Auzor wrote:The amount of "upgrades" ships are essentially required to take is huuuuge.
So you've bought a ship with torps and thunderhawks?
Lets unlock boarding torps, bomby thunderhawks and faster bay reloads.
Oh, that is 3 upgrade slots gone, and you still only have 100 shield, 600 hp.
I don't bother with the thunderhawk bombers, I like the assault boats more. A lot more, so that is one upgrade you can skip.
Auzor wrote:For crew skills, yup, squadron leader, faster skills reloaded. Oh, pick a favor and.. more crew skills to invest into.
I think it is interesting, and frankly, good game design, to have to make meaningful choices, and this makes us make meaningful choices where before no one really had to do anything but pick the same skills on every ship with the only variation being whether or not the ship was a carrier. This is good in my opinion.
Auzor wrote:You also don't get a "+10 troops value, +1 lightning strike" favor. Or an extra teleporter. IN light cruisers with terminator squads can do three lightning strikes, your massive battlebarge does 1. WTF...
Overall a space marine ship can cause more assault actions than any other equivalently sized ship. Plus they have more effective assault actions than any other faction. Not having the best lightning strikes is something I noticed and then immediately discarded as important.
Auzor wrote:And does the master gunner skill work on the bombardment cannon? In-game text states macro & lance... but it does seem to work.
Bombardment Cannons are macro weapons that have a few bonuses. They follow all the standard macro weapon rules (plus their few extras like crit chance) and all macro weapon upgrades and skills work on them.
Auzor wrote: Oh, and btw: the Hades battlecruiser is 155 points. Considered a pretty terrible ship. But, does get 3 skills, isn't boned if the enemy fleet has a carrier or two, doesn't need to invest in faster bay reloads or boarding torps etc.
You should finish your thought with what your complaint about it is rather than leaving it up to people's assumptions. As stated, this is truthful, but kind of irrelevant without your actual point.
Auzor wrote:People keep talking about dealing with lances; of course.
What about enemy carriers?
You cannot get your own fighters, you don't seem to get bonus turrets, and you have a big hp deficit.
People (especially myself) have talked at length about dealing with carriers. Personally, I consider carriers to be the counter to space marines and lances to be just a strong threat. You can look through my post history and check out some of my advice, others have replicated it.
Auzor wrote:That hp deficit also counts vs plasma bombs.
If you have the chapter master favor, the reload special order not only improves your cooldown times, but also recharges your combustion gauge. I bring this up because space marines, with their high speed ships and fast recharging combustion gauges can easily get out of plasma bombs.
Auzor wrote:Overall: Space Marines light cruisers, and cruisers, are underpowered, or overcosted, yes.
I agree that the strike cruisers are over costed, I don't personally think that they perform very well. Because of that impression i haven't spent a lot of time using them, so I have little to say regarding their use. However the vanguard mk 1 light cruiser is one of my favorite ships right now. They are well worth their cost. Every point of it.