it tends to invite
Volt_Cruelerz to suggust some crazy "fix".
Which can be a fun discussion in and of itself.
I would suggust, perhaps, an increase in duration and cooldown time, so that it takes longer for all the squads to spawn
I've actually been thinking on this subject, and my current leaning is actually the opposite: shorten the duration (I could go either way on cooldown, though).
The problem with the old scramble bombers was that they got shredded as fast as they could deploy, so duration or theoretical maximum number of squads never was really an issue. It just didn't happened. However, there was a tipping point that was crossed in the 1.19 patch, and the deployment rate overall became fast enough that a reasonable number of fighters couldn't suppress the bombers, so instead of staying at a roughly static number, they built up towards those theoretical maximums.
I think that if we just tinker around with the deployment rate, we'll end up ping-ponging between 1.19 ridiculousness and 1.18 mediocrity. Either the fighters can suppress them and prevent them from reaching those massive swarms, or they can't and the bombers dominate. I believe what we need is a Skirantra that can scramble fast enough that its bombers aren't just fighter fodder, but the duration of the bombers (if they do survive) is such that they won't build up these obscene swarms.
Therefore, I think that the duration should be the target of the nerf here.
also feel that jam weapons got a slightly harder nerf than needed last patch.... but not by much.
When did jam weapons take a nerf? I don't see it in the patch notes...
Magnatize (on the donov) could target a few more strike craft to make it worth it... seriosly... its a anti-strike craft ablitiy
Magnetize is a bit of a weird ability. The biggest difference between it and other anti-strike craft abilities is that it affects a set number of targets, whereas flak burst and the others are uncapped. As far as I'm concerned, this makes it largely worthless for dealing with appreciable numbers of SC and it's primarily a disabling skill.
Unfortunately, we can't make it scale without cap, since this could turn it into a late game nuke (it's automatic death to strike craft, plus it deals damage to its target for each strike craft killed). Short of complete rework, I have no freakin clue how to balance this ability for both early and late game play. That said, it certainly could take some substantial buffing and it would still be completely reasonable in the early game.
The worst thing about scramble bombers, and vasari bomber spam in general, is that they have soooo many hitpoints!
I'm kinda iffy on this one. The total hit points in the squad itself is the same as Advent or TEC bombers. This certainly makes them more resistent to flak burst, but against fighters and flaks they're about the same as everyone else. And as far as repair cloud goes, a Skirantra doesn't have the antimatter to spam both its abilities. It's going to run dry (very quickly) if it does this. It's certainly a Vasari advantage, but it's a bit more subtle.
It's pretty easy to thin out a conventional carrier bomber swarm with fighters. Carriers will run out of antimatter if they keep replacing units. It's the capital ships that keep the production line going that are the problem, and the Skirantra with scramble bombers is really the king of that production speed. Carriers with fighters basically can't compete, because they do get shredded and worn down by flaks in a battle of attrition.
I think part of the solution will be giving us a better answer to defeat carrier capital ships in general. Because it's not just the Skirantra, the Halcyon and Sova are also dominating right now. The Skirantra is just the worst offender of the group. I think part of the solution is buffing the other capital ships so they also are suitably dangerous, and possibly buffing carrier cruisers to better compete with the capital variety.
idk. and, I really am not sure how much of a nerf the vasari need... I mean, currently they are the most used race... because of... one carrier cap? I mean, that and illum nerfing is mostly what caused the switch.
Actually I blame the scout nerf more than anything for Advent's fall from grace. It was entirely possible to play 1.181 Advent with a destra-based fleet and crush Vasari and TEC in the late game, but you needed the seeker to bring you through the early and mid-game if you weren't going with the bugged illuminator. Its nerf is what really crippled Advent, IMO, more than any other faction. TEC and Vasari can throw LRF at each other till the cows come home, both their scouts are equally gimped, but Advent can't match with illuminators because they come out too late and are no longer masters of the shoot-out.