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Siege Frigate Spam Needs Nerf

Siege Frigate Spam Needs Nerf

Right now it is possible to spam 20+ siege frigates and ninja take out any planet (irrelevent of the defenses) before any possible response can be achieved. Frankly, this lame tactic is used by the AI regularly.

Either lower the planetary damage of siege frigates or implement some kind of system where you must eliminate defenses first. It is IMPOSSIBLE to defend a planet with structures from all 6 sides (or anything short of a huge fleet when you get spammed by 20+ siege frigs). The power of siege frigs have turned this game in to musical chairs (who can knock out who's planets most frequently).
233,914 views 227 replies
Reply #76 Top
Counter to this strategy: A few well placed gaus canons around your planet will wipe them out.
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Eh no, you should already see quite a number of post that even with heavy defense it still doesn't help at all.

Like the post I made, 2 Capital Ships and 12 Guass Cannons concentrate at one place, and yes the AI's Seige Frigates park right in the middle of those, yet they almost smoke my planet. A few other posters also state that their heavy defense can not stop these Frigate fast enough.
Reply #77 Top
LOL. This topic has provided me much enjoyment.
Reply #78 Top

I wasn't talking in theory. I've done it.

I do agree with you that they shoudl be nerfed but I know what I just wote works.

Reply #79 Top
A few being 6? Because even 6 will not stop a determined force of 12-15 Siege Frigates. I happen to think that the siege ship isn't a big problem, proper scouting helps enormously... but turrets will not actually deter such fleets until they reach 10-20 area... even then you can easily kill the planet, you will just lose allot of ships doing so.

Everyone is listing huge changes and additions instead of realizing the simplest fix..

Just reduce their healthpoints...
Make them as vounerable as scouts, so you NEED normal ships to escort them.
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90% of posts have stated that they should have their health points reduced... also 70% of posts have been by people who bought or recieved the game... Yesterday. Give it a week or so.


The overall viabillity of the Siege Frigate will become nill if you have the HP reduced to scout level, it will require tons of baby sitting, as a small group of 6 LRMs could jump in and destroy a large fleet of these expensive mop-up only tools.

It is more exciting and dynamic to have them be more than a mop-up tool. They will be less survivable as a spam fleet if made slower, but exactly as lethal in a proper mixed fleet. That should be the goal, to reduce the effectiveness of a spam fleet, but maintain a battle-capable ship (with escort)... not to reduce the Siege Frigate to the flying, nuking, paper machette ship.
Reply #80 Top
I wonder if some sort of mitigation could be implemented, perhaps just for planets with the planetary shield researched (similar to how ship shields work). Something to drastically reduce the effectiveness of 10+ siege ships at once.

Perhaps this already is in the game, but if so it isn't very noticeable.
Reply #81 Top


90% of posts have stated that they should have their health points reduced... also 70% of posts have been by people who bought or recieved the game... Yesterday. Give it a week or so.

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Not really, like I said this is an old problem with beta.

The reason I'm against nerfing the Seize Frigate any further (heh, but looks like I'm the only one here) because again, given the AI OBSSESSIVENESS to Seize Frigate nerfing the ship can have a very bad effect that it becomes a money sink for the AI. Right now at least the AI accomplishes something (although on the annoying side), but if the Seize Frigate got nerfed, they might be throwing a lot of money away without accomplish anything.


That's why I still insist the balance is done on the defensive side, not the offensive side. Maybe give Planet more defense, give a boost to Emergency research, or make plantery shield available ealier ...etc...

Reply #82 Top
I've played a couple games and the normal AI hasn't really thrown anything at me I couldn't defend. It does play some dirty, dirty tricks though. I've gotten spammed by siege ships that attacked one of my terra worlds with no real defenses, when my fleet confronted them they ran like chickens with their heads cut off, I jumped after them and they all jumped back and nuked my planet again before I could warp back. Gotta give the AI coders props, but I WILL have my revenge. Still, my planet survived and the force of siegers didn't.

Good times. But the mere idea that a race of televangical palm readers could throw me for such a ringer is insulting...hrmph
Reply #83 Top

I wasn't talking in theory. I've done it.


