Raging Amish Raging Amish

Short Version and Long Version:::Illuminator Spammers: How To Beat Them Edited: 11/10/09

Short Version and Long Version:::Illuminator Spammers: How To Beat Them Edited: 11/10/09

UPDATED VS 1.04

Short Version:

Here are the units that can stand up to Illums and win:

TEC: Scouts, Fighters, Flak (with hoshikos preferably), HC's, Starbases (with repair bays)

Vasari: Flak, Fighters, HC's(barely), Starbases

Advent: Scouts, Fighters, Flak, Illums, HC's, Starbases

Long Version:

Edited: 11/10/09

To start, I want to be clear. I love this game, I am a seasoned veteran, and I love the Illuminator, and I do make fleets of them. However, I am by no means an Illum spammer. Spamming is a poor technique. By making a simple fleet, you make the job of countering your actions simple too.

v1.04 has brought new balance to the game, but Illum spammers are still here. Guess what! There's good news! There are counters now!

Instead of spamming, I make fleets of Scouts, light frigs, carriers, Illuminators and guardians because just an Illuminator spam is a flawed technique, although eventually the bulk ( as in 1/2 ) of my fleet is Illuminators purely for the amounts of damage they provide.

I am the guy who can send fleets of Illums at you and frustrate all the TEC players who try to fight Illums with Lrms, the guy who 9 times out of 10 will laugh at Assailants, and will make a fleet of Illums bigger than your fleet of Illums.

First off, I want to establish that long range frigates, as the game is currently configured, produce the highest general amounts of dps for an early game fleet. They are strong pretty much against anything. Even against very heavy armor, they do 75% of their statistical damage. This applies to LRMS and Assailants, not just Illuminators. Going purely by DPS and the best damage multipliers, LRF's are the early game work horse.

Any race can do an lrf spam, and each can do it effectively. Advent, however, do it best. Understand, I, along with many, do this stategy because the payoff of this strat is enormous. Most experienced players switch to Advent because it rewards experience. There's more payoff for microing and timing your use of abilities properly.

Before I continue, understand that when I compare Assailants, Illums, and Lrms, I will compare the stats of 3 lrms, 2 assailants, and 2 Illums. This is because lrms only take 4 ship slots, assailants and illums each take 6.

Positives

 

+ Damage Output

- in the very early stages of the game, a fleet of 20 Illums and the Mothership against anything will pretty much own. I don't really think there's anything else with any amount of resource management that produces a higher rate of overall damage output early than a fleet of Illums. Compare 20 Assailants and an Egg or 30 lrms and an Akkan, Advent simply has the upper hand.

This in general, however, is one of the advantages of Advent. They have no econ focus like TEC (credits) or Vasari (resources). Advent instead focuses on making the fleet stronger and something that can't be killed. The units are meant to synergize and when mixed together make a mighty fleet.

DPS Comparison

1. 2 Illums: 33.2
(In game the Illuminator is listed as 17 dps, I think the ship is really doing 16.6 ish dps)
2. 3 Lrms: 33
3. 2 Assailants: 26


+ Cap Ship Abilities


- Illums are already strong enough. They have capital ship abilities that make them stronger. The Mothership gives them malice and sheild regen. The Halcyon gives them an aura so they'll shoot faster. Animosity on the Battleship can pull you away from targeting the Illums so they're free to shoot. The point is Adventcaps bring the best support abilities in the game. Already deadly shps are more deadly.

+ Guardians

- These are the ultimate compliments. The shield and repulse are both incredible additions to a fleet and I use both. It's worth noting that I hate repulse. Repulse shoves the ships I want to shoot away, meaning I'm not shooting them. The Illumintor helps minimize this problem however. Since it's a ranged frigate, it never stops shooting, but your opponent does, so this is an ungodly strong combo. Guardians + Illums can lead you to a lot of victories.

-Thankfully the game has been balanced. Guardians are no longer broken. Repulse isn't broken. It's wonderful.

+ The Side Beams

- Those side beams are lethal folks. Obviously, Lrms and Assailants don't have these. What makes them lethal is that now the fleet, and each ship, are taking out more targets at once. While TEC and Vasari must target each individual ship, Advent side beams chew through the enemy fleet. Illums are designed to take down huge fleets with many targets. Assailants and LRMS are not.

+ First Strike

- Also, Advent side beams (and the main beam) are instant hit, as per -Gambit-. His point is that Illums beams instantly hit the enemy ship, while TEC and Vasari missiles take time to get there. During that time, the beams have taken out at least one, possibly a few ships.

- High Amount of Hull/Shields

- The toughness of Illums is ridiculous. Before 1.04 they crushed HC's, and now, I'm willing to bet they still put up a good fight.

+ No Excess amounts of damage done to individual targets

- Missiles take forever to get to their targets. What happens a lot of the time is when a target only needs 30 missile volleys to destory it, your units will all aim at it and spend 60 missile volleys on it since the volleys take forever to get there.

Here's what happens. The first volley is fired but it was enough to kill. It takes forever to get there however, and during that time a second volley is fired. It goes to waste. SUCKS!!!!A lot of the potential damage of this fleet is lost. This doesn't happen with the Illuminator. Since the hit is instant, very little damage goes to waste like with missiles.

+ Relatively inexpensive (At least comparable to their counter-parts)

- Before you say anything, hear me out. Take a look at this.

