The faction is fun to play but it isn't balanced. No sane SG commander would use Rix (unless beating on a lesser squad). The reasons I give are what I feel are the cause of this:
1) The perks and nerfs of Rix balance perfectly, however the other Factions used in SGs [the ones which are well balanced to the rest of the game and/or are OP] have perks which amount to something over their nerfs.
A) Gun range and damage has been perked nicely.
This however has been countered by the lack of missiles. Something which is well balanced imo. Although it prevents Rix Sup from "spiking" with missiles it does give their EXP a massive advantage as they don't use missiles.
Also their HTTs are unique in the sense they can clear teles and the like which people argue isn't a "good" htt but I think the multi use in them balances it well.
Sounds great 12s doesn't it? Well it is. Allows the commander to only buy things when he needs it and allows him to save lots in the bank for a rainy day allowing him to react to enemy movements / tech better than any other faction. However Rix sup was given another Perk which I didn't mention above, SRs.
These are meant to help the "semi @#(!ty" figs get to where they're going and keep pressure up but they cost 500cr each. Now this means the Rixian econ, which has no perks, has now a strain on it for something which is meant to be a "perk".
So Again this "balances" but doesn't give Rix any real advantage any more, if SRs could be abused some more Rix Adv Figs would be as bad as SF for attacking cons/miners which might be all we need to bring Rix Sup up to Viable.
C) Rix tac, arguably the best Tac in the game and there isn't much of an argument.
Their SBs don't have to load missiles so they're stealthy
They can out range most bases scan range so can continue attacking without being eyed with a decent pilot.
Defending is very hard with Rix tac though, the combat pods CAN "spike" bombers but it would be the hardest to do it.
This is a good balance. The "best" offensive tac with the "worst" defensive tac.
Summary: As I've pointed out with A B and C Rix is very well balanced to itself. However when you start to compare it to other SG factions you quickly realise that Rix falls short.
Rix vs IC:
IC Econ Perks: Tougher Miners, Ripping Miners, Free Ships, Miners can offload anywhere.
IC Econ Nerfs: Ripping Miners, Slower Mining Speed, Lower Capacity, Easier to find miners, Higher Cost Upgrades, No refs.
Rix Econ Perks: 12s Research
Rix Econ Nerf: SR scout costs.
Some might say this balances but in reality we know it doesn't.
The cost of the Upgrade Nerf != The cost of the free ships which IC gets12 Research time is also countered by the Free Ship perk nearly (12s Research for something you have to wait longer than the research time IC has for the cash for isn't much of a perk, although yes there is less risk of losing the upgrade cash [but really how often does that happen]).The Ripping miners is more of a Perk than a Nerf really to any commander who has more than a few games experience and has any potential to being a good Commander.Considering how easy it is to find a miner anyway, ICs Sig nerf isn't all that bad when it comes to miners either.Constructors of IC, although taking longer to buy, are tougher than Rixs.The only nerf IC has over rix is the lack of Refs but this is another cost-saver IC have and IC get the ability to dock at their tech bases so this balances.
So for IC, a faction not known for their Econ (although fast quick teching) their Econ is far stronger than Rix.
If you compare combat:
IC Combat Perks: Weapons damage (10%), Missile damage(10%), More Hull(4.5%) and more energy.
IC Combat Nerfs: Larger hitboxes, Louder Signature(15%)
Rix Combat Perks: Weapon damage (15%), Weapon Range (20%), Turning on one axis.
Rix Combat Nerfs: No missiles, Turning on one axis.
So for 20% more range and 5% more damage (over IC) you lose missiles where their missiles are buffed and they're given more hull. And regarding the hitboxes, Rixian hitboxes are great 1vs1 but in a furball their figs are really easy to eat.
Other misc Stuff:
IC: SY ships are cheaper, still has missiles for Figb runs, more energy makes for acceptable SBing and better galv runs, heavy bases so can't be galved, missiles makes bombing that much easier although yes, rolling on with Rix is ofc easier assuming the IC bomber has to take down 3 tech bases and had turrets instead of hvys, RESCUE PROBES [yeah they cost 250 and are worth every penny and if you think otherwise you're an idiot]
Rix: HTTs can bomb, hasn't missiles for Figb runs, SBs are great.
This is just one comparison, if you do it to any other faction which is regulary used for SGs you'll see the difference too.
My suggestion I submit to the community and CC team is:
Lower the cost of the SR to 100cr (the reason I like to keep the SR scout separate from the normal is the signature difference. SRs have more sig for a reason and you don't want to nerf Rixs TP2 by removing the option of a lower Sig scout)Raise the yield or Capacity or Speed slightly.
Thank you for your time, any constructive thoughts on this matter are welcome below.



