Carrier Spamming

Every Online game i play now, It's who has the most Carriers seems to win the game. Now i know its fun to see hundreds of fighters kill a capital ship in one go, but this just takes out strategy for the whole game. In order to kill those fighters you need more fighters because flaks just suck imo. So in the next patch i think they need to beef up the flaks ALOT !!! All i see now is carrier spamming every single match i play, and its getting really old and repetitive. SO please some one fix this problem.

23,910 views 12 replies
Reply #1 Top

you really can't change this, people choose to spam them

use magatize then and flake or better: fight fire with fire (in other words, use carrier spamming) if you want to win

Reply #2 Top

Ha, they nerf carriers peopel wills pam somethign else. Get used to it :) At least back when LRMs were spammable, you could get to HC quick and coutner it.

Reply #3 Top

The cruiser carrier shield & hull points are way too high, pretty close to a capital carrier. In comparison the cruiser heavy assault is weaker & requires more reseach. Duhh, double duhh, a front line melee unit has less hit points than a ranged support unit?

It's simply very difficult to kill the retreating carriers. You have to chase them from system to system without a break before they can regenerate fighters. Of course fighters and bombers are best at the chase ;)

To  balance it roll back the cruiser carrier shield & hull points and maybe it's speed.

Reply #4 Top

some of the tactical ships can prevent the chase or just upgrade your defenses.  I find that disabling the jump drive work best because my heavy assault cruisers chew them up at the jump point.  In a LAN match I find I do more damage with a mix of ships rather than my friend's Battleship/escort carrier rampage.

Reply #5 Top

Upgrade Defenses? It doesn't help when they are retreating through their territory.

Disable Jump Drives? Which tactical ships do that? Just capital? For all races? Effects the whole fleet?

Reply #6 Top

Check out the strategy section... there was a whole posting about carrier spamming and how to deal with it.  If someone just spams carriers, it is quite easy to counter, actually.  Basic assaults combined maybe with some carriers of your own will eat a carrier spammer alive.

Reply #7 Top

Quoting WarDad, reply 3
The cruiser carrier shield & hull points are way too high, pretty close to a capital carrier. In comparison the cruiser heavy assault is weaker & requires more reseach. Duhh, double duhh, a front line melee unit has less hit points than a ranged support unit?

It's simply very difficult to kill the retreating carriers. You have to chase them from system to system without a break before they can regenerate fighters. Of course fighters and bombers are best at the chase

To  balance it roll back the cruiser carrier shield & hull points and maybe it's speed.
End of WarDad's quote

Isn't it ridiculous how high their shields are? I mean consider they all chill out at the edge of the gravity well to jump out anytime, it's pretty funny how hard they are to kill even in a straight up gun fight if that ever happens. 

It all adds to the insanity. :)  

Reply #8 Top

Nagh...

Let us keep our lame, easy tactics.

 

Only way to counter carrier spam seems to be to counter spam with carrier (fighters only, no bombers).

 

Oh well....

Maybe Entrenchment Final will add some "super flak" ability, or (dunno if this works) you can use the Vasari superweapon on a "danger close" (with a nuke for comparison...)

 

Thanks!
-Jeremy

Reply #9 Top

Here's an idea. Make squadrons consume antimatter to stay on the field. This turns the carrier into a sort of "mage" archaetype, because they require special energy in order to do their damage.

Reply #10 Top

A better idea is let SC take anti-matter enough for the carrier to CARE, and then put a resource cost on them. 

25 credits, 10 metal, 10 crystal. Hell, let Carrier'have their initial SC for free, but must pay resources if any lost if you carrier fanboys realy want it that way. 

The problem with JUST anti-matter is that even if the Light Carrier's AM is nerfed so it'll actually matter, it is STILL ESSENTIALLY free. Strike Craft even with Flak are pretty durable, and unless you have Kol, etc with Flak abilities you're NOT gonna lose that many, and thus the carriers will be able to easily afford them. WHICH CHANGES NOTHING. 

x_x  

Reply #11 Top

Why should carrier combat cost resources, when no other ship has that problem? Also:

Sins has a less than linear economy. As players expand, their increased income from units and research is cut down by increased fleet research, and the distance from the homeworld. The end result is that even with a sizeable empire, it's very difficult to get more than twice the resources you have early in the game.

Now make strike craft cost a FLAT amount of resources. Guess what happens? Carriers become useless. The first carrier might be cheap. The second, third, hell the 10th one may be cheap. But after that, your empire needs to be exponentially powerful to go past an absolute TINY number of carriers, because they're going to flatline your economy in seconds. How is putting a "hard cap" on the number of carriers going to fix things?

The problem with JUST anti-matter is that even if the Light Carrier's AM is nerfed so it'll actually matter, it is STILL ESSENTIALLY free.
End of quote
No it isn't. Antimatter costs valuable TIME. Push a devastated carrier fleet, and they won't have the time to stop you. Problem is, AM restrictions cost carriers very little time. Even dry carriers can jump around quickly, rebuilding squadrons with ease, and have the additional cover of a fallback position.

Reply #12 Top

Then make Carrier actually feel the pinch when they are on low on Anti-matter, right now they start with so much they don't. EVER.