Cost: 2 Illums: 760 Credits, 120 Metal, 110 Crystal
Cost: 2 Assailants: 800 Credits, 130 Metal, 90 Crystal
Cost: 3 Lrms: 825 Credits, 135 Metal, 75 Crystal


If you take away the base cost of 760 cred, 120 metal, and 75 crystal you get

Cost: 2 Illums: 35 Crystal (Crystal focus because it's Advent)
Cost: 2 Assailants: 40 Credits, 10 Metal, 15 Crystal (Oy, no break for the Vasari here)
Cost: 3 Lrms: 65 Credits, 15 metal (Credit focus b/c it's TEC, no suprise)


Illums are actually CHEAPER than Assailants and very close to the value of LRMS. Perhaps Illums are SLIGHTLY more expensive than LRMS, but what I'm trying to emphasize is that they're almost identical in impact on economy.

Many complain about the Illuminator. Many say it's unbalanced. I used to agree with that statement, but now I've come to a new conclusion. Believe it or not, this strategy has drawbacks.

Negatives (Well, there aren't too many)

- ADVENT CAN'T SEIGE ******V1.04 ADD-ON

-This is a big disadvantage to Advent play. They can't seige. Illum spammers rarely have more than 1 cap, so they can't knock out planets. There is no shame in stalling and building up a fleet while the Illum spammer slowly seiges. Just don't be too lenient and actually let him take the planet.

- 3rd Tier Tech

- It takes three labs to make the research available. The research is also very expensive early. Also, those labs gobble up precious slots when you only have your homeworld, a roid, and maybe a second. You don't have the option to do anything eco if you want to get Illums early ( as in the first 10 min ).

-THIS MUST BE EXPLOITED if the battle is to be won. An Illum spammer's eco sucks. He won't be able to replenish his fleet if you destroy it early.

- Range

-
Despite all the beauties of the Illuminator, the range of this LRF is the smallest.

1. Lrms: 9800
2. Assailants: 7820
3. Illums: 5520


My gut says this is a negative and that this belongs here, but this can be construed as a positive. By making the Illum get close, it then can use its side beams, so I dunno, I'll count it as a negative. This limited range hurts when trying to use Illums to clear starbases. Not only can you only fire the front beam at a starbase, you're also close and within range of the starbase (which if it's a TEC starbase with self-destructing red button is bad news).


- Very Slow Start to the Economy

- The Illum spammer typically can't help their economy at all. They take the first roid with their capital ship alone and send in Illums peacemeal to help the Cap at the second planet, whatever that may be. They aren't constantly making Illums. The eco of an early game just doesn't support this ship. One of the ways you beat Illuminator spammers is by getting a strong econ early so you can overwhelm with ship numbers later.

- Few caps

- Advent has to have capital ships to be effective. One mothership, though formidable, is not going to be able to support 50 illums alone, but that's what a lot of Illum spammers do. Make the mothership and then make nothing but Illums. Very very bad misuse of resources. Still a beast, but a much weaker beast.

- Can't focus on one target

- Since roughly half of the ships damage comes from the side beams, this ship is severely weakened when it is only shooting from the front. This comes into play in many instances, but primarily when attacking starbases.

So how do you counter it? I have these answers, but understand, what is key to countering the Illum spam is making sure you know your opponent is doing it. Keep your scouts in his planets. If you see 3 military labs in the first 10 min, you know he's going for Illums. A


TEC:
V1.04 Addons:

For TEC, I primarily use scouts early on. They really do the job. I use scouts, and if I can afford them, I get some carriers. If you can get the guy to fight in your repair bays, you're in a good situation.

TEC doesn't have too hard a time with Illums. Obvoiusly, cobalts are cannon fodder for Illums, and unfortunately LRMS are to a large extent. LRMS can beat Illums, but you need to be damn good to do that. The armor on Lrms is just too light. It takes heavy mirco, and tbh only vets will probalby pull it off.

First, instead of making just cobalts early as your fleet, make some scouts to help your cap out. Scouts do anti-light damage, so consider the fact that for 200 credits, you get a unit that does 6 dps to LRM pirates and Seige Pirates, and later to Illums. Sure the scouts are useless against any other pirate ship, but you'll have scouts later when your opponent shows up with Illums.

Consider this:

3 TEC Scouts vs. 1 Illum

Cost: 600 credits vs. 380 Cred, 60 Metal, and 55 Crystal
Damage (With percentages calculated): 18 dps vs. 16.6 dps
Hull: 1350 vs. 620
Shields: 525 vs. 550 (Ok, it's advent, they should win this category)


I'd like for the Counter to a unit to be more apparant, like, it should be the scouts do twice the damage to Illums that Illums do to scouts, but hey, that's the evidence right there.

I do not advise continuing to just make scouts, however. A giant fleet of scouts is one of the easiest things in this game to counter. They do 50% of their damage against anything with medium armor and up. It's not a good idea to make a huge fleet of scouts, for you will destory nothing besides LRMS and other Scouts. They're also extremely vulnerable to fighters.

If your opponent is dumb enough to keep making the Illums though, CHURN OUT THE SCOUTS.

After your initial scout push (2 scouts made for your fleet for every 1 cobalt), your second fleet addition can be a fleet of scouts, flak, lrms, carriers, or heavy cruisers.

I have an addendum for flak. A fleet of flak can take a lot of punishment. The problem is flak don't do a lot of damage. They do 15.3 damage per second, but that's split amongst 4 guns on the ship, and you can only aim the front 25%. Their teeth are a little dull for my taste. They're not a bad option against LRF's, but they only do 75% of their damage. Also, if you make flak against me making Illums, I'm just gonna take out the frig factory, or maybe I'll just let the flak keep coming. I like the experience feed for my caps.

If you're on a map where the Illums got to you quick, which is most likely, the answer I like most is at least some scouts first, and then some lrms mixed in later once your opponent switches to something besides LRF's. Take a look at the statistics for 3 lrms vs. 2 Illums.