I do agree with you that they shoudl be nerfed but I know what I just wote works.


End of quote


uh seriously Frog, i dont know how u get the idea a few gauss would stop a decent number of siege frigs.
I could already show you a few replays where they didnt and this just after 2 days of playing.
And tbh IF some turrets could stop them there wouldnt be a need to nerf them, so arent u contradicting urself here?
So really no offense, dont want to sound hostile or anything but i cant agree regarding this issue.
Reply #84 Top



90% of posts have stated that they should have their health points reduced... also 70% of posts have been by people who bought or recieved the game... Yesterday. Give it a week or so.



Not really, like I said this is an old problem with beta.

The reason I'm against nerfing the Seize Frigate any further (heh, but looks like I'm the only one here) because again, given the AI OBSSESSIVENESS to Seize Frigate nerfing the ship can have a very bad effect that it becomes a money sink for the AI. Right now at least the AI accomplishes something (although on the annoying side), but if the Seize Frigate got nerfed, they might be throwing a lot of money away without accomplish anything.


That's why I still insist the balance is done on the defensive side, not the offensive side. Maybe give Planet more defense, give a boost to Emergency research, or make plantery shield available ealier ...etc...


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i could care less about the AI if it makes human vs human multiplayer games unfun.
Also why shouldnt the AI be changed accordingly to prevent any problems?
What we for sure dont need is even more turtling.
Reply #85 Top

I wasn't talking in theory. I've done it.


I do agree with you that they shoudl be nerfed but I know what I just wote works.


End of quote


I'm not saying it didn't work for you and I really dont like to complain but in a lot of situations now I've had a fully upgraded planet, with heavy defences which have intersecting rings of fire and are fully upgraded.

I've also have a decent fleet station just as they come out of jump, each time I lose.
Reply #86 Top
Yesterday in my first game the AI attacked one of my planets with 13 Siege and all I had was 5 missile turrets, 4 frigates got blow to pieces before even reaching my planet and in the midst of the rest retreating 2 more died. It only took 2 volleys for each frigate to explode.
Reply #87 Top


The reason I'm against nerfing the Seize Frigate any further (heh, but looks like I'm the only one here) because again, given the AI OBSSESSIVENESS to Seize Frigate nerfing the ship can have a very bad effect that it becomes a money sink for the AI.



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I'm not sure it's obsessed, but, perhaps due to its infinite calculations, realizes that the siege frigate is the best choice. So, naturally, it spams them.

Reply #88 Top
I like the idea of making it so Siege Frigates have low HP but normal shield which need to be lowered when firing. Seems like the best fix in my opinion.
Reply #89 Top
12 siege frigs rushed my capital in the first 30 minutes
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Why, exactly, were you sitting in your home system for 30 minutes?

That's the only problem I'm having with all these arguements.

I've yet to have a problem SEE a fleet coming. Are you scouting at all?
Reply #90 Top


Why, exactly, were you sitting in your home system for 30 minutes?

That's the only problem I'm having with all these arguements.

I've yet to have a problem SEE a fleet coming. Are you scouting at all?
End of quote




Exactly...
Reply #91 Top
I think it's a perfectly viable strategy... if you don't get caught you can really disrupt you're target's economy, and production capabilities. If you do get caught it's game over for you. I think you can only consider this an exploit if it's impossible to counter, which it isn't.
Reply #92 Top

12 siege frigs rushed my capital in the first 30 minutes


Why, exactly, were you sitting in your home system for 30 minutes?

That's the only problem I'm having with all these arguements.

