I'll answer Hindsights points as the others are basically just in agreement with him and he gave the most detailed answer.
I'm sorry, thats just not true. 90% of the forum posts involve something being out of balance.
True, but most of those are fairly niggling complaints (such as wether a ship should have 4 or 6 AD on one weapon system) or a situation where one group says the system is "broken" one way and the other half of players say its "broken" the other way. Look at the Points vs PL thread, half the comments said the new P&P FAP breakdown "punished" them for taking small ships and the other half thought it was a good "fix" for swarm fleets. Incidently as an historical note, the "new" FAP is remarkably similar to the old FAP from Armageddon. Lots of people had the same complaint then, that they couldn't take small ships to big battles. So Matt Sprange "fixed" it to please them (I suspect knowing full well that the other half would then cry foul). Now the other half complains that they get swarmed so Mr Sprange is putting it back to the old system. I personally am happy with both systems, but have a marginal preference for the new/old rather than current system. But still, I didn't have a huge swarm problem, it happened a bit but not overwhelmingly so, just a matter of degrees.
There are issues with large ships not being in balance with cheaper ships, in that they are too easy to take out given enough chances at crits.
A couple of things not many seem to mention on this topic. Firstly the game system encourages escorts (small supporting ships, not the fighter killing kind). I like this facet, I find it realistic and interesting/fun (this applies to initiative sink problem/interesting mechanic as well as swrming up etc). Most games have a tendency to move toward "My 5 heavy cruisers vs your 5 heavy cruisers" But ACTA encourages fleet compositions of "My Battleship, 1 cruiser, 2 Destroyers and 4 Frigates vs yours". Real fleets don't just send squadrons of battleships against each other, they send forces of multiple ship types, most big ships are escorted by many smaller ships, not just another big ship. I actually like that its usually a better idea to put some variety in ship selection. If you don't thats fine but you might like it a bit better if you thought about it in terms of how real fleets operate and that this is one of the few systems that encourage it.
Now gameplay issues with this point. The big thing most people seem to miss with big ship crits (at least I haven't seen anyone post the idea) is that while they are more likely to get multiple crits (rather than it dishing out the same number of crits but split between multiple targets) big ships I find are somewhat less impeded by them than small ships. most crits are of the following categories
Speed -- the most common crit of all is to lose speed. Many believe big ships are even more affected by speed crits than small ships as they tend to be slower (after all whats -2 to speed for a sunhawk spd 12), so a speed -2 to a ship with only 4 movement is huge. But in practice I find speed crits to have little effect on big ships at all. The cause of this I believe is that big ships fundamentally become the center of gravity in a battle. With their generally long range weapons they can just pick a spot in the center of the battlefield and hit just about anywhere on the field. As a result smaller ships with shorter range weapons generally have to close range with the big ship (when was the last time you saw an Omega or Warlock having to chase down a squadron of havens). The result of this is that the big ships rarely have to move toward an enemy to attack it as the enemy moves toward them. For all intents and purposes big ships "just sit in the center and wait to be attacked". Ironically,
and don't tell anyone I said this I actually find big ships do a bit better with a few speed knocked off, they can turn on a dime and don't need to move much anyway.
Losing Traits -- The next most common crit is to lose traits. Once again big ships generally have more traits to lose than small ships and so can be a bit more resilient in losing these and still have other useful traits to fall back on (many of which small ships don't even have anyway). Besides which, big ships generally have a lot of other things going for them to fall back on without really needing traits. Sure they're nice and some of them downright useful but most ships are still pretty formidable with their high hull, damage and weapon stats even without their interceptors or stealth or something. I'm not saying traits aren't great, or that its a blow to lose them, just that they're not the only line of defence for big ships, and you still got to use them for a couple of turns before they were lost, which is more than can be said for smaller ships who usually don't have anywhere near the traits big ships have.
No Special Actions -- Once again the loss of special actions while annoying for big ships is certainly not fatal. Big ships are nowhere near as dependant on special actions than small ships. They generally don't need to move as much as small ships as stated before, they usually have good weapons in all arcs not needing to turn quite so critically, have a ton of firepower already (against swarms they will tend to want to split their fire anyway so forget about CAF), certainly more than enough to destroy more than one patrol ship per turn, and are already pretty resilient (not being so dependant on CBD). Big ships can generally get by without being able to use special actions when they take a few crits.
Losing Weapons/Arcs -- The last common crit to lose is weapons. Either needing a 4+ to fire a weapon system or losing 1 weapon system out of a particular arc. Once again big ships usually have a plethora of weapon systems with secondaries and even tertiaries in most arcs. Big ships can afford to lose a weapon out of 1 arc (or even the unlikely single crit,can only fire each weapon 50% of the time) and still have other weapons to fall back on. Small ships generally have only 1 or 2 weapons, so this can really limit their options, big ships usually have pretty good plan B's or even C's.
As a final note on the big vs small ships balance is that while big ships are susceptible to crits, say for example 5 small ships can inflict 5 crits on a big ship, while it can only dish out 5 in return split between each (1 crit each). Most crits do not stack, having 5 "no special actions" crits doesn't hamper you anymore than 1 (in effect 4 of those crits are wasted crits), sure it means it takes longer to repair them but still, there is a limit to how debilitating crits can be, this goes for speed as well, together thats more than half of the available crits and for the other half the big ships have more to lose anyway. The biggest thing I think people miss (save the best for last) is that big ships are just so much harder to hit in the first place. They usually have longer ranged weapons than small ships, and that can dish out much more damage. Big ships can usually take out 1 or 2 of the small ships before the small ones even get a shot. Also the defences of the big ships are often much more formidable as well, usually with hull 6, and for quite a few races great stealth or interceptors or shields or something on top. Big ships are harder to hit in the first place.
There are issues with the PL having holes for certain races, so at various PL ranges, you just don't have anything worth fielding, and are especially limited against races with a lot of low spectrum selections, who are then vulnerable to the high end selections.
This is true to a degree. But just that, to a degree, its not in my opinion a scenario killer in most cases. Most fleets do fine at most PL, its just some that are somewhat limited. But even for those races its not set in stone that they suck and will lose at certain PL, they just do a little better at higher or lower ones (maybe 10-20% better, but not 100% like some seem to think). These races for the most part can work around their weakness, they're just not quite as comfortable there. Take your ISA fleet (I presume this was foremost in your mind when making the statement although I agree there are other races with similar problems) for example. One of the "Poster Child" fleets that has "holes". Firstly its one of the smallest fleets, nowhere near as fleshed out as some bigger ones (you should have seen it before 2e

