Necrons are stronger than most people give them credit, however, they are pigeon-holed into specific fleet compositions and skill choices to not get totally wrecked by many fleet comps.
Necron strengths:
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Hyper mobility with Mass recall (level 9 perk).
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Mass recall allows the Necron fleet to focus down enemy vessels before resetting the fight and letting their hulls regenerate. This requires the Necron flagship to be far away, which means the best flagship is actually a stealth LC.
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Pyramidal Reconstruction allows repairing all light and heavy crits on the entire Necron fleet. Only Necrons can repair heavy crits.
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Starpulse makes the Necron fleet nearly immune to ordnance. Starpulse doubles as a way to quickly nuke down smaller enemy ships.
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Strong DPS at exactly 9k range due to Dispersed Lightning Arc.
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AOE Damage and Mass Recall Synergy. Starpulse and Dispersed Lightning Arc allow Necrons to do decent damage to clustered ships. This discourages players from clustering their ships, which can setup a strong mass recall play versus isolated targets.
Necron Weaknesses
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Pyramidal Reconstruction and Mass Recall feel mandatory.
Reasoning: Necrons get crit all the time, so Pyramidal Reconstruction is the only way to combat this.
Necrons can't fight lance heavy navies, close range Orks, Nids, Space Marines, or Kroot Warspheres. That's a lot of things they can't fight, so Mass Recall gives the ability to dodge/kite these fleets and not instantly lose on loading screen. -
The Cairn feels bad. Due to Mass Recall being most effective with an LC flagship, there is no way to take a Cairn and multiple Scythe ships in a fleet. This will result in basically less of everything than taking 3x Scythes.
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Low DPS. The Necron fleet has pretty low DPS and only 13.5k and 9k weapon ranges which means they are out-gunned by a lot of fleets and can't quickly kill anything they need to kite resulting in the need to constantly abuse Mass Recall to be competitive.
Suggestions
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Make Pyramidal Reconstruction a default flagship skill.
Alternatively, a large nerf to crits in general and specifically versus Necrons might make this ability less than mandatory.
Another option, make it so permanent crits can't occur while other systems are still green.
This lets players choose from the other really cool Necron abilities for some diversity and fun. -
Buff the Cairn's DPS and Ancestral Terror. It needs more damage considering its speed, and the implied cost that you need an LC with mass recall and therefore are forced into only 2 large capital ships instead of 3 when taking a Cairn. Also, Ancestral Terror feels very weak. 100 moral damage is not nearly enough and does little to nothing for enemy ships that want to deboard and destroy the moral of the Cairn.
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Slight increase to DPS across the board for Necron ships or increase the range on Lightning Arc weapons to 13.5k. Necrons have much less DPS than basically all other fleets that focus on weapons which means they rely on cap points and mass recall to win.
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Depending on the degree of buffs/other changes to Necrons, consider nerfing mass recall. Change it from global to a limited range from the flagship, or prevent an LC from being the flagship. This would result in other perk options being stronger in comparison so Necrons will be encouraged to pick some of the other cool perks they have available.