Lrms vs. Illum

Cost: See Above

Hull: 1500 vs. 1240
Victor: Lrms


Hull Repair Rate: 1 vs. 1
Victor: Lrms
(Because they have three ships regenerating, not two)

Armor: 1 vs. 2
Victor: LRMS (The Armor upgrade is mandatory as TEC, it's tier one and inexpensive. That gives LRMS the edge)

Shields:
840 vs. 1100
Victor: Illums


Shield Regen Rate:
1 vs. 1
Victor: LRMS (See Hull Repair Rate)

Construction Time:
66 vs. 52
Victor: Illums


DPS:
33 dps vs. 33.4
Victor: Illums, only by a little


Mix in carriers and hoshikos when you can. The fighters for anti-light damage and Hoshikos because they are critical to keeping a TEC fleet alive. Also, eventually mix in Heavy cruisers with hoshikos, carriers, and your surviving LRMS and you will mop the floor.

Also, I'm skeptical of getting trade ports VERY early as TEC. Trade ports are critical for TEC, but you need to make a fleet first, because that's what the Advent player is doing. You will lose if you make an eco first and start a fleet, but you can get a fleet first and go eco after that, it's not forbidden.

I say you will lose because making tradeports early takes time and money, and by the time the network is established, ur Advent opponent is likely ready with a full fleet to come after you. Trade ports take too long to pay themself off. It takes 15 min for a trrade port to pay itself off. On a rush map that's bad.

You should also be microing with the Akkan and Ion bolt or Marza and Nuclear Bomb. Have the Akkan always firing at the enemy mothership. The second you see it fire up shield regen, you fire an ion bolt. You should be watching for this intently, ready to click the second it starts. This helps put Illuminators on par with LRMS and/or scouts.


Also, at some point you MUST make a second frig factory too, earlier the better. Probably after you've taken your 4th planet at the latest. With the discount you get, it's not much of a hit, but since 2 Illums are made quicker than 3 lrms, you have to make up for that. Keep 2 frig factories churning out LRMS or scouts constantly. Advent early game can't keep Illums churning out of 2 frig factories constantly.

If you're on a map where you don't think your opponent will get to you for a while, and I'm speaking for around 30 minutes, you can tech straight to Heavy Cruisers. This is not a bad tactic, considering Kodiaks are strong and a great counter to Illums. The drawback is you can get caught with your pants down when all you have is labs and his fleet shows up. It takes a good amount of finesse to pull of an HC spam and I only recommend it to experienced players, but it's a viable option. I like to make a large group of scouts as my starting fleet, and once I start making HC's, I send them with the Bomb ability into his backfield to get frigate factories and temples of hostility.

Pure fighters will beat pure illums. It's a fun tactic and it's effective. The problem is if you start making carriers, he's going to likely make the counter, flak, which will just obliterate your fighters. Just be observant.

Vasari:

I read my Vasari answer and wanted to puke. This game changed so much. Vasari  has a tough time with Illums. There's no denying it. Starbases are pretty good now, but you want to know what I tend to do? Use scouts to stall ( you won't win with Vasari scouts, but you can stall ). Get carriers quick. Flak help too. Everything else pretty much loses in my opinion.

Vasari actually don't have too bad a time with Illums. If you want to stop an Advent player in his tracks whose spamming Illums, take out the opponent's capital ship.

One of the key elements of the early Illum fleet is it relies on the capital ship, whatever that may be. I would say 95% of the time it's the mothership, sometimes a newb will pick a Halcyon, but occassionally you'll run into the battleship guy or the seige cap guy, but I would like to say a fleet of Illums without a Halcyon or a mothership is considerably weaker and an easier beast to defeat. Take whatever this capital ship is out, you weaken the fleet considerably and put a big hurting on the Advent player to replace it.

Anyway, Vasari are easily the best race at eliminating the opponents cap early in a game. This requires picking the Space Whale, Space Egg, whatever you like calling it, the Evacuator as it is called. Put the upgrades in the Nanite bomb thingy. Also, you should be making Assailants with some flak mixed in later as a Vasari player against an Illum spammer.

There are two options: spam assailants to fight rock with rock, or spam fighters.

In general, an Advent Illum spammer picks someone to be their bitch that they'll rush. If it's you, just make Assailants. You WILL ( or at least should if you did it right) have more ships. Hopefully somewhere in the range of 6-8 more. Targeting his Illums is futile because of shield regen on the mothership. Target the cap first. (You should also have teched phase missiles). The nanite bomb lowers armor and does damage. This is a cap killing ability. Use it. You are at the least going to severely wound the capital ship. In general, you will destory the damn thing.

As mentioned by P5yy, you will lose some assailants during this process. But consider the fact that he's losing the force of a capital ship, you're losing maybe 4-5 assailants, but at the same time are feeding assailants into your fleet.

Consider this:
Advent and TEC have to go through the shields first, then the hull with mitigation shields. Vasari can bypass this and go straight after the hull.

1. The nanite bomb does 30 dps to the hull
2. The nanite bomb lowers the armor of the ship, making it a better target for everything else
3. Vasari have phase missiles, which bypass mitigaiton shields alltogether

Lure the enemy capital ship towards the planet and away from the edge. Like, pretend your hugging a repair bay. If he comes after your or starts seiging your planet, you've got the cap where you want it and can destory it. Once the cap is out of the picture, you have a fleet of unsupported illums to micro away. They're still beasts, and you'll need a decent sized fleet of Assailants.

Once the cap is gone, send the Assailants after the Illums. Sit your assailants far away and exploit your superior range. If he moves the illums close so he can use his side beams, move the Assailants and turn them around again. You don't want to be in side beam usage territory.

Remember this: Illums are much weaker without their capital ships.

Also, the Vasari have their own answer to sheild regen. The carrier has that wonderul health cloud that heals ships at a very rapid pace. It's like a hoshiko cloud that lasts for 10 seconds. In general, Illuminators are hitting more than 1 target at a time (side beams), so the repair cloud helps negate the side beam effectiveness, greatly reducing the effectiveness of the Illum spam. The carrier is now my second cap 50% of the time because of this abililty.

