JohnHusky JohnHusky

Vasari is underpowered!?

Vasari is underpowered!?

Ive had a few games now and gotten to some "conclusion" that the vasari is weak compared to the TEC.

Since conclusion is in "" is because i and a few others might be using them wrong

To get to the point, i was thinking they would be upper ships and very few of them, but the TEC would counter this as the have more cash to build more, so it still would be a 50/50 change to win.

We had some disscussion about it on IRC (im using SDC so i dont have the log) where some say they aint ment for brute force. Or that they have upper skills, then i have to wonder why im losing almost every battle encounter with the TEC, as the TEC has a few more ships and the Vasari got a 1 more armor, it doesnt add up. This is both early and late game it seems to be the same.

All this doesnt make any sense to me, as the TEC have been in peace for 10.000 years, the Vasari should obviously be way stronger.

Also on IRC it was said the Vasari got Phase Gate to get your ships fast and inbehind enemy lines they are better. Well as it is now the Phase Gate tech is at civic lvl 9 and before you even get there its very very late game.

Just to let anyone know i love sins, just dont see where the Vasari is as powerful as the Lore and dev's says
152,797 views 167 replies
Reply #101 Top
New version of my VASARI mod is up <3
Reply #102 Top
oh but there will
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and who is your source?

blair? blair says he will make the marginally stronger and marginally more expensive, which will not make them any more powerful, neither of which is significant, neither of which I would classify as much of a change.

you lose!
Reply #103 Top
I have faith in Blair, just look at the amazing job he and the IC crew did on game speed! <3

Normal speed is fun now and FAST speed is AMAZING
Reply #104 Top
blair promised you no miracles, thank god because that could ruin the game.
Reply #105 Top
It was the ai of course, but this still has merit.

I killed four capital ships with a marauder and seven(four left when I was done too) skirmishers. Two dunov's, a sova, and a kol.

It's amazing what you can do when the big guys don't get to fire till their escorts are dead, and then only get to shoot at you till you want to leave, at which point you blast out of there faster than their frigates can move, your entire fleet easily retreating. Killed the poor bastards planet twice while doing it, and built a secondary fleet while keeping the ai thinned out to just a few frigates the entire time. Vasari can run away from anything, and they can chase down anything too. Some of you(multianna for instance) really need to think outside of the box a little. These guys are the kings of mobility, even before phase gates. I'm still pretty sure I'd lose to myself, no shield regen abilities in the bunch, and only the carrier can actively repair other ships on the move to real effect. They are not freebees though, they are godlike tactical strikes that can get in, get out, get back in, get out again, rinse, repeat... Phase gates are game over, they don't become balanced with them, they go from a little weak to god almighty accidentally stepping on a bug.

And ignore the frigging pirates already and look at the maps a little. Both ai sides are getting creamed by them, the TEC are just getting creamed a little less. They've seriously cut back on the defensive structures, so they get floored whenever there isn't a capital ship close enough to defend. The pirate fleets are almost always larger than the ai fleets are. Going squishy by pirates because there isn't a single turret, repair platform or hanger in the entire galaxy does not make a side weak.
Reply #106 Top
guess you were right about their intentions schod.

something slightly different though. everyone has said that phase gates are very powerful and they are, they effectively tilt the balance of the game. thats maybe a bit too much influence for one tech. maybe, while bringing it down in tech level, you could also reduce its effectiveness, say by making phase travels a bit longer. then you still have the effect, but its not quite that strong and the difference between having them and not having them is not so horribly marked. also, to compensate, add a tech to nullify that nerf ( one already exists at lvl 12 or something. just another at lvl 9 say to bring it up to what it can do now in vanilla mode.)

another idea: is there a tech to speed up normal phase travel for vasari ( or in gravity for that instance)? that way you could have the mobility bonus even a bit earlier, again making the race at least a bit less dependent on that one technology. maybe they're even superfast as is, need to play'em more, psychoak reported something along those lines. just an idea.
Reply #107 Top
I like those ideas, they fit well with the Vasari and would make them a little more balanced early on

