Early game balance
Okay, first off, I could be wrong on this. It may be that I just suck... but if it wouldn't be too arrogant of me to say so, I don't think that's the problem. I also wasn't sure whether to put this in the general section or beta feedback, but I guess I'll let one of the mods decide about that. I figured here, since I'm suggesting a balance change.
My favorite faction is the TEC. I play them all the time. Problem is, they're useless against a skilled advent player. My friend and I play soase regularly, almost always Advent vs. TEC. He always wins. Always. Most of the time it's in the early game, and it's always because of the Illuminators. They're more than a match for any TEC frigate and, even though they cost more, this does not appear to be enough. In the late game he'll beat me with a death ball, but that's something I'll whine about later.
In any case, I've been able to trounce him with both Advent and Vasari. When I play something other than TEC we're about even. I used to be better with Vasari, but that wore off after a while. So, by all accounts we appear to roughly even in skill, yet I have not once defeated him as the TEC. To me this smacks of bad balancing, rather than a lack of skill.
I have tried just about everything: rushing out carriers doesn't work because even though they're tough and fighters have the right damage type they're just too bloody expensive to build in large enough quantities.
I've tried building bunches and gobs of scouts, which was even less effective than I thought it would be. Just to make sure I wasn't missing anything, I mixed in a few LRM's and light assaults for good measure. They did a little better, but were predictably defeated in short order.
In one half baked attempt I even used a Dunov's EMP combined with a small flotilla of scouts and an even smaller flotilla of carriers. They actually one. Until the second wave of illuminators showed up and they were trounced again.
Which finally leads me to the point: I was looking over the damage types earlier, searching for a cost effective and readily available counter to Illuminators and noticed that there really isn't one for the TEC. The only anti-light ships are carrier fighters and the scout. Both of which have proved nearly useless in my previous attmpts. It then occurred to me that this problem might be solved by just beefing up the scout, so that it's a bit more combat worthy. Not by much, mind you--it's supposed to be a reconaissance craft--but just enough. Perhaps 20% more HP and shields, another point and a half of armor, and a weapon 30-40% more powerful? (This could be way overpowered for all I know. Just throwing some arbitrary numbers out there.) Even with these improvements they'd still have some glaring weaknesses, such as being completely ineffective against capital ships and still being cannon fodder for cobalt, disciples, and skirmishers.
They would be more effective against LRMs, would also allow their scout funciton to double as a colony ship hunter in the early game, and would be an effective detterent to early game siege frigate raids.
So, did I hit or miss? Go on, let me have it.