At some point, say after you've made your 30-40 assailants, start making flak. They will help dramatically with an Illum spam. About roughly 2 assailants per every flak will do the job. The flak get up close and absorb the side beam damage.

That's my answer with Vasari. Against a late game Illum spammer, Heavy Cruisers and fighters are a good answer. The HC's can absorb damage and the fighters can slowly pick 'em off one by one.

If there are guardians with repel, though, you better have assailants. Fighters and Bombers don't do enough damage to them. Assailants can sit outside of the range of the stationary ship and kill it.

It's also worth noting that since Vasari fighters are tough little bastards, I encourage using them. They use phase missiles too, and can take a hit or two from a Halcyon if one shows up.


Advent:

My answer is scouts now. You can fight rock with rock, and frankly it's not a bad option, but some people don't like that answer. Going HC rush isn't really going to work in my opinion. The Illum spammer will have Illums down your throat before you have HC's rolling out in a decent numbers.

I recommend starting out like I said with TEC. Build scouts and a few light frigs, primarily scouts. Add carriers to the group slowly. About 1 fighter squadron per every 3 scouts. The scouts are the meat shield, the carriers are the work horse. It's really not a bad option, just be careful with your carriers. Make sure he's not micro targeting to take them out.

What's great about using scouts, disciples, and Fighters is that ALL use the laser, which can be cheaply upgraded for damage. You can get +20% damage output quickly and cheaply. It's a great option. What's key is reacting to your opponent and whatever he makes AFTER the Illums.

Guardians with repulse are great too to support carriers. They can keep everything from getting to the carrier.

I know I jumped all over the place here. Advent have a lot of options. Scouts are the best one. Fighters can work. Flak too. HC's as well. Repulse too. I prefer scouts though. Cheapest and simplest answer.

If you decide to fight rock with rock:

This really comes down to outwitting your opponent. First and foremost, I recommend the scout strategy mentioned in TEC. The figures are very similar.

In general, whoever gets Guardians first is going to win this battle. To beat an Illum spammer, keep the sheilds on your ships higher than his, have more ships obviously, but most of all, try to make a better composed fleet than his. Get the Guardians and Halcyons before he does (Guardians first).

Also, repel will annoy an Illum spammer. An Illuminator's range is just about the same as the distance repel effects. The ship won't constantly fire. Also, repel can split the fleet of illums so you can destory one half while the guardians keep the other half away.

I accept both positive and negative criticism, as I know there are other options out there to counter Illums. This in general is what I've seen that works against human opponents. Emphasis on WORKS.

201,605 views 74 replies
Reply #26 Top
Raging Amish,

First, thanks for the great posts. And I know your not just theorizing because I've seen your illuminator fleet in action a few times. Now to the points, and questions.

I play predominantly Vasari, and the strategy you mention is viable. Since Vasari are best at taking down caps, taking out the mothership with nanite bomb and a few early asailant volleys(assailants must be tightly grouped) is the best plan of action. I dunno if that 900 dmg bomb has to be nerfed, but I hope not ^^

The problem I have with illuminators, is not so much the early illum game, but the late game. As real hits said in reply #3, people continue to make illuminators over daestras in the middle to late game. Why? Well illuminators are the best "bang for your buck," to use the cliche, and your phraseology.

--Yes they have side beams, but also they have a "first strike" ability (for all those magic of the gathering fans out there). That is to say, their beam dmg is instant. While the LRM and Assailants have a longer range, it is quickly shut down by the illuminators faster speed. Their missile dmg is delayed, and some shots miss and have to circle around before they deal dmg. In the meantime, a few more illuminators have lived to take out a few more frigates with their insta-dmg.

--Hard counters mid-game/late game:fighters? HC?. Assuming the vasari/tec opponent survives the initial battle, with the aforementioned strategies you provide, how do they deal with a 50 minute mark illuminator spam backed by an advent economy of scale, let's say with temples of communion and tradeports up and running?

The saose theorist would say, you should use fighters because they are strong vs long range frigates. The real gamer would say, rubbish because in 1.05 fighters, and strike craft for that matter are still not a viable counter for anything, for lack of dmg (up for debate, perhaps). Even if fighters did enough dmg, keeping the transporters/carriers away from a band of ilums detached to kill them wont be easy. Let's not talk about how repulsion could make micromanaging worse for them. Also, as mentioned in other posts and witnessed in-game, the efficiency of a few enemy defense vessels, and the anti-matter cost and build time of making new squadrons make building carrier-type frigates prohibitive in 1.05

The saose theorist would then suggest heavy cruisers as the next hard counter (strong vs most types right). Here is the yes, no, and unknown. I have tried this counter, and have still had trouble against mass illuminator fleets, but not LRM or assailant fleets. What happens is that because enforces, daestras, and kods have to get very close to engage, the illuminator side beams become very active, sometimes both firing at the same time while the front gun is also firing. The side beams now become a factor, where as a tight group of a assailants LRM could avoid becoming space trash by staying close earlier. Thus, my enforcers do decently, but inevitably lose, even though they succeed as a hard counter to LRM and assailants.

Perhaps the saose theorist turned realist would now suggest using support ships to deal with this problem. This is, I think, the best answer, which may be justified by the higher tech level for these abilities (a throwback to starcraft sci vessels eating lower tech muta balls for breakfast!). For Vasari, I micro my subverters to keep all illums disabled for as along as i could. For dmg I would either use tightly balled assailants, or enforcers.

