I’ve been viewing my Multi player replays and have noticed some people immediately build a second Cap Ship. (Well as soon as the needed requirements are met)
This goes against the commonly used starting strategy of scuttling the Cap factory once your 1st ship is built.
I tried this strategy of building a second cap against some comps and it appears to work against them.
Given a 3v3 or 4v4, what’s the general opinion on this strategy?
And what should the second Cap ship be for each race?
p.s. Does anyone else have problems with viewing replays. In 3v3 or 4v4 replays, most of them have a player or two’s actions not recording. He will just not develop like he did during the game?? Am I the only one?? I've asked this on the technical form without any response.
we're not saying it's bad, but vasari's and advent's colonizer is arguably the best cap the have, while tec's 2 best is the kol and marza.
flak burst / missile barrge are (imo) without a doubt the 2 strongest abillities in the game
ok for real, the long range aura seems useless, but i've been mixing it with LRF's and AntiStrike and it works fairly well. The antistrike stop the fighters and some bombers, and the LRF's destroy the incoming LF's because their range is so insane. Try it out sometime. It might not be multiplayer-able, but I see thepotential in it.
The range on those LRM's at level 2 aura are sick.
It is risky to go for the second cap immediately because caps have very low firepower for their cost, at least until they get to higher levels. It certainly looks attractive to players who prefer a conservative "minimize losses" approach, but the player who is buying frigates to backup his 1st cap is most likely expanding much more rapidly and can afford the losses. That is assuming they have losses, because most experienced players lose little or nothing when clearing neutrals.
If you can pull off a dual cap strategy, more power to you -- there are advantages. There is certainly a time and place to pulling off raids on enemy worlds and pulling back to repair bays. Just watch out for caps with abilities like Gravity Bomb, Ion Bolt, Phase out Hull, etc. which can keep your low level caps from running when they are getting picked apart by the enemy frigates.
Personally I don't go for more caps until I need more siege.
My first cap is almost exclusively the marza, but the 2nd and 3rd cap should roll off the assembly line at almost the same time when playing TEC and should be akkan/kol or kol/dunnov depending on game conditions. The tec economy can support this when managed properly. By the time you colonise your 3rd planet, your 2nd trade port should be complete.
Using the missile barrage once(effectively) will level up both new capships several times. Ive had at least 3 levels per ship per barrage at lower levels. This gives the TEC a very usefull and needed military upgrade at a very critical time. Remember that if the missile barrage is blocked, you stand the chance of loosing all 3 ships. So always be carefull when using it.
Note : USE THE Z AXIS TO EVACUATE CAP SHIPS. This works very well against the AI and ok against many human players.
Trinity.
TESTED, TESTED, AND TESTED.
Trust me, ive played advent more than any other race.
I just played with a teammate that put out 2 caps before any frigates. The advantage is if you go straight economy, you can get a 2nd cap without any military labs. You need military labs to get the decent frigates, so you save money. However, he didn't scout, and cried for help because he got rushed and couldn't defend. You have to be very careful. Also, to the person who said vasari doesn't need caps as much as the other races, you are completely wrong. Have you every tried to take out a vasari fleet with a few cap carriers?
i think that was my post your refering to.
to clarify, i don't think cap's are crap for vasri in anyway. They just seem to rely on caps a little less than tec/advent
Atleast i allways seem to have a bit fewer caps in endgame as vasarithen as tec&advent
I.E you only need 1x weapon jammer to make it work whereas (imo) both flakburst and telekenetic push seems to need 2 to be really effectiv ec etc
Having 2 Skiranta's is like having mobile repair bays that have an AoE effect. 3 is even better. Sometimes defensive abilities are better than offensive abilities...
but 1 can repair itself while you need 2 dinov's or ppl ujst focus it down to nullify the shield restore.
it's miniscule diffrences, i just feel that they are a bit less dependant
Shield Restore? I am talking Vasari here. Besides, if we are talking about the Dunovs, I think they are worthless. The nano bomb and phase missles of the vasari make shield abilities almost worthless (you hear that progen worshippers? My missles don't like you).
EDIT: What's with the dunov anyway. It gets to target 1 ship at a time while the progen is AoE. TEC got the shaft.
Dunov magnet ability works really well against advent actually. People talk about flak like it's good,t his one is awesome because it kills so many strike craft and does damage to the target ship.
I like the magnetize ability too, but I was talking about the shield restore.
