Hand down my favorite now is the Vasari Maruader since it can just send the Marza out of phase as it fires its first few missles (funny the reations online of people bragging about how their Marza will kill all my ships up until that second) try it out for yourself that and its gravity power can allow u to easily run down and kill pesky carriers its the perfect counter for all those things people try to exploit and most people never have even bothered trying it
Yes it can disrupt a Marza, but just how often do you meet Marzas ready to MB you? Many TEC players use it, ok, you need Marauder to stop it, I agree. But being able to stop a missile barrage does not mean a game won.You can catch those carriers. Awesome. Particularly now that they have had their speed nerfed.
Marauder sounds nice and cool, but except being able to help in a few, unique situations that may or may not even happen in your game, it does NOTHING.
Every game sooner or later comes down to a battle betwen your forces and the enemy forces. Every single game. And every other cap helps in a battle. The EGG will nano the enemy cap, Kortul will suck it out of AM, Skirantra will heal the strikecraft (and other stuff a little), Vulkoras will suck balls (but at least he can beat a 6000 hit point planet into submission the fastest of all caps in the game - and in every game you have to destroy enemy planets). All of this stuff is mediocre compared to what TEC/Advent ships can do, but they do something. Once the battle begins, the Marauder does NOTHING. Zero, nil. You can phase out some enemy ships... so what, they'll be back in 8 seconds, get a free regeneration tick and continue beating the crap out of you. You can phase out some of your ships that are focus fired, but so what - they'll focus fire another ship, blow it up and then blow up the previous one as it pops back up.Being able to fly fast won't help once you are in a fight - you won't scare the enemy by showing off how you can do circles around his fleet. Subversion... meh. He can just produce in the next world. Besides, the bonus is not crippling until it stacks three times. Stabilize phase space requires you to actually have reinforcements built and ready, phase gates researched, built where your reinforcements are waiting to jump from. It is cool in very late game on HUGE maps... that I agree. But nobody plays such stuff in multiplayer as it would last 15 hours and in single player you could just as well build a phase gate network and the Marauder's gate will mean only about 20-30 seconds saved.
Trust me, I tried to abuse the Marauder in a million ways, cause I really liked the idea behind it. But except disrupting MB, this thing seriously does nothing. It just doesn't help at all.
...What else.Kortul is a meh ship. Vol Nans are meh. Power surge is very meh. Disruptive strikes are tactically sound (if my ship is useless that yours will be as well, bwahahaa!) and Jam Weapons is just yet another SC counter, not really better than Kol's burst or Halcyon's Push. Just does it in a different way....
Ya why can't we go backward... Sounds most logicly that if you see this huge starbase come up you either turn on the spot or just go backward... Altho we're in space but so many things aren't really posssible so.
I love the comment on the Kortul.
Grtz,Flip
The vasari caps logically should be either completely obsolete pieces of crap (cause they are 10,000 years old) or machines of utter ownage (cause they are aliens), but what they are, are merely adequate. The kortul's disruptive strikes is one of the most annoying abilities on the game to fight against, i must say, and power surge can be too since it takes an extra second or two to die.
Vasari caps need a reworking of their abilities, not just buffs to the ones they have. Nano disassembler is great, disruptive strikes is useful, and after that comes the situational or just plain crap abilities. Every race has some crap abilities (heavy strike craft, TEC colonize, missle batteries, adept drone anima...) but the vasari have the lion's share.
Well actualy they left their system with a single cap. So I don't guess they drive old crap Caps from 10000 of years ago but also upgraded their stuff a bit... It's not cuz they traveled around space that time stood still.
Flip
RA calls remnants of the dark fleet and they have the exact same ships as the exodus fleet, so this suggests their tech hasn't changed much. Btu that's not the point, the vasari need some reworking IMO.
The TEC can spam all day and the Advent have good ships that work great together, the vasari can't spam too much and their ships do not have as much oompf as the advent. This is particularly true of vas caps, they need NEW abilities, not buffs to old ones.
We need a complete overhaul of the existing Vasari capitals altogether.
- Kortul ... too weak, not as durable as the Kol, needs better abilities. Power surge should be more potent, disruptive strike is a bit ineffective too. Needs a better anti-strike craft ability altogether. Final ability weak vs Finest Hour or Cleansing Brilliance.