**I have not explored this counter thoroughly, but with assailants, could they be brought in very close (only to illums disabled with subverters, and perhaps with an overseer or 2), to have the aoe ability engage? I really don't know the ins and out of the aoe effect, but if it is even slightly comparable to sidebeam advantage perhaps this will work. However, in 1.05 hoshikos bots still do not do aeo (I think), so the same thing with TEC and LRMs could be done, perhaps. If anyone has used this strategy, or knows about the aeo effect for LRm or assailants, plz reply).

And guardians repulsion would make this strategy impossible, if it is at all viable, so another check in the "rework this ability box" for them.

To conclude, there should be a harder counter for illuminators, whether it be higher dps fighters, cruisers, better armored subverters (sidebeams cut these up, ouch-- overseers need a long range heal), and and hoshikos with aoe cripple bots.

Of course, the reply to all this might be advent has the superior fleet right? So maybe Vasari and TEC opponents should just macro better, while micromanaging their fleets like pros. I could live with that in general, as long as a few of the balance changes I suggested in the above paragraph are made.

I think the illuminators sidebeams are still OK, since the ship is tech three, so long as the LRM and Assailant aoe abilities becaomes viable. Using that same logic, the Vasari transporter, tech three, should be markedly improved over the advent and TEC carrier types.

Any thoughts, Raging Amish, Soase community?






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Reply #27 Top
Frankly I'm a little tired of players who complain about Illuminators. In particular I resent the word "Spam". Why can't people understand that this is a strategy game, and as such you build an economy and basically translate money and resources into DPS and hull/shields. Illuminators happen to be a very good tradeoff in that sense, but that by itself will not win the game for you.

Yes one Illum is stronger than one LRM or one Assiliant. But it also costs more accordingly! So the time and resources required to get 10 Illums up and running will get more than 10 LRMs or Assiliants.

From my experience most people who complain about Illums don't really understand the game. They think that this is a micromanaging clicking-contest Warcraft style game and expect to win with tricks and fast clicking like they do in other games. They don't build up their eco, they don't scout on their enemy, and they get whacked and cry about it.

Read the tagline folks: "An RTS with the depth of a 4X game". If you're looking for a Warcraft styled game - you're in the wrong place.
Reply #28 Top
@ Gambit

Dude, you're absolutely 100% dead on.

I don't switch to destras normally because it doesn't make sense to do so. Illums do 18 damage per sec, destras 23 ish, i don't remember exactly. But Illums never stop firing, destras have to find new targets and move to it. Illums coupled with repulse are just sickening.

It's odd though, Illums are the best counter to an enemy using repulse.

Repulse is a whole 'nother can of worms though.

On another note, I've gone back in and edited the post.
Reply #30 Top
Aha! A Bump! I must comment!

Illuminators are very powerful in a stand up fight. But in the hands of a skilled player, the real reason Illuminators are so powerful is they shoot while moving. Yes, they have less range, so they don't have the same luxury of hanging back and picking at things...but then again, that is how Illuminators work. Illums shine when you drive them into your enemy and keep em moving.

Have you ever tried to run from Illuminators? If a pack of Illuminators gets a move order to keep them in range, they will shred the ships they are following. Try that with Assailants and LRM's. Assailants and LRM's can sometimes get a shot off now and then if they pause, but by and large once something is out of their range, they move to keep up and do not fire.

I have started experimenting with Advent in the last few days in preparation of the Subverter beatstick. I literally did not play Advent up until now. Like 200+ games as Vasari, probably 100 as TEC. And I find Advent so easy to dominate with it isn't funny. They are a little slower and a little more deliberate in their playstyle...it takes a bit more care and planning to get your infrastructure going without getting killed, but once you are there, it is cake. I don't even use the Cap Ship synergies that well -- not that I need to, because I've usually killed my enemies before I have anything beyond the mothership.

Between players of equal skill, if the Vasari does not kill off the Advent quickly, the Vasari has to figure out how to survive until either Subverters or RA can be employed. Mid-game hands down belongs to Advent and their Illuminators.

I guess we'll see how the patch changes things.
Reply #31 Top
Well I've found that fighters ARE the answer to all the LRF spammers, because they either deploy a homogenous fleet with minimal anti-fighter assets, or they'll rush later on enough that Heavy Cruisers are becoming an option. Granted, fighters are the counter-by-a-thousand-papercuts which will take time to inflict credible losses, they do seem to do it in a much quicker fashion than flak frigates do. Even if there are some flak frigates in the LRF spammer's force, they still will lose a number of LRFs as well as buying time for me to redeploy. I usually focus a balenced fleet, in my experience my fleet will get chewed up pretty bad but so will the LRF spammer's fleet. I haven't tried an offensive against his planet with his fleet garrisoned there, but when on the defensive, a decently sized fleet of LRFs, light frigates, and flak frigates can hold the LRF rush at bay long enough for hangar defense fighter squads along with carrier squads to wreck their rush. I however focus largely on econ initially and haven't played someone who is recognized on the forums as being a skilled veteran, so I cannot say if there is an effective countermeasure to fighter-rushing within the LRF spam strategy...
Reply #32 Top
The problem I have with the fighter idea is that an Illum spammer typically has a Halcyon in tow. The Halcyon can make fighters ineffective with that mondo bitch slap of doom. It doesn't kill them, takes two to five to kill them, depending on type and race, but it renders them ineffective. They're pushed away, they're slowed, they have acceleration reduced, and have damage done to them.

I just don't trust fighters as of yet. Capital ships with a couple squadrons of fighters combined with anti-fighter cap abilities, well, it does the job to counter fighters.
Reply #33 Top
But, it delays them nonetheless because unless an Illum spammer is an idiot he would have to cluster (relatively speaking) the illums around the Halcyon to protect them from fighter barrages or risk losing unprotected Illums, which reduces the threat of the broadside beams and consequently buys more time for your fleet. This is especially useful for the Vasari if you have the charged missiles ability for the Assailants.

