Something you are incredibly unlikely ever to hear, "Man those subjugators really f'd me up!".
The truth is the Subjugator has a variety of flaws in it's design and abilities tha make it one (if not the MOST) useless ship. While doing some tests and observation on Carrier Caps, I played around with subjugators and found out exactly why they suck, and came up with some simle ideas to fix them.
Problem # 1: Unidirectional Channeled Abilities
On the Subjugator, Suppression and Perserverance both sound like great abilities, one disables enemy abilities, weapons and phase engines. The other repairs 25 health per second and prevents disabling buffs. The problem with these abilities are that they are CHANNELED for their duration. What that means is the subjugator must remain absolutely still and be issued no commands for the full effect of both of the abilities to be used. Now I have no problem with channeled abilities, but the subjugator has the only two channeled abilities im aware of that only affect 1 unit at a time, and they can only be activated when facing the units the ability is cast on. This is counter intuitive to an Advent fleets strength as a battle ball. If you cast suppression on a unit it can still move, so when it retreats four things can happen. First the targeted ship can move away and your fleet won't follow, making the ability only serve to remove that single unt from the battle for the duration (can't target cap ships). The second is that the fleet minus the subjugator will follow leaving the subjugator stationary, alone and extremely vulnerable to everything with its weak shields and hull (550hp/300shields). The third is the advent fleet will split, leaving some behind to protect the subjugator from various enemies, destroying the battle ball. The last thing that can happen is the entire fleet breaks off into pursuit, removing the suppression from the enemy ship and making the whole point of it useless. This same thing goes for perserverance. So what's the solution?
Well there could be a couple.
1. Increase the firing arc and turn speed of the subjugator and the ability so the subjugator does not have to completely face its target. Allowing it to quickly acquire new targets for both it's abilities.
2. Allow the abilities to affect an area (though it keep it real small)
3. Remove the channeling of abilities and allow the subjugator to move freely.
Personally I think the first is the best option, keeping the subjugators uniqueness and making its abilities more useful and effective.
Problem #2: Targeting Ai bugs
I noticed a few problems with the auto cast targeting ai for these abilities. When casting suppression, subjugators will often target the same unit, and channel on the same unit, making multitudes of subjugators useless as they channel and disable a unit thats already been disabled by other subjugators. On one occassion 5 subjugators jumped into a well with suppression set to autocast and they ALL targeted the same unit out of 8 or 9 possible targets. They all sat and channeled the ability on the one unit, making 4 of the 5 completely useless. I also noted that on more than one occasion, a subjugator would wait to cast suppression on an enemy unit until the previous suppression had expired, however while waiting the enemy ship moved out of range and the waiting subjugator did not follow. It just sat and waited for that unit to return, even after the previous suppression had expired. A nasty bug. Perserverance ai would not automatically target wounded ships on several occasions, and would often target ships whose shields were still up and not under fire. Perserverance's ability to prevent disabling i feel is primarily to support guardians and help prevent them from being disabled by certain units (ahem Subverters), keeping the battle ball strong and the shields/repulse up and working. That's great except subjugators will channel at the same time on the same unit, and it costs 150AM to prevent 1 unit from being disabled for 40 seconds, which sucks when all your subjugators target the same unit and waste 150AM and have to wait 60 seconds before recasting, leaving themselves and the rest of the fleet completely vulnerable to disablement. These bugs desperately need to be fixed.
But if the devs DO fix the Domina, then the subverter needs a little love too. Currently the guardian has filled the role as the subverters boon with repulse pushing the subs out of range and unable to cast distortion field on the fleet to disable it (same could be said about Anti-AM Lf abilities ftw?!). If they fix the domina, distortion field needs to outrange repulse, or it becomes even more useless against Advent as it is now. Same goes for demo bots on the TEC side, and I truly believe that LFs anti-AM abilites should outrange repulse (and distortion field, and demobots) too, because since they Can't, there is little use for them.
If you like any of these ideas, or are strongly opposed, let me get your vote on it
HERE
https://forums.sinsofasolarempire.com/356646