To put things into perspective, here are some survival rates for other hard counters...all battles lend 180 fleet supply to each side, about how much you'd have with one fleet upgrade, minus your cap and a few colony ships...the percent to the right indicates the survival rate for hard counter unit (the unit that's supposed to win by a lot)...assume that any flak were heavily microed...
LRMs vs. Disciples - 69%
Cobalts vs. Defense Vessels - 81%
Kanraks vs. Disciples - 53%
Skirmishers vs. Defense Vessels - 62%
Any Flak vs. Any Corvette - ~98%
As you can see, TEC hard counters Advent LFs and flak around the 70%-80% range...Vasari hard counters Advent LFs and flak around the 50%-60% range...all flak counter corvettes around ~98%...now let's see some results involving LRFs and their counters...
TEC Corvettes vs. LRMs - 50%
Gardas vs. LRMs - 56%
TEC Corvettes vs. Illuminators - 28%
Gardas vs. Illuminators - 36%
Against Vasari Corvettes, Illuminators outright won, and against sentinels it was a close toss-up, with sentinels winning sometimes and Illuminators winning sometimes...
As you can see, Corvettes do not counter LRFs nearly as hard as the other hard counters...in particular, Illuminators are vastly more resilient against their counter units...the point I'm trying to make is not that illuminators are an I WIN button, but rather that there is a huge disparity in how effectively they are countered vs. the other two LRFs...you could do these same battles using cost instead of fleet supply as the equalizer, but the same results occur: Illuminators vastly outperform LRMs and kanraks when going against their counters (corvettes and flak)...
I'll reiterate that my proposed change would affect all LRFs, not just Illuminators (though I feel it would affect Illuminators more)...
Another major advantage of Illuminators people are forgetting is the build times, which I find to be more the bottleneck than resources even if using 2 or 3 frigate factories...consider the following "total times" needed to produce 120 fleet supply's worth of units:
- 20 Illuminators - 580 seconds
- 20 Kanraks - 560 seconds
- 30 LRMs - 750 seconds
- 30 Disciples - 680 seconds
- 30 Defense - 1050 seconds
- 40 Corvettes - 600 seconds
Illuminators build 30% faster than LRMs, and 80% faster than flak...corvettes and LFs are comparable, however more fleet supply of LFs or Corvettes is generally needed to achieve the same "effectiveness"...from both experience and from analysis, I would argue that amassing Illuminators is much easier than pretty much any unit other than Kanraks (which are about the same)...it's not just about cost, fleet supply (which incurs maintenance) and construction times also must be considered, and it is in those two areas where Illuminators really shine: for your time and for your fleet supply, they are an extremely efficient unit...
Some FYIs:
- The cost difference per fleet supply amongst Illuminators, Kanraks, and LRMs is within 2%...
- Defense vessels are about 5% more expensive than Illuminators...
- Garda's are about 6% more expensive than Defense Vessels
this is wrong.. defense vessels are easier to roll out because they cost less than illuminators. Your very mis-informed.
No RiddleKing, you are misinformed...defense vessels cost about 5% more than illuminators and would take about 80% longer to build...flak in general is the most expensive and time consuming frigate to build in the game...
What don't you do vs advent fleets? build lots of corvettes. You should build flak and lrms. Lrms kill disciples and can do a quick kill of a paper tissue armored advent capital, and the flak will clear the skies of the pesky, poorly armored advent corvettes.
Let us consider two battles, using cost as the equalizer:
20 LRMs + 20 Gardas vs. 31 Disciples + 38 Advent Corvettes
Fleet Supply: 160 vs. 238
Cost: 25,150 credits vs. 25,110 credits
Build Time: 1200 seconds vs. 1252 seconds
Results: Advent wins with 10-11 Disciples and 6-7 Corvettes surviving (26% survival rate in regards to fleet supply)
24 Cobalts + 36 TEC Corvettes vs. 31 Disciples vs. 38 Advent Corvettes
Fleet Supply: 228 vs. 238
Cost: 24,840 credits vs. 25,110 credits
Build Time: 1116 seconds vs. 1252 seconds
Results: TEC wins with ~14 Cobalts surviving (31% survival rate in regards to fleet supply)
My MP experience tells me that trying to throw gardas and LRMs against an early Advent fleet is a really bad idea, but I tested it just to make sure...you are much better off just matching the Advent LFs and Corvettes with your own...
