pretty balanced because of that.
1. This can't really be accessed while PD is broken.
2. This is less important than earlier fleet cap research, composition matters more at this stage.
3. You have to research and build them. A lot of maps they aren't even worth it.
4. For new players this may seem good, but not having to do two market conversions helps a lot to save resources.
5. One of them can do it as a gimmick. But you have to research this and dedicate expensive combat ships to that role rather than combat spec.
6. Another really late game thing. But yea this can be really strong.
7. Agreed Kultorask is pretty great.
8. I see this as more of an annoyance than some kind of great advantage?
9. Agreed, others are a bit lacking in comparison.
10. It doesn't really stand out from other strong cap ships, well other than the ship itself being quite weak. I've personally always found it annoying that it needs to do the role of a support cruiser.
There are things the Vasari also lack, and I'm sure you could make a similar list of stand out strengths and mechanics for the other two factions.
New players often like that the TEC can actually make defences. They may also wonder why their massive fleet got deleted when fighting Advent. I don't really see why one faction being a bit more straight forward is an issue.
I wish XD
Vasari are plenty strong, but they have some weak points that can be exploited. In short and answering your points:
1) (Phase) Missile spam is good throughout all factions, this is because ALL missiles gunboats are overtuned (and also Point defense are bugged at the moment). Vasari rockets have the bonus of bypassing shields, yes, but it’s their only advantage over other rockets.
2) More fleet points at the cost of having more costly unit: Vasari fleet have a “quality over quantity approach”. On the opposite side of the spectrum we’ve TEC, to be clear.
3) OMG yes! It’s among the few good orbital structures Vasari have: contrary to Advent and TEC, Vasari struggles a lot in turtling using only structures. You need a defensive fleet to police your dominion, and phase gates in abundance are mandatory for that
4) Mixed bag here: TEC and ADVENT can use credits to buy missing resources. Vasari Exodus counter this by having bonus to resource extraction in culture.
5) Only for Vasari Exodus: Alliance doesn’t have this perk. Also, as Vasari Exodus, you can put them inside starbases, freeing your ships to be fully augmented for war.
6) OMG yes x2! As Vasari Exodus, this synergizes greatly with their level 6 titan: you can open a phase lane and park a starbase behind enemy lines as alpha strike for your fleet. I call it “Attack pattern Flying Dutchman”.
7) Kultorask is good, especially vs high level fleets. Advent Wrath Titan is also terrific. Ragnarov TEC titan has the strongest single target damage... I still prefer the Vorastra. XD
10) Antorak Marauder could surprise you when used aggressively and with a lot of micro 😉
Vasari suffers from their quality over quantity approach, and while they dominate early game, Advent (especially Wrath) by late game are basically unyielding. A shared joke among the community is that any game where you don’t defeat Advent early game, is an ADVENT victory. But they are so different and “difficult” compared to the other factions, that they require time to be mastered.
TEC are instead more user friendly because of their economy: as long as you generate revenues with your trade ports, a TEC player is still in the game, no matter how many ships have you lost.
This the one thing that's explicitly pointed towards Advent. I would like playing Advent in general but I cannot stand my upgraded shields getting bypassed by phase missile volleys anymore. :-(
Anymways: Thank you for every single answer. I appreciate the exchange of thoughts. Maybe it's just that Vasari fits me most. And Advent least...
You're very welcome.
Still, ADVENT has tremendous synergies between structures and ships.
Basically, ADVENT tech is made of many small bricks: put all together, you’ve an almost impregnable castle. Yes, they are shield heavy in all structures and ships, but:
- With upgrades, their antimatter station can restore shields.
- With upgrades, their light factories can repair ships and structures.
Their battlecruisers have the ability to “transform” single target damage to AoE: pair it with Titan single target ability, and you can thanos snap away entire fleets.
Moreover, Advent wrath can mindcontrol entire fleets thanks to their deliverance engine, making an assault on their position, almost always a losing proposal.
Economy side? ADVENT can generate crystal income ex-nihilo as long as you’re in culture… and more.
