You like those just because they look cool?You're probably gonna have a Skiranta Carrier vs. three Radiance Battleships and you're gonna be like "NO don't destroy it it's too pretty!"
I play TEC almost primarily and i ahve to say to all the people that are bashing capital ships that if you have a chance to get a fleet of all capital ships you should. 16 capital ships with about 3-4 with a shield repping ability especially once you get the increased antimatter research done is one hell of a force to be reckoned with. but for my favourite capital ships i would actually probably have to go with the Kol for the damage dealing and that lovely flak burst and the Dunov for Sheild repping and the decrease in anti-matter use skill
yes, it kind of similar with the space ship from the 2nd Alien movie
Kol and Marza for tec
Radiance and Jarrasul are tight too
dude who cares if he like it for how it looks its a game.
advent- Radiance caus eits badass, and the carrier cause i destroy with strike craft.
TEC- dunov cause it looks kool, kol for firepower, sova for fighter/bombers
Vasari- dont play as them, they look funky
i have someothing to tell monk. while caps arent worht building in extremely hi numbersl, having 2-4 can be extremely helpful. they have a higher survuvabilty rating plus are great for hit and runs.
not to mention the passive bonuses some of them have.....would rather give 150 ships a decent weapon bonus than have an extra 5-10 ships
and hood......the egg will eat your soul
i'm partial to the rapture.
In alot of games, I tend to mess around and build Capitol ships only, and being a big fan of them as I am, I'd love to see some buffs...
-Mostly to the Combat Oriented Ships. Kortul, Radience and Kol. They don't have the abilities of the other ships, only the ones to deal damage, to power themselves, and to defend themselves. Therefore, they need a damage buff. Leave the HP, Shields and armor alone, I'd love to be able to see a Kol actually become worthwhile, and be able to actually destroy enemy ships in goodtime. You know something's wrong when you have a Sova or a Akkan doing more planet securing and enemy killing than a Kol.
And another thing you guys seem to be overlooking, is the Advent's Halycon Carrier. With the fighter/bomber buff's this ship alone with the Extra fighters could be dangerous, but then the Psionic Push is really anti fighter as well, as it affects ALL fighters in the radius. But what makes it shine, is it's energy weapon cooldown. At level 3, it shaves up 22% cooldown for ALL energy weapons, and advent is made purely out of those. And in a tight fight, the ships that shoot faster usually do better.
Note: An Illuminator Spam plus and Halycon and Progenitor = Good game, period.
PS- I actually haver the Halcyon as my favorite Advent Cap. Good Energy Buffs, fighter/bomber support, etc:, etc:.
I primarily play Advent and try to build my fleet around the trio of Radiance, Progenitor, and Halcyon. However, I tried a couple games as Vasari and Tec but found I greatly missed my Radiance's 'Taunt' ability. Admitedly, these games were Single player and I imagine in MP games, such an ability wouldn't be as useful.
I found the Dunov nice for its Shield Restore ability, but I didn't find it as effectice as the Progenitor's Shield Regen. I tried the Vasari carrier for its repair ability, but found it greatly lacking in usefulness as usually only one or two ships at a time would ever start taking hull damage. I prefer to be able to keep my ship's shields up rather than its hull, but of course this is my Advent bias talking.
-Gill
in beginning i alway goes for the capital ships who can colonize.
Great.
But he asked for YOUR FAVORITE CAPITAL SHIPS. Please read more carefully.
I haven't played much outside of Vasari, but I really like the Carrier. It's really useful when it unloads about 5 squads of bombers on a fleet of cobalts. Plus, as someone else mentioned, it has the ability to repair other ships around it.
there's something sweet about 8 projenitors with a fleet of ilums and a couple of guardians! All in one formation all set to tight coheasion...
You can just see the frustration on the AI's face when it's trying to work out how to break that unit! It's even more fun when the ilums have the deceptive ability and everything is at the top of the skills tree!
One thing i do is disable the non important cap ship abilities... Normally colonize, malace, and resurection. This means that the proj doesn't go straight to bomb the planet to attempt to capture it... It will fight first. and secondly the only antimatter cost is the shield regen. And it's constant effect if you have enough proj's... By disabling the colonize ability i aso find the cap ships will sweep the area of any turrents and stations first.. meaning having a mini purge fleet becomes a lot easyer to use.