Strikecraft aren't the answer to Illums on their own because of the attributes of the Advent, but I've found they can complement a smaller fleet and allow me to fight my opponents to a draw at the very least. Plus, one has to consider that strikecraft are disposable, and one will lose some or alot of 'em depending on the tactics of the other player, and that it is always advisable to have reserves to deploy if microing fails to preserve them against a Halcyon. Rarely does a player who deploys the Halcyon have the abilities off of autocast, which means one can sacrifice a couple of squads to trigger the ability and deplete its usage for a little while before moving in to reap the benefits of this strategy. Yes, this prolly means that this is only effective for the first rush, it also means for the Vasari that the next time that the spammer attempts to rush, I can just go for the kill against the Halcyon and get it over with.

Plus, the Vasari actually have the abilities necessary to counter the Halcyon more or less, such as the Marauder's ability to cast Phaseout Hull on a Halcyon, effectively neutralizing the Halcyon's ability to disrupt your strikecraft until they've taken out a number of them...
Reply #34 Top
lol Raging, I whined a bit to much I guess. I will try some of these ideas and report back at some point...
Reply #35 Top
They will do 12 damage per second in the coming patch, but that's split amongst 4 guns on the ship


I've read this a few times now in various threads, but it doesn't match up from what I've seen in the ship file. In that file, it shows that each of the 4 banks does the same damage. So what am I misunderstanding?
Reply #36 Top
I think next patch Fighter/bomber fleets will become all the rage. Heck.. 15 Bomber Squadrons are more then enough to obliterate unprotected Illums....
Reply #37 Top
@Horseman

I turn the Halcyon off auto cast and wait till I can hit all the fighters/bombers. If fighters and bombers are the bulk of your force, I'll effectively nullify then for about 15 seconds-ish with one capital ship, and I can do that repeatedly at my leisure. Phase out hull isn't permanent either, and eventually the ship runs out of antimatter. At which point I fire off the bitch slap of doom.

@AntiWiggin

Actually, it's a lot of the stuff we said about the LRM that made me rethink it.

@Mazuo

Speaking specifically about TEC flak, yes, the 4 banks do the same amount of damage. The way it works is the ship as a total does X amount of damage, and each gun does X/4.

In 1.05, X= 20. In 1.1, the 43% cut to damage roughly puts the ship's total damage at 11-12 ish. This means each gun is going to do about 3-ish dps. Not very lethal against any frigate, but against fighters which have no shields it's lethal.

@Heritor

True...fighters are better though. They get a huge bonus against light armor. Bombers don't. Bombers actually don't actually do that much to light armor, though like you said, 15 squadrons'll do the trick no prob.
Reply #38 Top
In 1.05, X= 20.


I guess that's what's confusing me. Each bank is listed as doing 21.25 damage. So where in the ship file does it state it gets divided by 4? Or is this some general mechanic hidden away in the main game code?

To use another example, the Illuminator itself has listed damages for its banks, and yet I never hear that they're divided by 3 or some other number to make their actual damage outputs lower than the listed amount.
Reply #39 Top
If our Transports field 2-3 fighters (hopefully 3) 10 transports (assuming its 3 per transport) will give us the ability to field 15 bombers and 15 fighters. The Vasari Carrier groups will probably be the mid/late game powerhouse.


Hopefully 1.1 will bring out more diversification with the fleets. I hope that the carrier spam doesn't become the new tactic. It would be nice to forces made of more then just one or two types of ships.
Reply #40 Top
A developer mentioned that ship slots, production cost, and construction time are all being raised. Fighters and bombers are going to be kinda bleh. They're really getting two buffs:

1. If you have two fighter squadrons being created, you'll now get 2 replacement fighters every time your ship rebuilds fighters, not 1 like it is now.

2. Their cost overall is being reduced. I think it's in the ball park of a 15% cost reduction.

They won't be the new spam, but they'll definitely be an effective alternative to mass amounts of lrfs. Lrfs will still be the backbone of the fleet, but once you have 20-40 of them, it won't be a bad idea to get some carriers anymore.
Reply #41 Top
As an aside, I wonder what the increase in squads is going to do to the FPS?
Reply #42 Top
Illums + Guardians is almost impossible to kill if your opponent is good at micro.

Illums themselves arent that hard to kill if you can micro your lrms good enough, timing your volleys, and putting them into 'hold position' mode.

Guardians are a different issue, if your opponent has a few of them together he can knock away your heavier ships, and your assailants arent that effective against them.

Thoriwng in a few skirmishers with the disrupt ability can help against them, but if you opponenet is good at microing he can usually knock them away before they can get in range, or he will kill them off once he figures out that your skirmishers are jamming up his guardians, and unfortunatly skirmishers melt when faced with illums.

And if your opponent is really good at micro he will usually get a guardian behind you and knock your lrms towards his illums, so your getting shot and knocked around at the same time, and essentially play pong with your ships.

The only effective way i have found to kill this combo is to lure them into a system where you have a good amount of nanojammers, which tend to shutdown the guardians and leave the illums vulnerable.


Personally i think that the other races lrms should get a slight boost, and that the missiles should always hit the next available target if the ships they were initially fired at dies (the vasiar siege cap does this with one of its abilities, just make the lrm missiles have the same behavoir).

I think that this should be made because the other races have several major drawbacks compard to illums, 1 being that lrms cant fire while moving, 2 being that they only can fire at one target at a time, and 3 being that alot of dps is wasted when missiles are fired at dead targets.




Reply #43 Top
Okay, I went and tested this out pretty thoroughly with several games against Monicle who ran the Illum spam both ways RA described them, one with a Halcyon equipped with Telekinetic Push, the other with a Malice and Shield Regen Progenitor. First off, I'm a dreadnought guy, I like to have them around because they have a devastating mass effect ability, for the TEC and Vasari for which I was running these tests...