Yes, I too enjoy Vasari Exodus the most, and this since SOASE I. XD
But don’t underestimate ADVENT because of the rock-paper-scissor we’ve between factions. They are a powerhouse, once they get going. ;)
That is intentional, as Advent as very strong in shields but Vasari have shield bypass stuff. So Vasari in general are stronger against Advent. On the other hand TEC have more point defense as well as hangar defenses with flak and strike craft. This makes TEC strong against Vasari and their phase missiles. It is sort of a rock paper scissors layout in strengths: TEC > Vasari > Advant > TEC..... Doesnt mean they always win, and the game has a few balance issues right now, but in general the factions strengths are supposed to be laid out like that.
Also their economy is much easier than TEC's or Advents', as there are only 2 types or resourses, and you almost never get too much crystal while playing (except for the beginning). And you can always invest your metal overflow into Ravastras to balance the economy. Also as VE you don't have to deal with minor factions, as it is the weakest faction to accumulate diplomacy points.
So yes, Vasari Exodus might be the easiest faction for newbies. Other factions have many strong points that balance the game for midskill and pro players. But for newbies these things might be too hard to use.
P.S. the best capital ship is Radiance, to my mind.
Vasari Star Bases when upgraded to move between gravity wells, do so very slowly. They move slower compared to fleets, which means it either slows down the entire advance considerably, or it is left to its own devises, making it vulnerable.
And because you are limited to 1 per gravity well, you can easily end up with a situation where you cant move it through an area that you or an ally own(if there is already is a star base there).
They have to be taken from your border areas to give as much freedom of movement as possible, meaning the second it is on the move, that planet is now very vulnerable to raids.
This is double true, because Vasari defense(without a star base) is fairly weak compared to the other 2 factions. They rely on player micro to move fleets around to defend their territory.
There are also several things that makes life difficult for the Vasari star base in combat. Advent can lock it down for a very long time. Same with TEC: Primacy if they hit it with a Novalith Cannon. TEC: Enclave have, at that point, 2 star bases on most planets.
All in all, it is a nice feature to be able to move a Vasari Star Base between gravity wells(same was possible in Sins1), but it is not broken in any shape or form compared to what the other factions are capable of. It is a massive investment in metal and crystal if you want it to move out of the relative safe area of your own territory.
As someone who started with Advent Wrath in SoSE1, moved to Enclave in 2, and is currently testing Vasari occasionally, I can see the strengths of the faction. Being able to quickly redeploy across the map is a godsend in larger maps, and being able to replenish their frigates and corvettes while on the move (gods how I WISH TEC had that, at least for Primacy) means their fleets always have chaff for their much more expensive ships. However, being able to print ships as fast as they die (TEC) or stealing whatever looks nice that your opponent made (Advent) are strong abilities as well. I hate when the AI decides that building a regular fleet is boring and I see 4-5 Raptures and a handful of Domina and then start picking through my fleet like they're at a supermarket. IT's funny, but I built them, I wanna use them.
Vasari might be beginning friendly, but I do thing TEC is a bit more 'normal'. Trade is rather simple to wrap your head around, and it's a constant benefit that eventually makes losing a fleet extremely safe. So far I'd say Advent is the hardest faction to use, but once you know what you're doing the deathball is reminiscent of StarCraft 2 Protoss.
In addition to all this, the Mobile Starbase is the Vasari's version of a superweapon in this game. It's not like the other factions don't get late game toys to play with; TEC enclave can put 2 starbases in every system, Primacy gets Novalith cannons, and Advent get Deliverance Engines (though the Reborn DE is admittedly largely pointless).
In point of fact, aside from the aforementioned Reborn DE, mobile starbase is the one I find myself least likely to utilize (or even research), because it hurts the rapid, aggressive fleet movements the Vasari excel at. The only time you need the added firepower is if you're doing something stupid like picking a fair fight; Vasari should be outmaneuvering their opponents and hitting soft targets one after another in an interplanetary cavalry raid.
It's not some broken thing the devs added with little thought. Vasari jump starbase was in the first game, and was far more powerful because starbases were stronger and you could get it in the early mid game. Devs took it into account when designing Sins2, which is why it's now so late in the tech tree.
It's not even the strongest thing in the game. Titans and even a few cap ships are stronger, and there are a few abilities that completely cripple starbases.
I think you are spot on here. With so few units currently, when these units under or over perform the entire faction gets highlighted. Currently Vasari are in the spotlight, all really because of two over performing units. I hope the devs don't take a hammer to the faction in response to large swings of balance due to an unstable meta.