Who has strikecraft advantage?

I know many people say its advent but... when I look at the files it seems advent carriers cost around 50% in all aspects. The fighter squads are about half the strength of the others. So to me it seems like vasari have the best because aside being even in cost and supply thier fighters have alot better armor. Maybe someone can elaborate for me here.

12,652 views 35 replies
Reply #1 Top

strikecraft tend to about even out.  Advent gets 3 for 2 squadrons, but they are weaker.  Vasari have less ships in their squadrons, but those are much better armored and armed.  TEC is an average of the two.

Reply #2 Top

It ultimately comes down to who replaces their strikecrath witht he msot efficiency. And sinc eit takes AM to build strike craff Vasary have the advantage since their craft are better so for each 1 they rebuild for same amount of AM as otehr races the vasary come up on top. But that doesnt give a huge advantage but one none the less.

Reply #3 Top

Thats what I thought but for example vasari fighters have armor of 3 and advent 1. So that is another. I was dissapointed lookin over these that they are basically the same.

Reply #4 Top

it's like in Age of Empires - the individual units are different (tho each race has the same ships) but they even out in the end.

unfortunately, Sins' races all have the same ships, while AOE's civilizations have completely different types of units, while still managing to balance out.  the only factor that is fairly universal is the town center and  home city shipment of AOE III

Reply #5 Top

Quoting Orodum, reply 4
it's like in Age of Empires - the individual units are different (tho each race has the same ships) but they even out in the end.

unfortunately, Sins' races all have the same ships, while AOE's civilizations have completely different types of units, while still managing to balance out.  the only factor that is fairly universal is the town center and  home city shipment of AOE III
End of Orodum's quote

I agree AOE is incredibly balanced for having 14 civs out right now. Original had 8. 2 expansions each added 3. Lets take for example the british vs germans. British have musketeers and longbowmen. Both good units. Germans get Doppelsonders (melee) and skirmishers. In effect they both have the same unit except in differant concepts. Skirmishers have a good range and do more damage than longbowmen. Musketeers have range and doppelsonders have health and area damage. The point is that longbowmen where cheaper than skirmishers and worse. Doppelsonders where better than musks and cost more. Even though that the balance was there. Damage reduction and population per unit made the game extremely even and it becomes more effective with the more support there is available. (more accuracy 5 support to 7 support is totally differant than 2 to 3)

The main point i'm trying to make is that AOE is a good game if you haven't played it play it and that sins needs more of a game like that. The vasari for example could have a super ship with 35 population while TEC could have a swarm unit that costs 2 support (other than scout) and actually serve as a fighting unit. 200 hull and 200 shields with like 6 damage. Something that fits each units specialties. Advent could get a shield bubble ship that actually projects it's shield to surrouding ships. Hull could be 300 and have no shields. New script may need to be writen shield would act as the planetary TEC shield. Execpt with the effect on ships. Maybe 1500 sheilds and then it would go out. Thing is it would be 15 support and would be a sacrifice of damage or abilities. They need more personallized ships depending on race.

Onto the strike craft topic. I agree with EadTaes. I've won carrier battles with 5 or so less fighters mostly because restoring those fighters is better even though the advent would have an inicially better squadron the vasari would be able to restore just as fast and still have the ability to do damge. Sins counters this by giving drone hosts HUUUUUGEEELY unfair amounts of hull and shields expecailly for a advent ship. They should be even with all 3 races or costs and hull and shields should be adjusted accordingly.

Reply #6 Top

I don't remember the exact figures, but the Aeria Drone Hosts cost about 1260 credits, 230 metal, and 220 crystal each to build and each one takes up 20 fleet points. By comparison, the TEC and Vasari carriers use 14 fleet points.

Essentially, TEC and Vasari use 7 fleet points per squadron, Advent use 6.67 fleet points per squadron.

Reply #7 Top

There is no advantage.  I've tested it before (in a LAN game).  One costs 1.5 times as much as the other, for 1.5 times more units.  If you pit 3 Vasari carriers against 2 Advent carriers, after a long battle, they will both kill each other's carrier, and the remaining squadrons will eventually die off without a host!

[PS. InfiniteVoid, thats a good observation.]