Vasari Test:

Order of Battle:
1x Level 4 Progenitor
33x Illuminator LRFs
2x Iconus Guardians
1x Fighter Squadron

1x Level 4 Vulkoras Desolator
1x Level 3 Antorak Marauder
11x Kanrak Assailants
6x Fighter Squadrons
3x Bomber Squadrons

...Now then, the first threat to take out in an Illum spam is the Iconus Guardians. Usually Illum spammers DO NOT deploy a Halcyon in their initial rush, thinking that their opponents will try and do an LRF boom as well which leaves them open to my preference, strikecraft. This makes this strategy inherently defensive when the first rush comes, because you'll have to rely on Hangar Defense and whatever limited mobile strikecraft support you have. Anywho, I digress, the Guardians are your number one target when using strikecraft, because they're going to pave the way for the next phase of this strategy. You must take these out so your own ships can approach and since strikecraft are more or less unaffected by the Guardian's push, it helps out considerably. Once these are out of the way, the next step is going to require having two capital ships backed by at least some LRFs; for the Vasari you need a 1:3 ratio at the very minimum for this to work (1:4 if you have charged missiles). So you've peeled away this spammer's repulsion, the next step is to wade in with your caps and neutralize the spammer's cap for a time. Enter the Antorak Marauder, its entire purpose in this engagement, is to use Phaseout Hull on the Mothership just as it is casting Shield Regen, or Malice. This interupts the ability and relieves your fleet of having to deal with additional damage or a Hydra which you can't kill. Meanwhile, have the Vulkoras also eter engagement range with the Illums and have it fire off phase missile barrages. With luck, and some microing of your assailants, you can take out three Illums every three salvos or so. In addition to whatever losses the fighters will be incurring (which will be significant, you'll prolly see an Illum go down roughly at the same speed the Vulkoras and Assailants are killing three), the spammer is prolly going to go for killing a cap until he realizes what is happening, which meant in this case that the Marauder was getting broadsided while the Desolator was in the forward cannons' sights. Let them take the beating, the Vasari are for all intents and purposes the Protoss and it shows in their survivability. By the time the Antorak is exhasuted and driven away, the spammer has lost over 2/3s of his Illum fleet while I still have 11x pristine Assailants and a serviceable Desolator. At this point, Monicle withdrew because he had 8x beaten up Illums and a Progenitor which, while in good condition, would not have survived an engagement with me forces...

...So I've thwarted the initial rush, now then, Monicle pulled all the stops out and deployed a Halcyon, along with Defense Vessels, and 40 or so Illums along with 4x Guardians. The time he spent doing that gave me time to max out armor, field a Vasari Carrier, and max out phase missiles. So the order of battle for a pretty big rush looked like this:

1x Progenitor Mothership (Level 8)
1x Halcyon Carrier (Level 7)
1x Halcyon Carrier (Level 3)
49x Illuminators
8x Defense Vessels [Guarding Iconus]
4x Iconus Guardians
8x Fighter Squads
3x Bomber Squads

1x Vulkoras Desolator (Level 8)
1x Antorak Marauder (Level 7)
1x Skirantra Carrier (Level 5)
20x Kanrak Assailants
1x Stilakus
1x Serevun Overseer
13x Lasurak Transporters (Reserve, one phase jump away)
12x Fighter Squads
4x Bomber Squads
8x Fighter Squads (Reserve)
5x Bomber Squads (Reserve)

Okay, so once against the Iconus is your initial target, however you're going to have to accept that your initial wave of fighters is going to munched pretty bad by the Halcyons' telekinetic push. The first wave is only there to take out the Guardians, and it will do that however first the bombers have to be docked while the fighters beat the other fighters into a pulp. It won't take too much time, but it is time that you'll have to manuver to stay away from the Advent's fleet. In my case, it worked to my advantage as I simply used the Stilakus to pop one Guardian, let it drift out of the back of the Advent formation, and move in with bombers. Sure, the bombers got beatup by the swarms of drone fighters that were on hand, but they still got the job done. At this point, its time to go right down the gullet and hit the Guardians that are still in formation. The Defense vessels are way, way, way more lethal than the fighters because more often than not, they hit strikecraft alot harder than other strikecraft. So once the Guardians are out of the way, move in the reserve carriers and launch their fighters, while also moving in to engage with the Desolator. Again, the key is to keep the Progenitor out of the fight, however this time around I went for the Level 3 Halcyon first. It lasted about five minutes and for the exchange I paid with 6 Assailants, ouch. But the important part is, the receptor for the Level 7 Halcyon's crew was gone. My bombers were still more or less in the fight as were my caps (reactive nanite armor, microphasing aura, and repair cloud are all crucial at this juncture, along with the Antorak's gravity distort abilities), so I took out the next weakest cap, while having the Antorak phaseout the Progenitor (I'm not sure on this, but I think the Antorak's gravity ability applies to strikecraft as well?). With fighter cover basically gone, the Halcyon would be better off using its antimatter to rebuild is fighters, rahter than bitchslap mine and thats what Monicle did, which made for prolonged fighter engagements all over the place, but by this point the bombers had done their job more or less which was to take out one cap and the guardians; scuttle.