- Egg ... some abilities also stink, although disassembler is decent. Needs to be more durable and potent.
- Marauder ... useful under some situations, but not all that great
- Vulkoras ... looks cool, but final ability is too weak, so is PMS.
- Carrier ... needs some new abilities altogether and repair cloud needs a boost
All Vasari capital ships need more firepower (especially phase missiles), better armor, more upgradeability (in the field of armor and shields especially), and a bit more health or shields.
If game imbalanced due to this, up the price of Vasari capitals. Prices between capitals should be perhaps similar to frigate prices in between the TEC/Advent and Vasari maybe, but so should capability. (Don't lower the price or power of Advent capitals though because they need decent capitals)
You know what, come to think of it, the Vasari in general need a boost to their ships in terms of price:performance.
You're kidding me, right? It's arguably the best capital ship in the game (Progenitor Mothership being the other candidate, and also my personal favourite). Nanos are the most feared direct damage ability in the game, scrapping frigates and capital ships alike in their path. Gravity bomb is underrated, but it's a great way to get a kill against retreating enemy capital ships. Its low damage and general "squishy"-ness are its only real downsides.
Another forumer did the breakdown a while ago, and quite frankly Vasari in general stink in this respect. I fully agree.
Especially the enforcer...
The high fleet points cost is also unnecessary, they get FTL transmisions research, but they are forced to up their fleet research earlier to keep up... usually destroying the economy if there are not enough neutrals around.
By the game's name, i get the feeling that the TEC and Advent were the original races and the vasari were an afterthought.
Sigh*, the days of RA supremecay were nice though...
So as Vasari, is it better to get only Eggs?
Also, as Advent, today I figured out just how awesome Radiance + Rapture + Progenitor is. Use Vengeance on the Radiance. Use Animosity. If you have a level 5 Rapture, that's 200% damage retaliation. Now ships around will be forced to attack your Radiance, and take 200% retaliation. Add a Progenitor for shield restore and you're set, restoring all three. With just those 3 caps, I easily took down a fully-upgraded starbase which was bombarding me constantly in a LAN game. A Halcyon kills the SC, and Guidance on the Revelation restores antimatter and allows you to use the shield restore on the Progenitor more often.
I had been wondering why people always said the Advent "synergizes", only playing SP and LAN as I do. Now I understand.
The only ability I still don't understand is Malice. It burns antimatter like crazy, but what does it do? What does "damage propagation" mean?
For any ship affected by the buff, a percentage of all the damage done to it gets calculated for while it's affected by the buff. When the buff ends, ships around it get hit for that much damage.
The best way to use malice is either just before firing cleasing brilliance, or while Animosity and Vengence are going.
Also, for the advent HCs there is a researchable ability called ruthlessness that does 1.5dps to any enemy ship in a small range, when enough ships are in range and hit by malice, that can go up to ~10dps and enemy frigates will start dying like crazy between the abilities and illuminator side-beams.
To be honest, I'm not sure what is the best Vasari combo. I've heard before of people deploying 1 Kortul supported by 4 Vulkoras Desolators, and then there is Maruader+Kortul+Space Egg (a guerilla force, Marauder to phase space, Egg uses nanites, plus gravity warhead to slow enemies down, and Kortul power surge to more or less shoot everything up), but I'm not sure there is one that is truly outstanding.
I would have to say that the Advent have the best capital ships.
Malice, by the way is one of the most powerful abilities around. It inflicts 30% of the damage you inflict on the nearest enemies up to a range of 8,000. Suppose you do 100 damage on an enemy ship and there are dozens of enemy ships near him.
Level:
1 - the nearest 8 enemy ships take 30 damage
2 - the nearest 16 enemy ships take 30 damage
3 - the nearest 24 enemy ships take 30 damage
This is very costly in antimatter, but IMO, well worth it. The Progenitor is one of my favorite capital ships.
Eggs are incredibly powerful and can one-shot anything smaller than an HC with nano. They can also colonize and drain planets which is great. Combine that with a ion bolt like GB, and you have a VERY powerful ship.
