I've really discovered that I just don't care for a great many things about ACTA2E. Each of these individually detracts from my enjoyment of the game, but together they make every game an exercise in frustration. These are, in no particular order:
1) The FAP system is terrible. There are numerous choices that are 'weak' or 'strong' for their PL and no balancing factors to mitigate this.
2) The FAP system of buying down is even worse. The small ship hordes tend to dramatically outperform smaller numbers of higher PL ships almost every time despite the fact that they rate the same in fleet selection. This occurs even with squadrons mitigating the initiative sink problem.
3) Critical hits favor the smaller vessels too much. Larger (higher PL) ships need to have more redundancy (perhaps the ability to ignore the first few critical results depending on PL, or a die roll based upon PL - say on a 6 for Raid/Battle ships and 5+ for War/Armageddon ships - to ignore any critical) to balance out the benefits of 'critical resistance' gained by taking multiple smaller ships. As it stands, it's about as easy to knock out the critical systems of an Adira as it is a Centurion, and that's not good IMO.
4) The initiative sink nightmare. I'll leave this one alone - many people recognize this problem well enough.
5) The variability of Beams. I understand that luck is always going to be a factor, but IMO, Beams just push this too far. A single added roll per successful hit should be plenty rather than the current rules that allow a 2 AD Beam to score 7 hits and wildly skew the outcome of the battle.
6) Interceptors need to be fixed IMO, to reflect the power of the weapon being deflected. I'd like to see Interceptors become a trait that is either present or not - like Dodge - and usable against every non-Beam, non-Energy Mine, non-explosion attack targeted on the vessel. Weapons without a damage multiple are blocked on a 5+ while weapons with Double Damage or Triple Damage are only blocked on a 6. Weapons with Quadruple Damage can not be blocked with Interceptors. The current rules make Interceptors too useful in situations where the AD numbers are low regardless of how powerful the weapon is supposed to be.
7) Deployment should not be done entirely by one side and then the other. This can give up way too much for some forces. I'd like to see something that was more back-and-forth, but we'df have to find a way to keep it balanced to prevent 'deployment sinks'.
That's most of my problems with the game. I really hope that someday some of theis can be fixed. Maybe then I'll dig my ACTA stuff back out of the back of the storage closet I just threw it into. Maybe.
1) The FAP system is terrible. There are numerous choices that are 'weak' or 'strong' for their PL and no balancing factors to mitigate this.
2) The FAP system of buying down is even worse. The small ship hordes tend to dramatically outperform smaller numbers of higher PL ships almost every time despite the fact that they rate the same in fleet selection. This occurs even with squadrons mitigating the initiative sink problem.
3) Critical hits favor the smaller vessels too much. Larger (higher PL) ships need to have more redundancy (perhaps the ability to ignore the first few critical results depending on PL, or a die roll based upon PL - say on a 6 for Raid/Battle ships and 5+ for War/Armageddon ships - to ignore any critical) to balance out the benefits of 'critical resistance' gained by taking multiple smaller ships. As it stands, it's about as easy to knock out the critical systems of an Adira as it is a Centurion, and that's not good IMO.
4) The initiative sink nightmare. I'll leave this one alone - many people recognize this problem well enough.
5) The variability of Beams. I understand that luck is always going to be a factor, but IMO, Beams just push this too far. A single added roll per successful hit should be plenty rather than the current rules that allow a 2 AD Beam to score 7 hits and wildly skew the outcome of the battle.
6) Interceptors need to be fixed IMO, to reflect the power of the weapon being deflected. I'd like to see Interceptors become a trait that is either present or not - like Dodge - and usable against every non-Beam, non-Energy Mine, non-explosion attack targeted on the vessel. Weapons without a damage multiple are blocked on a 5+ while weapons with Double Damage or Triple Damage are only blocked on a 6. Weapons with Quadruple Damage can not be blocked with Interceptors. The current rules make Interceptors too useful in situations where the AD numbers are low regardless of how powerful the weapon is supposed to be.
7) Deployment should not be done entirely by one side and then the other. This can give up way too much for some forces. I'd like to see something that was more back-and-forth, but we'df have to find a way to keep it balanced to prevent 'deployment sinks'.
That's most of my problems with the game. I really hope that someday some of theis can be fixed. Maybe then I'll dig my ACTA stuff back out of the back of the storage closet I just threw it into. Maybe.