1.04 Counters to Repulse (Best options you've got)

Ok, so I think talking about broken Illuminators and saying how you beat them is a dead horse. The entire community seems to be behind it, so I figured I'd go into the best answers you've got for repulse, the OTHER thing that needs fixing.

Here's my take on the best current options to fight off someone abusing repulse, and it's in order from most effective to least effective.

TEC:

Option 1: LRMS (and Akkan with third abiliity that gives extra range if possible)

LRMS are the #1 answer because their range is huge and they can still shoot at the Guardian EVEN from the fringes of the repulse "bubble". They get a 75% damage multipliers, or -25% for the arithmatically challenged. Sadly, that's the best multiplier that any ship that can actually shoot at the Guardian gets. Problem with this answer is that Guardians are always used with Illums and Illums tear LRMS to shreds.

Option 2: Dunov's EMP Charge

I think this is one of the better answer for TEC simply becausing taking away the antimatter of a Guardian is the most direct way to stop repulse. The problem is the ability's range is rather small, but the ability has a HUGE area of effect, so aim at something near the Guardian and you will sap antimatter from your opponents cluster of guardians HOPEFULLY stopping repulse sooner than your Advent adversary was thinking you would.

Option 3: "Spam" Kols that are supported by Hoshikos, Dunovs, Akkan, etc.

This works if you have the time to do it. Kols can reach guardians with their beam attack on the front, and the autocannons will attack the Illums that get too close. If you have say 4-6 Kols it's really hard for your repulse abuser to pick out one target to take down. This strat is very expensive though.

Option 4: Strikecraft

I have this lower on the list because even though Strikecraft are immune to repulse, they (fighters & bombers) get 50% damage multipliers against Guardians. That's just bad. When you consider how strong flak are now and the fact that a halcyon will completely stop this tactic, it's just not a good option.

Option 5: Cobalts with Sabatoge Reactor

The cobalt gets an ability where it will deal 100 damage to any frigate that tries to use an ability AND disable that ships abilities. Sound great, except Illums are always there and will completely tear cobalts to shreds. No question.

Option 6: Akkan with Ion bolt

You fire ion bolt on a small scale to stop the actual guardian that's doing repulse. Only works if your opponent has a few and even then on a VERY small scale. At best a stall.

Option 7: Missile Barrage

Repulse pushes the Marza away, but if you can somehow get it close enough, it'll work. I have it this low because repulse will push the Marza away while it's doing MB so the ability loses its strength.

Advent:

Option 1: Fight rock with rock

Make Illums, guards, and do repulse yourself.

Option 2: Subjagators

Advent has a second support frig called the Subjagator. It's first ability is to pick an enemy target and disable it for 40 seconds. Completely. The range is long enough to reach Guardians. It's just expensive to get, and expensive to lose.

Option 3: Disciples with antimatter steal

Pretty much the same arguement as any LF. Great if there are no Illums.

Option 4: Strikecraft

If there are no flak/Halcyon, it'll work, but same problem as TEC.

Option 5: Reverie on the Revalation

Like ion bolt. Works on small scale. Takes ship out of game for 40 seconds or so.

Option 6: Domination on the Rapture Capital Ship

It's a level 6 ability, so it's tough to get. It's nasty though. You steal the ship from your enemy permanently. Just tough to get and long refresh time

Vasari:

Option 1: Assailants

Their range is huge and have phase missiles. Problem is if your opponent has Illums, you're screwed.

Option 2: Nanite Bomb on the Egg

If you get near enough between repulse the egg does enough damage to the hull to take it out.

Option 3: Starbases(Courtesy of JJ)

Since it can move and repulse doesn't affect it, this is great. The drawback is the starbase is restricted to one gravity well.

Option 4: Skirmishers with their ability

Upps antimatter cost by 2X and ups refresh rate of ability by 2X. It's a LF, so it'll die to Illums.

Option 5: Subverters

If you can get near your opponent with them, yeah, but normally you can't.

Option 6: Strikecraft

Same as before with Advent and TEC.

 

3,844 views 8 replies
Reply #1 Top

If you think I missed something, don't hesitate to tell me.

Reply #2 Top

Vas SB, cannon, phase hull

Reply #3 Top

phase out hull would work great... except no one uses the maurader :-(

 

(although... between phase out hull and its ablity to get your fleet out quickly in a losing battle is great... its just a really weak cap, and its lv 6 ablity is useless because by the time you bother to get a maruder and then get it to level six... you prolly have your superweapon which does the exact same thing AND pwnts enemy ships... not to mention having to get your maruader there... and then its channeling... icck.)

Reply #4 Top

Option 6: Domination on the Rapture Capital Ship
End of quote

Actually, if you dominate a guardian in the middle of their army and use repulse, it can be absolutely devastating.  The repulse will go off right in the middle of their army, pushing all their illums into range of your units!

Reply #5 Top

I'm on v1.17- shouldn't the title be 'v1.03 Counters...' though?  As Intercept seems that it was intended to be a counter for Repulsion, you might discuss that as an option?  How about the Marauder- you could add it to the end of the list...  Are mines at all useful in v1.03, or are they another unused feature?

I'd like you to add at what point you consider Repulse to alter from being a nuisance to being broken- how many Guardians would have to be on auto-cast? 

However, for two top players to have a discussion on tactics and to completely focus on units and abilities, rather than tactical situations, is an indictment of the game- if it is a fair reflection.  When I asked for cloak generator ships another contributor objected that ambushes prevented there being balance, yet the most balanced RTS games have tactical features on the maps, and encourage ambushes.  However, there are tactical options against the Guardian, even in v1.17.

If the thread is restricted just to units and abilities, then I hate nerfs, I much prefer counters and counter-counters, they add skill rather than please the build order posse.  Could you add an explanation of why Subverters were useful and have become ineffective?  If returning fleets used to be a game-winner even with Repulsion, why is that no longer true?  Is the counter that in the end game, though Advent have an unstoppable fleet, the other factions are more mobile or productive, you can't simply ignore that element of balance?   

Reply #6 Top

Having an Akkan with Option 1 for the TEC would help as well. Make sure your LRM's are spread out as far as possible so if he sends in his Illums they will be devided and not able to use their 3 beams as effectively.

Reply #7 Top

Good list Amish.

Not a whole lot of easy options for Repulse, would be nice if some of those Anti-AM abilities and disabling abilities could outrange the push.

Reply #8 Top

Vasari get a few more options strikecraft wise.  Between the Skirantra's repair cloud, tougher strike craft, and phase missiles, they could deploy their strikecraft in waves to exhaust the Advent's tk pushes, keep the damaged ones back, and use the rest to attack the guardians.  They only do 50% damage, but Guardians don't have much in the way of hull points, so phase missiles from the strike craft would do a lot of damage.