The marauding force only works if you have high levels in ships and it is actually better to use a Vulkoras than a Kortul for the sake of planet bombing.
Although, I must say that malice is severely underrated. Combine it with CB and you deal up to around 8000 to each unit if you aim CB correctly.
Let us consider the situation so far for Vasari capitals (which generally stink):
- Kortul: Less durable than Kol. Weapons are arguably worse than Kol. Volatile Nanites does not compare to Cleansing Brilliance on the Radiance or Finest Hour on the Kol (although that could be debated).
- Carriers on the whole are pretty weak right now and need to be beefed up to be honest.
- Egg is pretty good, although the colonize ability isn't as good as the Progenitors. Egg could be a bit less vulnerable. Perhaps give it the firepower of the Akkan and you'll have one hell of a ship.
- Antorak is useful in some situations, useless in others. When you compare the overall usefulness against the Dunov or Rapture, it is clearly inferior.
- A Vulkoras is a heavily armored siege platform ... unfortunately, in this role, I would have to argue that the Marza is better (and is a better warship as well). Improve the Phase Missile Swarm (actual phase missiles would be nice and the Disintegration abilities). Improve the durability somewhat, and raise the damage of the Phase Missiles from 24 to 36 in terms of damage per second by decreasing the cooldown per volley.
These mods should make the Vasari warships at least competitive with their TEC and Advent rivals. Of course, I think that even they could be beefed up, so perhaps the Vasari need an even bigger buff for their capitals.
Ugh, so tired of hearing this. Sova, yes, I agree it's not that great. Skirantra has an area of effect healing ability; this is nothing to scoff at and probably one of the game's most powerful abilities. Oh yes, it doesn't help much against focus fire, but if those are the kinds of units the enemy is using why did you pick this capital ship? Against illuminators or flak (or a starbase, though going toe-to-toe with one of those is normally foolish), it's a lifesaver! The Halcyon is an absolute monster with telekinetic push and energy amplification aura; its other abilities suck, but those two are seriously insane.
Pretty good? You're talking about one of the strongest capital ships in the game. Yes, the Progenitor's colonize is better, but that's also one of the strongest capital ships in the game (imo Progen is the strongest). This capital ship already does absolutely insane damage in the form of nanos. If it wasn't fragile with low damage, it'd be a nearly unstoppable killing machine. It's constantly spitting out death sentences to enemy units in the form of nanos, and even enemy capital ships must run in fear if it turns to face them, because their health will disappear in a heartbeat.
Antorak really can't be compared to any other capital ship in the game. Really the Sova is probably the only equivalent to the Antorak.
Simply comparing raze planet with siege platforms and you are correct. However, the Vulk's passive ability makes it the most powerful siege capital ship in the game overall. It's more specialized than the Marza, but it is certainly the better of the two in terms of this one specific role.
Talk to most people and you'll generally find agreement that Progen, Egg, and Marza are the three best capital ships in the game (imo in that order). Other powerful capital ships are Radiance, Halcyon, Kol, and Akkan. Underappreciated gems include the Rapture, Dunov, and Skirantra. Less powerful (but still useful) capital ships include the Vulkoras, Revelation, and Kortul. The situational (that is to say, usually very weak) capital ships are Antorak and Sova.
Quote:Pretty good? You're talking about one of the strongest capital ships in the game. Yes, the Progenitor's colonize is better, but that's also one of the strongest capital ships in the game (imo Progen is the strongest). This capital ship already does absolutely insane damage in the form of nanos. If it wasn't fragile with low damage, it'd be a nearly unstoppable killing machine. It's constantly spitting out death sentences to enemy units in the form of nanos, and even enemy capital ships must run in fear if it turns to face them, because their health will disappear in a heartbeat.To the contrary, the Egg would still be slow and vulnerable. Faster ships, heavy cruisers, and bombers, would still be able take it on. The nano is deadly, so is drain planet, but the vessel is hardly untouchable. I'd guess that a level 10 Radiance or Kol or Marza still stands a fair chance 1 vs 1. Of course, the Egg is not intended as a direct combat vessel.