1) it's Progenitor, not Projenitor.
2) Spamming sucks. It's addicting. Like Meth. Or Crack.
Trust me, I had to stop spamming in several games after 2-3 days. It got boring because I was constantly winning.
The Space Egg is one of the most useful caps ever. It can colonize, infuse you with resources, slow down retreating enemies, and deal 30 DPS and -6 armor for 40 seconds. Its pretty much the ultimate anti-cap, espically when paired with a Korul Devastator's Volitile Nanites which give a 30% damage increase and Power Surge which increases its attack speed by 75% (and shield regen by 225%!). My fleets always consist of multiple Space Egg+Kortul pairs with carriers to provide healing.
Useful or not though, the Devastator is my favorite. Its primary purpose it to kick ass, which it does very well. Nothing like seeing 30-40 ships explode over the course of 5 seconds cause of a Volatile Nanites chain reaction.
[quote who="superfleet" reply="6" id="1861613"]i have someothing to tell monk. while caps arent worht building in extremely hi numbersl, having 2-4 can be extremely helpful. they have a higher survuvabilty rating plus are great for hit and runs. [/quote]
I disagree with the "higher survivability" of the CAPS as you put it (200 frigates or bombers focus-firing a group of CAPS one-by-one is like watching popcorn in the microwave...hehe)
......but I digress. I shouldn't have even commented in this thread since networking is what I know.....not the actual gameplay.
the Monk
Radiance BShip + Mothership. I have obliterated about 30 enforcers in about 7 seconds with Cleansing Brilliance + Malice.
Eat that.
Late game, its the Halycon carrier with energy aura supporting my fleet of 180 lums and 20 crusaders and guardians and subjugators.
Its like adding 22% damage, or really increasing the size of my fleet by 22% in terms of destructiveness.
Mostly in tha games I mess around in, these are my Cappie Combos.
TEC: Kol's, Dunov's, and Akkan's. (In Increments of 2/1/1 Respectivly, Kol's just are badass.)
Advent: Haylcon's, Progenitors, and one battleship that can use Vertigo.
Vasari: Space Egg's and the Phase Missle happy Planet Siegers...
I've decided I'm really bad with names...
for short term play : Kol as TEC
I love all the damages it deals, I didn't find any single ship on 1vs1 whom resist it, and I use it for cleaning sector at the very beggining
Never got past the "short factor" (1h30), but i'm coming to more serious scenarios.
Space Egg. Use Drain Planet, then use the resources sucked up to develop the planet once I colonize it. Denying enemy caps the ability to phase jump makes it easier to chew them up with the Disassembler (I always end up responsible for the most capital ship deaths in the games I play).
Advent:Progenitor(if i'm going for warm, fuzzy infrastructure and later game crew rez)or Radiance(If I just want to kill sh*t without significant frigate backup because i'm spamming to pick one) As a side note, the ultimate can kill an ungodly number of non cap ships swarming in to kill it, and the beam is QUITE wide.
TEC:Marza, Kol if I feel like a change from Kol. I SHOULD like the Akkan. Armstice is a very sick power ... but it just doesn't seem to work for me. Marza just kills things in so much more of a ... brutal and final feeling way than the rest.
Vasari:If I duct tape a Desolator to the bottom of a Space Egg, can I pretty please call it one ship and have it for 100 cap off my first free build? Why space egg, ask just about anyone. Why desolator? AoE and lots of it. Sometimes good things DO come in big packages too.
Advent Rapture Battle Cruiser. Get it up to level 6, get Domination and you can forget all about fleet size caps. I have been able to build mixed fleets of Advent, Vasari, TEC and Pirates up to almost -6000 fleet size. Which is ,in relative terms, 4 times the usual cap of 2000 because I end up with a fleet strength ot 8000. The only reason I don't make them bigger is because the game starts lagging horribly.
Try it sometime it is fun. It works best if you do a custom map with 13 star systems or so with 10 opponents.
Ghost
There are many great features available to you once you register, including:
Sign in or Create Account