I dont know about in grav well speed bonuses, but the civ 5/7 phasegate idea sounds good to me.
Reply #108 Top
Vasari armor upgrades decrease the effect of gravity(translation, speed and acceleration increase), the marauder has a gravity reducing ability for nearby units. With a marauder, you can get anything in and out of enemy territory, even the colony capship. The armor upgrades by themselves aren't super effective, but even just the first two gives you an edge at a 3 weapons lab req.
Reply #109 Top
like I did.
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As far as I can see you are one person out of at least 10. 10% is not a good marketing figure.
Reply #110 Top
I'm saying you guys pooped out and threw a temper tantrum when it wasnt exactly like you wanted, 90% of the general populace isnt like that.
Reply #111 Top
I'm saying you guys pooped out and threw a temper tantrum
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I was actually fine.

90% of the general populace isnt like that.
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Yes, your evidently high level of social knowledge and charisma totally allows you to know that.
Reply #112 Top

sorry, I dont get your point. could you please elaborate, make an example or sth?
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What most people want is the protoss approach to power: strength in individual units, capable of taking down multiple opponents. What Schod and I are seeing in the Vasari is power in mobility and (for lack of a better way to phrase it) "interference". Vasarin power doesn't come from their ability to take down several enemy ships while going toe-to-toe, it comes from the ability to move their forces between points quicker (mobility) and screw around with the enemy (phase out, the cruisers, other things). Also a little bit of intelligence there too -- in the military "I know what your doing" sense.

The Advent could go another direction, though I'm not creative enough to think of another dynamic. Perhaps the Advent could focus a lot more on screwing around with the enemies ability to fight -- like their "take over an enemy frigate" ability would suggest. Sowing confusion by randomizing enemy IFFs for a few seconds might be fun... cutting communications to a star system (effectively, for as long as your running the "embargo" style ability that planets fleet logistics is reduced by 30/60/90%... )


there really isnt any MAJOR changes to be made.

oh but there will
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The devs haven't confirmed anything about major that I've seen (though I'm still digging through the backlog...) A minor rebalance towards strength in individuals, yes. The kind of radical ones you guys want? No.

As far as I can see you are one person out of at least 10. 10% is not a good marketing figure.
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So the devs need to figure out how to make it a lot clearer that the Vasarin advantage lies in mobility.
Reply #113 Top
So the devs need to figure out how to make it a lot clearer that the Vasarin advantage lies in mobility.
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I think they tried to by the fact that they nearly doubled the amount of area they have given for sub light movement around planets. To a Vasari player this could me the ability to completly ignore any heavily fortefied planet.
Reply #114 Top
Perhaps the Advent could focus a lot more on screwing around with the enemies ability to fight
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I can see it now, lvl 15 mil, competing empires spontaneously lose sight and control of fleets in a random gravity well every 2 minutes
  
Reply #115 Top

I can see it now, lvl 15 mil, competing empires spontaneously lose sight and control of fleets in a random gravity well every 2 minutes
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Oh nasty, NASTY! Too OP, but nasty!
Reply #116 Top

What most people want is the protoss approach to power: strength in individual units, capable of taking down multiple opponents. What Schod and I are seeing in the Vasari is power in mobility and (for lack of a better way to phrase it) "interference". Vasarin power doesn't come from their ability to take down several enemy ships while going toe-to-toe, it comes from the ability to move their forces between points quicker (mobility) and screw around with the enemy (phase out, the cruisers, other things). Also a little bit of intelligence there too -- in the military "I know what your doing" sense.
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I don't know.. I've played several MP games now, and once a Vasari player gets past the initial hurdle of a slow starting economy/limited fleet points, they can actually become protoss-like. Because they start with 30% more base shield/hull (I believe that's the number Blair gave), some hp/shield upgrades give a bigger return than TEC ships allowing them to last quite a bit longer than their TEC counterparts. In that regard, it's much like the Protoss.. it's not that they did overwhelming damage, it's that they could stay alive longer to dish it out, which is more or less how the Vasari are around the mid-game. And towards the end, they can steamroll pretty efficiently really without worrying too much about mobility.