"Besides, if we are talking about the Dunovs, I think they are worthless. "
My bad, I just read that comment as Dunovs in general, but I see what you're talking about now. Dunovs are more designed to support the tank (Kol battleship). This is a bit of a design flaw though because online play is more focused on frigates over battleships so AOE abilities work much better.
Dunovs can be used effectively, but until Capital ships are made more useful, they won't serve their purpose fully.
Side note, Seriously try the Akkan + LRM's + Flak Frigs. Let me know if you guys find it useful. I know in SP it works really well. Completely obliterates enemy fleets early on. This is later nullified with Heavy Cruisers though, but hopefully by late game you've got an offensive combination to engage point blank, while the Akkan combo hangs back to reak havoc.
I thought Assails have a longer engagement range than LRMs. Although if you are stuck playing TEC, I do pick the Akkan strictly for the reason my forces can back off a bit (well that and the ability to colonize quickly).
They might, but the Akkan increases the range by 20%, which gives LRM's far more range than anything else in the game. Mix that with better chance to hit and a larger radius for flak frigs and your LRM's are really well guarded against Fighters.
Dunnov is capship saver.
few dunnows are good to kea araund to prevent the marzsas from being snipped.
Also, dunnov can remove antimater and shields with AoE, so few dunnows can drain your whole fleet from AM.
But alas, dunnovs require brains, wich 95% sins MP goers lack.
no.
So what has a greater range then?
7820 * 1.2 = 9384 < 9800
Assailants still win.
I do remember there being a complaint about one portion or the other of the Akkan's range/accuracy modifier not working, but I'm not sure if that still exists.
Pretty sure Siddy will answer MARZA MARZA MARZA MISSLE BARRAGE
Thanks!
And it defenitely works. I've tested.
How do you move on the Z axis?
No default key is mapped to this. So go to keybindings. Find the key for z axis. I find it works best when used in conjunction with the alt key. You can then switch the axis either above or below the playing surface.
Have fun!!!
Lot of stuff no longer works, it's not just Advent! Sova anyone? when was the last time you Sova rushed anyone? 1.04?Well maybe Dunnov will make a comeback as I am itching to try Magnatize on these carrier spammers After a nice magnitize you could probably achieve air supperiority with 5 squadrons over 20 or so enemy squadrons.
Every Vasari cap is nerfed by the fact that whale (no I'm not gonna call it egg) is the best choice! It really sucks, can we get some variety?
Antorak almost never gets used now, it used to be so good. This is not direct nerf to it but side-effect of LRM nerfs. Antarok used to be the premiere cap assassinator as it could prevent enemy cap from retreating multiple times in a row. Thou the infiltration team was garbage.
The Vasari siege cap is still bugged with the siege platforms. But the misisle ability is kinda nice cause it does not have to be targetted. And lvl 6 ability is pretty cool also, but to get it to lvl 6 you would need to take this guy as your first cap, and who would do this?
Kortul is the victim of Carrier prevailence. Where Kol sacrifices railgun now for flak, Kortul must sacrifice disruptive strikes for jam weapons, which is not really that great anyway if you have nothing to kill the strikecraft with.
Moving on to advent... I don't know anymore. I try and try with these guys. But it seems like Mothership is still the king. Sure I miss old Malice, but Mothership is still a beastly cap ship. It's just pure wrong. Today I used 40% reduction for Capital upgrade when my homeworld was about to get destroyed. It's sick!
Rapture would be good if vengence worked on strikecraft. Hell it would be probably the best right now.
Cleansing brilliance is miss without the old malice. Too hard to get it off properly. Which leaves the battleship of the Advent largely unused.
Revelation can still be fun, I use it in a game vs noobs.
Carrier cap is where it's at. Pure pownage and clear favorite for second and third cap ship.
IMO Colonzier caps should cost more, there should be some sort of a cost for picking it as your first cap also. This would give Kortuls of the world a shot.
As for Akkans: Compare Akkans to Mothership and Whale, and you can LOL. Akkans needs help man, I suggest giving it a free extractor with lvl 1 colonize. No one in their right mind willw aste a skill point to get lvl 2 just for some benefit. The toehr caps get benefit at lvl 1.
I'm pretty sure I've annihilated strikecraft with Vengeance before. And they don't get mitigation either. Maybe I'll need to double check.
There are many great features available to you once you register, including:
Sign in or Create Account