- very low cost relative to shipcap makes replacing losses extremely quick and easy
True. Although do consider they have very low HP per shipcap. I could definately see raising their cost
- Small energy costs combined with small shipcap makes them extremely cheap to run
Somewhat. They have the same per-cap energy use as standard fighters. Their per-ship energy cost is actually notable. 200 per. It's just their tiny shipcap (25%) that makes this not an issue.
- teleportation makes for supreme, unmatched mobility
Mostly true. There are however issues with teleportaion. For instance anytime you move without forcing formation, or ever (dare) specifically attack a target(God forbid you ever want to set target preference on something that's actually a threat...). All ships emerge on a point. This results in anything AOE obliterating a practically unlimited number of teleports, preticularly once past a certain threashold of not-very-much. One autobomb(who are immune to minor elec) can cause a local no-teleport zone, or high loss zone at best. Granade launchers require a few more. But do much the same over a larger range, and mobile.
Edit: Additionally, the AI reacts to seeing teleport units by building vastly more lighting turrets. /edit...
- battlestations scale up extremely well over MKs, gaining massive DPS increase each MK. compared to eg armour ships, each MK is a HUGE improvement.
[[/list]
Yes and no. And abnormally? Not for a damage focused ship. Their MkI are actually somewhat meak. Scaling up somewhat bomber-like when hitting MkII(MkI bombers, suck.)
- they have unmatched DPS- they are actually capable of taking down shields, like bombers, purely through merit of raw damage. they are also relatively good against capital ships (40 or so will take down a flagship in seconds, which is dumb), buildings, turrets for the same reason. they usually acheive a 2000% kill ratio
In my rather extensive use of teleport stations, I found only MkI and sometimes MkII shields to actually be safely feasible for tele stations, though MkII depends on how much stuff is fiering on them. MkIII are simply too high hp unless there's very little/nothing killing you. Remember, these buggers have very little HP, both individually and per cap.
Additionally I disagree with their strength vs capital ships. Flagships and higher in particular eat tele stations at a fairly steady rate--though tele stations are equally deadly back. They're also exceptionally vulnerable to leach star-ships... beam star-ships find them to be absolutely delicious... Raid starships can take quite a chunk out of a cap fleet if higher than lv1, though it must be granted teleports are one of the few things to ~catch~ raid star-ships.
Also, despite impressive damage. They have fairly few and narrow focused bonuses. Being good vs fighters, and most swarm ships. Oh, and tanks. Though tanks rip them a large one too and they miss them alot.
- they perform excellent anti-swarm vs weak ships with their multiple shots
Seems intended, given the multishot. I mean, thats rather the purpose of multishot.
- they are effective against turrets
What? You do mean... Completely unable to damage right? Because seriously. Turrets=Immune minor elec damage... Teleports(both kinds)=deal minor elec damage. Only exception being flak turrets for a few patches in prerelease a few weeks back.
Furthermore a few equal mark lighting turrets render either a very micro intensive assault, or complete no-teleport zone.
There are many targets one would wish they could hit that they cant due to their minor-elec damage. This is one of their counterbalances.
The last one makes me wonder how much you've really used them... Because literally. They are 100% ineffective vs turrets.
All said, being a heavy teleport user, both stations and raiders. Stations could use costing about +50-100% more resources. Would make loosing them far more painful(by which I mean more than slightly). Probably also bring them to bomber-energy-cost-per-cap. Which would be double current to 400.