Part of the problem is (and I know Yarlen addressed it) is that a lot of the techs that give them the mobility they're supposed to have are pretty high up in the tech tree, and for most of the small/mid-sized games, they really can't take advantage of these strengths. This goes for cruisers too, it's fairly rare to see the 7-9 lab cruisers in wide usage in the smaller games.

It might actually suit the Vasari a bit better to thin their numbers a little more (70 fleet points is 10 Skirmishers to 14 Cobalts, and with tech 2 research the cobalts would be slaughtered by the skirmishers) and increase their firepower while decreasing the survivability. Combined with granting them their mobility techs a little earlier I think this will make them more of a hit-and-run and get-in-get-out-fast to accomplish your objective race than they are now. Basically, they will have even fewer numbers and die faster, so you would need to do your thing fast before you get overwhelmed. Since most ships can't target multiples, this would mean even though they have superior firepower they could be easily overwhelmed by TEC numbers, so you really would not be able to go toe to toe with a TEC fleet without a massive fleet of your own (which would cost much more in resources and fleet points than the TEC).
Reply #117 Top


sorry, I dont get your point. could you please elaborate, make an example or sth?


What most people want is the protoss approach to power: strength in individual units, capable of taking down multiple opponents. What Schod and I are seeing in the Vasari is power in mobility and (for lack of a better way to phrase it) "interference". Vasarin power doesn't come from their ability to take down several enemy ships while going toe-to-toe, it comes from the ability to move their forces between points quicker (mobility) and screw around with the enemy (phase out, the cruisers, other things). Also a little bit of intelligence there too -- in the military "I know what your doing" sense.
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I got it that you two saw mobility as their main strengh and one decent look at their tech tree told me the same. I'm not so sure though why the one excludes the other.

a very good idea imo came from annatar in that he said increase in firepower rather than survivabilty would make individual ships more powerful while still supporting the mobility thing. and of course any increase in ships stats has to be compensated by a cost increase. in any case, the more I think of it, the more I'm actually good with them, provided we do see some of that rebalancing blair promised. so far, the uniqueness comes into play just too late.

ah, and another idea, since Schod liked the others: since the vasari are good at phase gates, give them a stargate. high lvl tech, upgrade to phasegates, lets you travel to any other stargate, so its works just like its primitive cousins, exept over stars. so no need to go via stars, send your reinforcements directly. a bit overpowered probably, but worth thinking about.
Reply #118 Top
I'm not so sure though why the one excludes the other.
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OPedness
give them a stargate
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yeah, but they must collapse one of their Terran planets into a black hole to get it
Reply #119 Top


give them a stargate

yeah, but they must collapse one of their Terran planets into a black hole to get it
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That would be a SuperGate

Reply #120 Top
But then that would let you shove fleets to other star systems Since we don't have different galaxies here..
Reply #121 Top
Either that, or make it really expensive in terms of tactical points -- a 20 point "monster" isn't something your likely to build just anywhere.
Reply #122 Top
Wait, I thought the supergate was kind of a joke, not a serious suggestion
Reply #123 Top

Wait, I thought the supergate was kind of a joke, not a serious suggestion
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well, it wasnt all that unserious (i.e. I didnt make a joke here), but it will need a lot work to make it not OP. if you have it take so many tac slots that you can barely build anything else there, it becomes a risky thing and a bit harder to defend.

btw does anyone know what happens to a vasari fleet when its gate is destroyed while in transit? would be funny if the complete fleet were destroyed, would make the tech not so ridiculously strong.
Reply #124 Top
But it's still not going to make it into release, since it'd be a brand new thing and they said they don't have time for it, so
Reply #125 Top


btw does anyone know what happens to a vasari fleet when its gate is destroyed while in transit? would be funny if the complete fleet were destroyed, would make the tech not so ridiculously strong.
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Well, when the destination gate is destroyed nothing happens -- they finish jumping as per the usual.