I'd like to consider two other battles inspired from the two immediately above...let us again use cost as the equalizer:
24 Cobalts + 36 TEC Corvettes vs. 14 Illuminators + 19 Defense Vessels
Fleet Supply: 228 vs. 160
Cost: 24,840 credits vs. 24,535 credits
Build Time: 1116 seconds vs. 1071 seconds
Results: TEC wins with ~9 Cobalts surviving (20% survival rate in regards to fleet supply)
Compare this to the "opposite" battle of LRMs + Gardas vs. Advent Corvettes + Disciples...In both cases, the LF+Corv. fleet was was superior to the LRF+flak fleet, with the disadvantage of requiring more fleet supply...however, when the Advent won, it was with a total survival rate of 26% while the TEC won with a survival rate of 20%...
21 LRMs + 18 Gardas vs. 14 Illuminators + 19 Defense Vessels
Fleet Supply: 156 vs. 160
Cost: 24,405 credits vs. 24,535 credits
Build Time: 1155 seconds vs. 1071 seconds
Results: Advent wins with ~3 Illuminators (21% survival rate in regards to fleet supply)...as for the flak, there was ~18 Defense Vessels (5% losses; near full health) vs. ~16 Gardas (11% losses; near zero shields)**
**LRFs are all destroyed first, at which point the battle becomes a Flak vs. Flak that the Advent eventually win...since you aren't going to have just Flak vs. Flak (players would continually reinforce with LFs or LRFs), the final tally of this battle is meaningless...therefore, I chose to highlight a more interesting point, the time when one side loses all their LRFs...I'll reiterate that the Defense vessels walked away with hardly any damage while the Gardas left with hardly any shields remaining....
Thus we have 4 battles of TEC vs. Advent (I omit Vasari since their fleet is inferior to both)...in the LF+Corv. vs. LF+Corv., the TEC clearly win with survival rate of 31%...in the LRF+Flak vs. LRF+Flak, the Advent clearly win with 21% survival rate of Illuminators at moment all LRMs are destroyed (additionally, Gardas take more losses and are much more damaged than Defense Vessels)...in LF+Corv. vs. LRF+Flak, the LF+Corv. fleet always won....however, Advent won their battle with 26% survival rate while TEC won their battle with 20% survival rate...
I'd now like to add some additional "realistic" considerations to these battles that would potentially favor one faction over the other:
- No capital ships were involved in these battles:
- Early game, Advent are likely to have at least 1 if not 2 of the following AoEs: Malice, Fracture, Psionic Scream, Energy Aura, Shield Regeneration...TEC on the other hand are only likely to have Demolition Teams...if both players just use colonizer cap, then only Advent have useful AoEs (Malice and Shield Regeneration) that would tilt these battles more in their favor...if both players lead with colonizer cap and build a second, Advent are very likely to have 2 or 3 AoEs while TEC at most will have 1 (Demolition Teams)....
- Advent Fighters and bombers do more damage than TEC SC...relevancy depends on # and type of capital ships...
- None of these battles considered the effect of reinforcements...in general, units of same class (LRMs, Illuminators, and Kanraks) differ in cost per fleet supply by less than 2%...however, build times are not comparable...as an example, Illuminators build 30% faster (per fleet supply) than LRMs while Disciples build 13% slower than Cobalts...TEC/Advent corvettes and flak are the same...
- Advent early fleet needs only 2 weapon technology lines (Lasers and Beams) while TEC early fleet needs 3 weapon technology lines (Lasers, Missiles, and Autocannons)...
- LRMs do 67% more frontal DPS than Illuminators...
Do what you want with all this information...I still believe that in a real game where cap abilities and build times matter, the Illuminator is the 2nd easiest ship to amass (2nd only to kanraks) and the hardest to counter....
As a final note, I'll reiterate that my proposed change is to reduce the effectiveness of Antimedium weaponry against Very Light armor...this is a change that would make all LRFs more vulnerable to their hard counter (though I think it would affect Illuminators more than LRMs and Kanraks)...you can think of it as a nerf to LRFs, or as a buff to Corvettes, I don't really care...
What I do know is that Corvettes have little use mid and late game, and I believe there are 3 reasons for this:
- Titan and Cap AoEs shred them
- They don't counter LRFs fast enough, you are better off with flak and HCs
- They take too much fleet supply to be useful...not a problem early game when maintenance is lower, but more problematic as maintenance levels increase (each additional percentage point of upkeep becomes more taxing than the last)
Not claiming it is enough, but the proposed change would be a step in the right direction...you see LRF spam and bomber spam frequently after the early game, yet the ship that allegedly counters both has virtually no appearance beyond the early game...I think LRFs' and particularly Illuminators' resilience against Corvettes is one part of the problem....
I also still stand by my belief held since diplomacy that Anti-very light weaponry should be slightly less effective against light armor but have a better chance to hit against bombers (basically, flak isn't as good against LRFs but equally good against bombers)...I say this to demonstrate that my goal isn't to nerf LRFs into oblivion, it's to make their supposed hard counter, the Corvette, actually do it's job without the need of HCs and flak...