I've yet to have a problem SEE a fleet coming. Are you scouting at all?
End of quote



boy, play against a decent player and i want to see how scouting helps u preventing siege frig runs.
Also i would like to see how ppl want to defend all their planets with mass stational defence and still built as much ships as ur opponent.
Its the same issue as in the beta, no its even worse because phase disruptors dont prevent phase jumps anymore (so no choke points and no way to prevent siege frig runs deep into ur territory).
The thing is, most agreed in the beta that siege frigs are too strong and they were supposed to be nerfed but whatever "nerfing" they got it was at least offset by the phase disruptor change and without those they are simply to strong because u need at pretty much all planets good defence.
No good player will do this against a decent opponent so the game will turn into bombing each others planets.
A bit too cheesy for my taste.
Reply #93 Top

I think it's a perfectly viable strategy... if you don't get caught you can really disrupt you're target's economy, and production capabilities. If you do get caught it's game over for you. I think you can only consider this an exploit if it's impossible to counter, which it isn't.
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since when was this game supposed to work with hard counters and why should siege frigs be the only units with the ability to practicly decide a game on their own?
To me a group of siege frigs is a better "superweapon" than those real superweapons, heh...

Also i would like to know what "getting caught" means.
Siege frigs can run through whole defences, including hostile ships.
Reply #94 Top
boy, play against a decent player and i want to see how scouting helps u preventing siege frig runs.
End of quote


I'd appreciate it if you could at minimum fix your English before you call other people "boy".

As far as I can tell, ships don't TELEPORT to my planets. They do this thing called phase jumping. You can scout incredibly early in the game, and see siege frigates coming out when they are FIRST coming out. 1-2. A capital ship + some offensive ships jumping in while they are gathering their "siege fleet of doom" to come to you does wonders.

Take the fight to them.

I can understand the complaint that siege frigates take too much abuse- you have to ridiculously out number them to stop them from destroying a planet before you can kill them, however the complaint that it's "too easy to mass 20 and rush" is just silly. 30 minutes isn't a rush. It's leisure.
Reply #95 Top
Well said, Scynix! Man!
Reply #96 Top
He SAW the fleet coming. He had ALL his forces in system. The Siege Frigs take so much damage that they can sit under the guns of your entire empire and smoke the planet. That's the issue, people, and the next person who says "why didn't you see them coming" gets a smack upside the head.

Reduce their hp, and the problem is sorted. Just make them easier to kill. It's an elegant solution - you really shouldn't be bringing siege frigs in until the defences are - at the very least - engaged by other forces. If you want in-combat bombardments, that's what certain Caps are for - or you can hope you've got him distracted enough in the battle for the Siege Frigs to work, or you can give them enough of an escort, or you can keep switching targets until there are a few vulnerable planets to siege, or... lots of stuff. Just *not* being able to send nothing but sieges against the entire enemy defence.

I mean, seriously, how hard is it to defeat a planet's defences with a reasonable fleet? Not hard. Then bring on the siege. Requiring a basic bloody effort in building a mixed *combat* force to play this game does not seem unreasonable to me. Building a one-type zerg force is boring.
Reply #97 Top
He SAW the fleet coming. He had ALL his forces in system. The Siege Frigs take so much damage that they can sit under the guns of your entire empire and smoke the planet.
End of quote


And we will continue to repeat, why was he sitting in his system WAITING for them to come?

Why was he not ATTACKING them the moment he saw what they were doing?

Or wait, did he NOT see them coming until it was already too late, and the fleet was already assembled? That's called a FAILURE TO SCOUT.

If my opponent commits ALL of their resources for half an hour to building a fleet SPECIFICALLY DESIGNED TO KILL MY PLANET, I fully expect them to succeed, no matter WHAT I have "sitting" at the planet watching them come.
Reply #98 Top



Why was he not ATTACKING them the moment he saw what they were doing?

Or wait, did he NOT see them coming until it was already too late, and the fleet was already assembled? That's called a FAILURE TO SCOUT.

If my opponent commits ALL of their resources for half an hour to building a fleet SPECIFICALLY DESIGNED TO KILL MY PLANET, I fully expect them to succeed, no matter WHAT I have "sitting" at the planet watching them come.
End of quote


Funny, I thought he said his fleet was too slow to respond, that the enemy bypassed his other planets, and that the defenses he had did nothing.

Reply #99 Top
About the HP of ships, couldn't one just quickly mod the HP down if one really thinks he can't stop it?
Reply #100 Top

Funny, I thought he said his fleet was too slow to respond, that the enemy bypassed his other planets, and that the defenses he had did nothing.
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Yeah, but stories change as you continue to argue in defense of a nerf. Always do.