At this point, its just a good ol' fashioned slugging match as the Illums can really dish the hurt out, but if you focus your firepower in something the Illums really can't hit and opt for keeping your warships alive (repair cloud is crucial for this, as is reactive nanite armor), you can survive the Illum spam. It would've been fair to point out that I had Heavy Cruisers in reserve for another test, but really this was to see if there it was defensible to have a smaller fleet of warships, with more strikecraft. It is, however I would not suggest using this offensively, as the fleet numbers for the Vasari would simply be too low to have any chance of beating the Advent in their own or a neutral gravity well. Another point to consider, is that while hangar defense structures played a major role in this defensive strategy, it is vital to have repair platforms on hand to keep your caps in the fight. I tried my utmost to keep the fight offensive in nature so that Monicle never really had the luxury to go and wipe out the static defenses.

I'll post up a replay when Monicle and I do this again, but the one I have is a pretty messy game of Kronac's cross where the sequence of events is kinda skewed because I had to use phase stabilizers to intercept his fleet, which isn't a poster child for the effectiveness of strikecraft so much as it would ultimately look like an emphasis on the perks of the Vasari's mobility tech.
Reply #44 Top
FifthHorseman, I'd have to see those replays....based on the order of battle, I am not sure how you won. It sounds like you just managed your fights better than your opponent. There were so many more Illuminators in those fights that at the very least, you both should have suffered huge attrition, and at the worst, he should have wiped the floor with you. Maybe there was a large military tech difference too?
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Reply #45 Top
Those could have been the fake Illuminators too, haven't read the entire thing yet though so that's all I'm going to say at this point.
Reply #46 Top
Perhaps the illums weren't teched up. With repair bays and lots of tech (said he had lots of armor and phase missle tech), I suppose it would be possible. However, I agree, those illums should have owned the assails. In any event, when I know I am getting the illum rush, I just build a mixed fleet of LRFs, flaks, and carriers until I can get HCs online; that fleet makeup should hold them for awhile. Once they see I have HCs, they build gaurdians. I then build subverters and teched up light frigs and steam roll them. Works very well, and should work better in v1.1.
Reply #47 Top
I should also note that you should never stall. Even if you are getting the illum spam, try to divert your cap colonizer and a few ships so you can keep colonizing. That is how I am able to push out the HCs. I am usually able to fight a war of attrition (on my home soil) this way until my econ is so large that I can afford a much larger fleet supply. At that point, you can go offensive. What to make sure you have: At the fight choke point have 2 repair bays. At the planet 1 jump away have at least 2 frig factories and 2 repair bays (the repair bays will be waiting incase you need to fall back). I also doesn't hurt to tech a phase jump inhibitor at some point, as I have seen a lot of Advent try to do strike runs. If you are trying to build those inhibitors during the strike runs, they won't be constructed in time.
Reply #48 Top
Each bank is listed as doing 21.25 damage. So where in the ship file does it state it gets divided by 4? Or is this some general mechanic hidden away in the main game code?

To use another example, the Illuminator itself has listed damages for its banks, and yet I never hear that they're divided by 3 or some other number to make their actual damage outputs lower than the listed amount.


Not trying to divert the thread, but if anyone can explain this more clearly, I'd love to know how this actually works.
Reply #49 Top
Ah, Mazuo, I'm sorry, I'll answer your question.

I do not have the manual because I bought this game online, but here's how the mechanic works.

Some weapons, like on the flak frigates, the Illuminator, and most Capital ship weapons, are mounted facing multiple directions. The way you figure out what kind of damage these guns are going to do is take the face value of the damage and divide it amongst the guns.

This is done in two ways. Way #1 is to have them evenly dispersed. Way #2 is the developers have gone back in and manually set what each bank does.

Way #1

This is how most ships (All but the Illuminator if I'm not mistaken) have their damage disperse. The face value is what the ship does as a whole. That damage is divided amongst the ships many banks. On flak frigates, such as the TEC flak frigate, there are 4 guns. The face value is 21.25. Each bank only does a little over 5 damage per second at all times.

In a battle, however, where this ship is surrounded, it will do the 21 dps that is listed as, because all 4 banks will be firing.

Way #2

As far as I know, this only applies to the Illuminator. The developers went in and manually set how much each bank does. I think the last I saw was the balance was roughly, the front does 50% and each side beam does 25%. ROUGHLY. That's what the developers did for the Illuminator

Hopefully that answers ur question
Reply #50 Top
Partially, but the problem I still see is that of looking at the game files themselves. I'm not using any DPS data from in-game screens.

So from FrigateTechAntiFighter:

DamagePerBank:FRONT 21.250000
DamagePerBank:BACK 21.250000
DamagePerBank:LEFT 21.250000
DamagePerBank:RIGHT 21.250000


And from FrigatePsiLongRange

DamagePerBank:FRONT 58.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 30.333333
DamagePerBank:RIGHT 30.333333


I don't see anything else of relevance in the ship files describing how the damage is somehow reduced based on number of weapon banks that can fire, etc. Just these set values.

Now as any Illuminator topic will discuss, much as this one has, one of the main problems fighting them is that they can fire multiple banks at multiple targets thus helping their DPS considerably. Based on the Garda ship file, it seems that to a lesser extent based on its weapons' damage type and lesser damage numbers in general, it ought to be behaving in much the same manner.

If we factor in the calculation as the damage on the bank divided by the time it takes to fire, we get that each of the four guns on the Garda should be doing 4.7 DPS. The Illuminator's main weapon should do exactly 9 DPS and its side beams should be at 4.7 DPS.

Now I realize we both got similar numbers for damage on the Garda, but our reasoning is different all the same. Mine is that each gun has the same exact 21.25 damage and it isn't being divided or lessened at all by the number of guns on the ship, but just the time it takes to refire. So in total the Garda does 85 damage if all 4 guns fire at the same time spread out over various targets. And without concern towards instantaneous damage, it's at a total of 18.9 DPS. For comparison purposes, the Illuminator can produce 119.2 damage if firing all weapons at once. It's composite DPS is 39.7.

So am I still confused here or are we reaching the same conclusions with just different explanations for the cause and effect?