Reply #8 Top

I know that TEC have the worst strikecraft, but what if it's max armor upgraded?  I tend to upgrade damage on my Vasari and Advent strike craft, but have not had a successful game yet as TEC with strikecraft, and I think lack of armor research might be to blame :/

Reply #9 Top

The advent has the best hanger defense. They get extra strikecraft per squadron with research.

Reply #10 Top

Quoting GoaFan77, reply 9
The advent has the best hanger defense. They get extra strikecraft per squadron with research.
End of GoaFan77's quote

 

While true, advent hangars require 6 tactical slots, while vasari and tec only need 4.  Building 2 advent hangars at 12 tactical slots means you could build 3 hangars of the other factions.

Reply #11 Top

but the number of squadrons even it out in the end. 6 tp foe 3 squads when the others have 4 tp for 2 squads... do the maths.

 

I like hangar defense because the ennemy cannot just 'avoid' them, the fighters hunt them down.

Reply #12 Top

6 squads is lame and I dont think is effective against maybe a lone light frig.

Reply #13 Top

it's effective against seige frigs, which is the main reason for them.  that and to support a defending fleet

Reply #14 Top

Yeah but against even a small fleet they r useless even for support. You can get much more support from a defense turret if you draw them closer.

Reply #15 Top

but its the light raids they are designed in mind for.  the ones with 5-10 seiges.

besides, we know that normal sins is very defense-weak.  that's what Entrenchment is for.

Reply #16 Top

Yeah but for the amount of tac slots its rediculous. Light raids that r that light can easily be countered by building a turret whereever the sige ships are for far less tac slots. Also if that light raid includes 1 or 2 flaks hangers r worthless. Even with their new ablities they need triple fighters maybe more to be worth building.

Reply #17 Top

Dude, hangers are way better than turrets.  They are fine as is, don't complain. 1 or 2 flak will do nothing to a hanger, and you dont build just 1 hanger, I can build 5 advent hangers on an Asteroid complete with 2 repair and a nice 1 turret to take up last slot.

Reply #18 Top

No you are right flak wont do jack to a hanger but will make the 2 squads useless from them. 2 flak per hanger+ 1-2 seige and ur toast. Flak are relatively inexpensive and fleet supply is reasonable. I thought an asteriod with max tac slots was 25? Plus advents extra 5 they can research makes 30. Hangers are 6 slots so 5 =30.

 

Even if you could put 5 hangers with 2 repair bays and 1 turret thats only 15 squads. You would only need 10-12 flaks to defeat that. Stear clear of the turret and bomb planet. Hangers are really expensive and flak are less than half the price of them. We are talking about an orbital defense platform for a PLANET. It should hold alot more squads than a carrier. Thats just my opinion.

Reply #19 Top

Youa re confused as to why static defense exists. It by no means is supposed to sotp any sizable fleet.

Reply #20 Top

Well tell me what the point is in building defense structures that cant defend. Spending money and resources on something that doesnt do anything. In a real world situation any race would have massive defenses for their planets if there was risk of invasions. I would think.

Reply #21 Top

static is meant to stop raiding parties.  that's all.  and the max tactical slots is 35 - one more and you would be able to put 2 superweapons in a grav well.

Reply #22 Top

Static defense gives defender an advantage. It is worth it,  but not for every planet.  In a fleet vs fleet situation, a repair platform and a hanger can be super effective. 

Reply #23 Top

Astax I agree and the repair platform is great. My only beef is hanger bays. Everything else is useful. Like you said without a fleet they dont do much but entrenchment will change that. However imo the hanger bays are not worth 6 tac slots in any situation. However this is just my opnion. I have came across some in mp and they have NEVER been a worry or issue for me. I have also came across a heavily turreted system and those are much more time consuming and trickier to defeat so they serve their purpose great. 6 tac slots is 6 turrets. With 6 turrets you can surround your planet.

Reply #24 Top

The Hanger Bays replace aircraft much better than a carrier. In a fighter vs fighter this shows a lot.  And 1 hanger can have the range fo full gravity well, vs limited range of a turret, whcih can be outranged by long range frigates.

Reply #25 Top

and placing turret all around the planet make your defenses weak everywhere if the ennemy concentrate his attack, i prefer to put them all at the same spot where i think the ennemy will show up... so if he does, its gotta hurt.

after a while, i found that having only fighter in a hangar is better than a mix of F/B; turrets fight ships while your fighters kills ennemy bombers so your turrets live a bit longer.