Quote:
Antorak really can't be compared to any other capital ship in the game. Really the Sova is probably the only equivalent to the Antorak.Antorak needs to be completely redone from ground up. Enough said. Maybe more firepower and a more speed (it is a guerilla vessel after all).
Simply comparing raze planet with siege platforms and you are correct. However, the Vulk's passive ability makes it the most powerful siege capital ship in the game overall. It's more specialized than the Marza, but it is certainly the better of the two in terms of this one specific role.In terms of overall usefulness, I'd have to say the Marza wins by a landslide.Perhaps Raze Planet is inferior to seige platfroms. Raze planet is sort of those one time bursts that does a lot of damage to the planet, whereas siege platforms, its fire, forget, and hopefully, especially if the enemy's attention is diverted in battle, you'll destroy the colony.Even so, let us consider the other abilities. Beef up the Phase Missile Swarm and Disentegration (and make both abilities immune to shield migitation) to begin with. Assault specialization should be able to boost the phase missiles whatever you're attacking (although not as much), not just planets and buildings.Make the vessel a bit more durable (raise shields by say 50%) and a bit more firepower and you've got a formidable vessel.Quote:
Talk to most people and you'll generally find agreement that Progen, Egg, and Marza are the three best capital ships in the game (imo in that order). Other powerful capital ships are Radiance, Halcyon, Kol, and Akkan. Underappreciated gems include the Rapture, Dunov, and Skirantra. Less powerful (but still useful) capital ships include the Vulkoras, Revelation, and Kortul. The situational (that is to say, usually very weak) capital ships are Antorak and Sova.[/quote]I saved this for last. The real question is, do they justify the costs needed to build all but the first? You're taking a gamble here. Most capitals are not going to survive to become level 10s, especially not in multiplayer.
Overall Marza is definitely the better of the two; it's easily in the top three capital ships overall, whereas Vulkoras is a specialized niche cap. I definitely have to agree about PMS and disintegration; the Vulk is very distinctively an armoured siege frigate.
I did an analysis of raze planet vs siege platforms a while back. What I found is that, over the course of its lifetime, a siege platform deals about as much damage as one use of raze planet of equal level. So yes, raze planet is definitely the superior of the two. I mean, what's better, creating a unit that will deal 500 damage over the course of a few minutes, or just blowing the shit out of a planet to instantly deal 500 damage? Case closed.
A capital ship doesn't need to be level 10 to be effective. In fact, many capital ships fulfill their basic role well enough at level 1 and are rock solid by level 5. Really I find capital ship improvement to be mostly superficial after level 7. If you look at my discussions of other capital ships, I rarely even mention their ultimates; as far as I'm concerned a cap needs to stand on its own in the level 1-4 range, where it will likely spend most of its life and fight its most critical battles.
Cap ships in the mid to late game are basically glorified suport cruisers, how much damage they do is irrelevant and their abilities are the only use they have. By level 5 they can have one ability maxed, and one at level 2 and as most cpas have one very useful ability (SR, Nanos, Raze Planet) and another fairly useful ability (Malice, Grav Bomb, Radiation Bomb) Anything after level 5 is fairly superfluos, other than something like MB, obviously.
Beyond level 6 anyways... I'd certainly prefer a level 6 Radiance to a level 5 one...
At higher levels, they need to gain more per level I'd say. There's got to be a way for them to hold their ground. Else they are target practice later in the game. Send in the heavy cruisers and LRMs. Problem solved.
Another idea is to just make the abilities themselves more powerful or easier to recharge. (Ex: A Cleansing Brilliance from a level 6 Radiance uses 150 antimatter. At level 7, it'll be 130, then 110 at 8, 90 at 9 and then 70 at 10). Plus they still get more antimatter and a hell of a lot more HP/shields.
Well, if anything I would think that level VI abilities would get more powerful, but AM efficiency would stay the same. In other words, let's say each level, the damage goes up by 10%, but the AM cost also goes up by 10%. It would increase the DPS of the ability though...
Yay well now maruader will be much better with the new patch
Just mentioning the Antorak, eh? Almost every capital ship in the game got a buff. Marza, Progen, and Egg are the only caps that didn't get buffs (will have to do a quick check - level 1 nanos might have been buffed). This patch is definitely the capital ship patch.
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