Dealing with an maxed out Orky takes time... even with dozens of bomber wings..
Far worse... as the damm thing can move - and at an rather impressive speed for its size - you just cant wait on your jump in point, even if it is out of turret range. You have to start flying away from it....
Running away from it AND avoiding the turrets is often very difficult.... if not impossible. And your fleet might end you up on the wrong side of the gravity well when his fleets jumps in with vengeance. Just wonderful... phase missiles, pulses and waves from above and an angry Orky from below.... How I love it when I get 30 fleet supply "back" per second
The antimatter recharge stop is excessive powerful. Especialy against Advent, who rely heavily on their abilties for maximum fleet synergy. There is a reason, Advent got the best antimatter recharge upgrades.
Fighting a late game Vasari is Advents worst nightmare. To be successful in such an endavour you have to use every single ability at your disposal, preferably including a Level 10 Eradica on Chastic Burst rampage.
But that rampage is going to be very short lived without AM regeneration. BTW, this also means that most of the all new awesome Unyielding Will ability wont work, too.
0 antimatter regeneration multiplied with 800 % is still 0...
There is not much Advent have to offer when it comes to dealing with phase missile damage:
- Hull repair - disabled for 5 minutes - 5 minutes in which every single hull damage done is not repaired at all. This does even hurt the TEC.... who has a ton of armor on their ships.
- Culture - requires total culture domination to be applied fully and even then is pretty much worthless. You dont have culture when you are attacking an digged in Vasari... he however has a juicy damage bonus there.
- Vertigo - is usually not very effective even with full AM regeneration due to the comparable low range and the fact that the Rapture tends do find an untimely end when the Vasari guy found out what is hampering his Kanraks. - without AM regeneration... lol
- Telekinetic Push - Vasari bombers are though.... so this is usually only useful for prolonging the life of your fleet, not saving it. It is quite AM hungry.... a few uses will deplete the Halycon.... if the vasari carriers are still there afterwards... you better make preperations for a very large memorial service...
Of course Shield restore, Guardians, Malice and Fracture wont work either... at least not for long.
No, no... just go on... I dont need that Level 8 Progenitor... not at all..... ohhh that fireball over there? That was my Level 10 Halycon... before the latest Disintergrator volley, thats it.... well, I didnt liked the captain anyway... Sure go ahead killing my fleet... not like Advent ever have any money trouble after mid game... besides I wanted to build something more useful against Vasari anyway.... something like 200 colony ships for example...
5 minutes is an eternity in a battle.... and the effect last even if you leave the gravity well.... a chasing fleet is at an considerable advantage.
Advent defense get what? A minor damage increase? Yes, shield bestowal is nice, but its usefulness drops rapidly in the later stages of the game.
TEC? Nice turret abilities.... but nothing with such an huge area of effect.
Only the Vasari turret remains useful, because of this ability alone. At a range of 7500 there is little in the game that outranges the area.
I stand to it. A single cheap turret should not have such powers. Probably not even on capships but most certainly not on Titans.