Noelemahc wrote...
The very fact that Sovereign needed geth help indicates Reapers are less powerful than is commonly thought.
Well, there was also only ONE of Sovereign, with no fighter cover, so he used the geth. Capships can't fight effectively without fighter cover, anyone who's ever played a space sim will tell you that. Wing Commander also teaches us that one crafty fighter can disable several capships if he's crafty enough and can produce ammunition out of thin air =P
In ME3, the Reapers use the Collectors' Oculi as fighters, to variable results -- they've been shown in ME2 to have issues with tight cornering and their only advantage over fighters of any galactic race is strength in numbers. They're like the husks among ships, easily killed, marginally weak, but very numerous.
If you want a comparible strategy game to ME3: Sins of a Solar Empire.
Essentially the game world is comprised of a web of 'jump lanes' between planets, creating natural choke points and supply lines. Which is pretty much how the relay network would play out.
As an aside: It's also generally established that kinetic barriers aren't on/off affairs. When something collides with your shields, you lose shield capacity. Small hits mean a small loss, big hits mean a big loss. This is how it works with Shepard, with husks, with starships and almost certainly with reapers.
The reapers have an advantage of higher shield regen than everyone else, but concentrated fire can overwhelm that, with the yardstick in the codex being "Four Dreadnoughts"... of course, any combination of weapons fire that adds up to the same kinetic power (energy/second) will also do the trick.
As far as fleet composition goes:
Reapers like capital ships way bigger than dreadnoughts - because it being bigger and badder reduces the individual's chances of destruction, which is important given how hard a time they have reproducing.
Organics like frigates and cruisers, because they allow versatility of your navy and avoid putting 'too many eggs in one basket' in terms of both credits and personnel.
Both are perfectly reasonable strategically and tactically. Just different.
In fact, given that organic ships go pop really easily, you could argue that splitting up your fleet 'power' into as many hulls as possible is the best alternative, as not only are you more maneuverable but the reapers do less overall damage per shot.
Point being? Comparisons of Reaper CapShips vs Allied Dreadnoughts is not a particularly valid argument without out also attempting to include data-that-doesn't-exist on the numbers and firepower of all the smaller classes of ships.
So really it just boils down to "Shoot them enough and they die", with "enough" being a question of effort and cost.