Omega's are late gameplay so they need to be very expensive. Nonetheless they do enough damage as it is. No orbital unit should do alot of ground damage as it would take any ground based late game warfare gone... Air supremacy is gone in this game but it is replaced with orbital supremacy...
The Omega has relatively high health for an orbital unit, and they fire at everything. This makes them a very good deathball unit. 10 of these things can pretty much steamroll anything, but Artemis spam. You just take care of those with the Avengers.
No, they don't. I've tested it. 4 Omegas get slaughtered by 200 avengers (which only cost slightly more metal). The Omegas only kill 50 of them. Even worse... ... is that there's a really simple trick to get the 200 avengers to stack on top of each other. Just select them all, then right click one of the avengers. They'll make a death stack that looks like 1 avenger. From my testing, the only good thing about Omegas is they're more efficient to produce because they're bulky. In an actual fight, they're completely worthless for their metal cost. They lose to avengers, they lose to Umbrellas, they have no purpose.
the omega is a durable invasion unit. You think very wrong seeing it as a combat unit. It is utillity unit!
Utility for what? Said 47 avengers are tougher, SXX have almost the same health/meatal but much more damage, and defensive Artemis rek Omegas in no time. 4k hp just don't cut it.
Isn't the point of the Omega to appear over a particular spot on the planet, then clear it of defences before the defender can response?
my bad, i confused it with the artemis... But still the omega orbital battleship is a more "keep the line" unit. It is a late game unit and late game units should be very expensive. It should also not be the best attacking option as then the naval, ground or air troops no longer would matter in this game late game... Orbital supremacy is the key to victory but relying only on orbital is a killyourself move... And actually in a way it also is a utility cuzz it's high health allows other units to do their stuff before the enemy had time to micromanage the (counter)attack
Oh, I'm absolutely not saying the omega should be game-deciding or anyway, It just seems to me like the other orbital units are just a bit bettern at it's purpose, to a lower price. It's true that it's health is high, but it lacks the offensive power that really makes it worthwile. Fleets of smaller units are much more powerful, and e.g. the overkill of while killing avenger makes them actually a lot tankier than they should be. Not saying there doesn't might be a very clear purpose, I'm just not seeing it.
The Omega is indeed not great at everything however its possible to do everything at a good succesful level. My favorite unit in orbital looks and gameplay wise. Thing where I used it for are Remember gas giants flooded with avengers? Now Omega's aren't good killing a blob of Avengers at once however when Avengers are on patrol on gas they come in at max 3 at a time which the Omega easily can handle. You won't even have to do **** yet they slowly work there way through the Avengers. A moon is locked down with area builded umbrella's. A couple of Omega's can punch right through those defences. Its painful to see but it definately works + incoming avengers will get shot so you get a nice foothold for your incoming fabricators. Is able to kill a Helios. They outrange the Helios so unless the enemy micro's the Helios properly it will get killed. Basically the Omega can easily be countered with some needed micro with avengers or artemis. However in orbital play I find microing stuff more difficult or time consuming so the Omega definately has its benefits.
A single, quick built omega can be devastating. If you get it up before your opponent has significant orbital, its very hard to stop. It can kill small numbers of avengers easily, it can shoot land and air so it's great at taking out fabs rushing to build umbrellas, and it fires faster than sxx without the huge energy draw so it's far better for your eco. I think making it much cheaper would move it into the seriously op category...
omega lacks the ssx's splash which makes it way worse ... i would think the omega to be more usefull to be at least tankier for its price ... i can understand the higher price due to it being basicaly a mobile anchor but it realy is a bad anchor for that .. so yea ... more health at least please ...
In the orbital realm, the omega is the only unit even close to being unbalanced. It isn't cost efficient against avengers by any means. The rest of it is subjective because it doesn't perform its provided role: orbital blob murderer. It needs better weapons to properly fill its role as an anti avsmger battleship.
I basically never posted here though but am I the only on noting that while the omega is not the "greatest" at "everything", it is one of the only orbital units to actually be able to do a little bit of everything? That is, it is mobile, it is able to tank moderate amount of damages(perhaps the most of any mobile orbital units) and it is able to attack -both- orbital units and ground? When I have access to them, I actually liked using them in support of landing operations as they can tackle both ground units alongside the units on the ground and orbital units which might try to intervene. In fact, their slower pace here can go alongside well when moving alongside a ground offensive while their precision limit accidently splash damaging your own troops(in fact, this speed might also make them a better escort to orbital laser than avengers, who can sometimes be just one bad maneuver away from outspeeding the laser platform and leaving them undefended) So while a lot of other units are better than it at their own roles... it is also better prepared to meet their respective counters when the situation do change(unlike orbital lasers unable to attack orbital units, or avangers unable to target units on the ground to name just those) Granted, while I am saying this, I really don't have the greatest experience of the game but it is an observation I could not help but have. Edit: This said, I do not say it could not be tweaked more, but I couldn't help but notices it is the only unit in the orbital roster that seem to remotely fit anything close to a "jack of all trade" role due to this mix of mobility, health and both surface and orbital attack abilities.
Currently, I won't make the omega. I will build the Helios instead. Helios takes double metal, but it provides triple Hp of the omega. And Helios provides the ability to drop, it is also far more dangerous than omega. About the orbital fighting, just build orbital fighters and railgun sniper. For planet invasion and commander sniping, build SXX and Helios.
If you want orbital supremacy anchors, avengers and artemis (they're awesome) are the way to go. All of them are faster and cheaper than omega and you can move them more easily. If you want to invade or kill a base from orbital SXX gives you more bang for your buck, Helios is better in everything (more HP, moves faster, kills umbrellas faster) and gives you a teleport. Even anchors are easier to stablish in an enemy planet than it is to make an omega. They have no purpose. They're too slow to defend or fight for supremacy, get hard countered by artemis, have too little range to siege and too little DPS and HP to charge into an enemy base. Everything they can do another unit can do better. Defensively artemis and/or anchor are better. Offensively Helios is better at everything. Also they're overpriced. Cost of teching to Helios: 30k metal + 1'3k metal (orbital fabber for the blueprint) + 2k (orbital launcher) = 33'3k metal Omega: 12k metal + 1'3k metal (orbital fabber) + 2k (orbital launcher) + 3'6k (orbital factory) = 17'9k metal Helios comes earlier in the tech tree despite being basically a superior version of Omega. If you take into account the cost of the orbital tech omega becomes worse an worse. I think the omega could fill a niche that doesn't exist in the game yet. At the moment there's no orbital to ground unit that outranges or counters umbrellas and catapults in any way. There's no way to siege from orbit. Omega could fill this role if its weapons were changed. That would make it easier to bring down turtlers and would make people think about building anti orbital mobile units (bluehawk, stringray, artemis, avengers, etc)
By curiosity, though, how much time does it take to build a single helios versus Omegas? I was playing against bots who frequently tried to deploy helios(and admitedly, like said those were bots) but I never faced a time where I did not feel simply unthreatened by the Helios because I was always able to take down the thing before it could even be completed(especially since you seem to always get a system-wide notification whenever a Titan unit is being built anywhere). Though I am fairly certain this would never work with a player, in some case it took something as simple as transplanetary nuke to simply bring down an attempt by the bots to construct a single helios. And that was when giving them the time to actually reach sometimes as far as 50%-75% built level which was often a very long time into the game. Edit: also I'm posting this as with the ability to build omegas from multiple orbital fabricators, I often had two omegas ready to go out brawling while the enemy's helios was still only halfway through construction or so.