) And what little it has to work with is best at Raid and up. But just because its more comfortable there it doesn't mean its screwed at low PL, just not quite as effective but still doable. You've got some of the best fighters in the game, plus the bluestar (I don't know what most players think of this, personally I like it for a patrol choice, did I just say something controversial, please don't hate me), and at skirmish games the whitestar is still very viable, and don't forget the allies you can choose. Sure its not where you want to be fighting a battle but you can make do quite nicely and hopefully the next battle will be a high PL one where you have the advantage (not guaranteed victory just an advantage)
I agree that some fleets have "holes in there PL" but its not all, and for the ones that have them it doesn't spell instant defeat or a boring game at those PL. I think our main difference of opinion is just a matter of degrees and what we're comfortable with. I think its a small to marginal (10% -20%) advantage/disadvantage for the fleets that have them at all and balances out at the opposite end of the spectrum (fleets strong on the low end are usually weaker on the high end) usually works out the opposite. The advantage/disadvantage at a particular PL I don't think makes them unplayable or unwinnable (a bit like in Warhammer hills/cover give a bit of an advantage, doesn't make them invincible. Though I haven't played Warhammer in a while), its an edge not a free pass.
Certain races have an immediate advantage over others, without easy ways of overcoming these advantages. As has been stated in the White Star thread a million times, our speed gives us an advantage over any race with a 1/45 rotation, and means the person playing against the White Star is not having the fun that the White Star player is, hiding in the ideal firing arc. Narns pay a lot for E-Mines, pay a lot for front boresight weapons, and if they never get to fire, did that Narn player have fun? Did the Narn player say "this game gave me a fair shot"? No.
Hopefully the Narn player will field multiple ships to cover his arcs, to make it harder for you to get those "free shots" or better yet deploy fighters within striking distance of his blind spots (Whitestars hate fighters

), but with a few initiative sinks he should be able to get a bead on at least one of your ships. You can hide from some of his ships some of the time but you can't hide from all of his ships all of the time

. Its a good tactic you've chosen against the Narn and will certainly cause him a lot of grief. But he does have options to counter you and should still enjoy the battle against you.
This game is out of balance, and certain fleets, people just don't want to play against because they have such an advantage. How is that one or two exceptions? The Vree can out maneuver anyone, and using turrets, can always see everything, ignoring arcs all together. I know very few people willing to play my local Vorlon fleets, and the Centauri are known for having a few cheese ships that can decimate, not to mention what an ISA player can do with Gaim allies.
What fleets don't people want to play against Gaim excepted, and bear in mind that they are a new fleet and are getting fixed in P&P, bit of an oversight in their "first draft" but getting fixed next time around. The Vree are very maneuverable but are vulnerable to snipers and have little in the way of interceptors, stealth etc. Most fleets can just close range and exchange blows. I didn't think the Vorlons were
that feared. Good firepower but very exposed arcs and not the greatest variety of ships. As you said the Centauri have a "few" cheese ships.
Out of 18 races 1 is broken (note I never include Gaim in my defence of balance, they are universally decried as broken and are being fixed. Hope the second draft is better but still 1 out of 18 isn't bad, plus the raiders but they're just there for flavour) and a couple of fleets have what I think are only moderate problems against each other but are otherwise sound against other fleets. Most fleets against most fleets are fine. A few ships (say a dozen out of 200) are cheese or nerfed, but I don't think its that many. Most people are happy with most of the ships, its just everyone has their pet ship or peev that they want "made rock ard" or weakened because their favourite should be able to beat it. Most of the changes suggested to ships or fleets have just as many saying its too powerful as too weak. I think for the most part people are happy with the fleets.
The game just needs a few tweaks not wholesale re balancing.
Rock, Paper, Scissors, is not balance.
Rock, Paper, Scissors, is not balance.
Rock, Paper, Scissors, is not balance.
When people, at least myself say the game has a rock, paper, scissors element, we don't mean they win all the time. They just have an advantage. We use the rock, paper, scissors analogy to show that certain ships/fleets/strategies are usually strong at something and weaker at something else. Its not meant as a blanket "my ship wins" against this or that. Its meant more as "my ship dishes out a bit more than its fare share until you do something to counter it". Its only looking for an edge not automatic victory. Just like the Warhammer example you gave about taking key units to increase your chances against assaulty forces. Thats all you can do in ACTA, increase your chances. You can try and counter snipers with your own snipers, or fast maneuverable ships or bricks or whatever. One doesn't always beat the other, you're just maximising your strengths and minimising his.
A good post hindsight, detailed and well thought out. Like to see your response. Perhaps you could pick a specific fleet combo and we can talk about strategies to counter each other. Say your ISA and a fleet you think is particularly stron or weak against it. (no Gaim though, they do not exist lol)[/quote]