Calbrenar

Kostura Cannon

Kostura Cannon

What is the point of this?

I built this in a 2v2v2 game the other night on gateway with a friend of mine vs 4 ai. I don't see the purpose of it. The manual makes it out that it kills stuff and its a big deal but it appears to do 0 damage to the planet and 1-2 hundred to ships around it and then disable them for a few seconds.

Is the novalith cannon much better? The Kostura definately doesn't seem worth it.

Also what are the super special abilities for each faction?

The Vasari get the Kostura cannon and the Dark Armada ability as well as Phase Stabalizers.....

TEC has the Novalith cannon and the ability to make the unbroken trade routes.

What does Advent get? Better culture? They don't seem to have any really definitive 7/8 lab research abilities at least not compared to what Vasari can do.
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Reply #51 Top
Disruptive strike is a passive ability and does not disable ability casting, you are thinking about the ADVENT "distabalize antimatter"...

That antimatter eater is 8/12/16 antimatter lost per shot of BIG LASERS (not the little ones that they constantly fire... their main canons)...every what... 4 seconds?

So lets say they all focus on one ship who goes into tank mode... (they focus fire on it so it turns on shields).
Using a standard upgrade path you would be giving them the power surge FIRST... (because faster cooldown on weapons makes the main lasers fire more often... thus it depletes more antimatter... so it boosts both at once).
So you are doing 12 damage per shot per ship... with power surge increasing firing rate by 75% 4/1.75 = 2.29 seconds... so its 12 (damage per shot) x 4 (number of ships) / 2.29 (seconds) = 20.9 antimater depleted per second... they start with about 300 antimatter... they just activated finest hour so they are getting 5/sec back for free... and there is natural recharge... so what... -10 antimatter a second? it will deplete it fast enough... so pretty soon its at 0 (15 seconds... its smarter to just fire off a gauss with it then and let it deplete in 7). so the one single KOL that is the target now has shields for 40 seconds... and for those 40 seconds its armor is gonna heal all damage from phasing missles as soon as it happens (so it actually decreases overall damage) but a percent doesn't phase at all, which are subject to shield negation... which is 15% + 35% = 50%...
The fact that the disruption is a 30% trigger is just icing.. i am not sure if its 30% trigger for both depletion and slower ability recharge, or if its 30% for both.. but assuming the antimatter is drained with EVERY shot then.

At best after those 40 seconds the main target of the vasari has 0 shields and 0 antimatter and 100% hall power and is healing hall at 10hp/sec... At worst (30% chance to drain and the lasers fire less often the every 4 seconds) it still has shields... And might shoot a gauss or two.

The other three KOLs have been since blasted gauss... 300 starting antimatter, 40 seconds = regened 200 of the 300 antimater that finest hour regenerates... and ability recharge rate by 20%... making them fire gauss ever 5 seconds instead of every 6...
so they had enough time for 8 shots of gauss... as for antimatter... 75 per shot, they stat with 150 (because they used 150 for finest hour)... but are regening naturally AND regened 200 with finest hour... they shoot of their other 150 antimatter in the first 10 seconds...
Doing 550x6 = 3300 damage BEYOND their regular 25.9 DPS (1036 regular damage)... after 15 seconds (their cooldown until the third shot) they have regenerated 75 antimater from finest hour alone... and some of their regular regeneration... giving them another shot... 3x550 = 1650... another 518 damage from their regular fire... and that 550 from the single gauss shot the "tanker" got off.. so that is 3300 + 1036 + 1650 + 518 + 550 = 7054 damage dealt in the first 15 seconds... by this point they popped one of the enemy ships... they have another 25 seconds to do keep on pounding before the enhanced shields on the main target goes down...
25 x 4 x 25.9 = 2590 regular damage done in those 25 seconds... and another 2 shots of gauss for another 3x2x550 = 3300. (unless regular regen allows for a third one, but I doubt it) total damage in those 25 seconds = 5590. Another one bites the dust.

It doesn't matter actually if they use nanite swarm now or later. its gonna be MORE effective to use it early, 30% bonus to damage is better then 150 splash damage when it dies... nanites are for frigates, not capital ships.

If the 30% ability recharge rate stacks it just means that they designated target is gonna take a long long time to recharge their finest hour / shields / gauss canon... but it's shields last 40 seconds and the finest hour lasts a minute... and as I have shown, they would have easily killed an enemy in the first 15 seconds..
Reply #52 Top

I built this in a 2v2v2 game the other night on gateway with a friend of mine vs 4 ai. I don't see the purpose of it. The manual makes it out that it kills stuff and its a big deal but it appears to do 0 damage to the planet and 1-2 hundred to ships around it and then disable them for a few seconds.

Is the novalith cannon much better? The Kostura definately doesn't seem worth it.

Also what are the super special abilities for each faction?

The Vasari get the Kostura cannon and the Dark Armada ability as well as Phase Stabalizers.....

TEC has the Novalith cannon and the ability to make the unbroken trade routes.

What does Advent get? Better culture? They don't seem to have any really definitive 7/8 lab research abilities at least not compared to what Vasari can do.


The novalith does massive damage to the planet and it only... a few shots can take out a planet (if you own several novalith's that is... their recharge is too slow)...
The kostura disables ships for 15 seconds and structures (like TURRETS) for 3 minutes... if the enemy had 20 turrets around 2 repair stations it would have shreded a huge fleet... the kostura disables the defenses and lets you take it out without harm.

The advant thing doesn't change the "influence" you see on a planet by much.. it's biggest point is casting the "culture lines" (notice the trade lanes change color to match empires) that are normally spread by communication towers change to your side... that is GOOD because the vasari gains a damage bonus and the advant gain an anti matter bonus within their territory (i think the tec gets a repair one or something)... you are denying said bonus to the enemy and giving it to you... so in a massive battle of your fleet vs. theirs it can turn the tide by decreasing their power and increasing yours. It is EXTRA effective if you have ships around the planet you shoot, and it can be used on both their AND your own planets... They also have a tactical slot bonus research that allows them to place TWO of them in orbit around a single planet...

All that being said they kinda suck... I would much rather get "ascendancy"... automatically upgrading all capital ships to level 4 and giving them a 50% boost to XP gained from combat beyond that.
Reply #53 Top
I feel I'm missing something. Can you not get both Asecdancy and the Devliverance engine?
Reply #54 Top
yes you can... but the TEC has only one "military" level 8 technology...

And ascendancy is 10 times better then deliverance engine.. and ascendancy has NO prerequisites, while deliverance has about 10.
Reply #55 Top
k have yall seen the advent normal comp spam of like 30 iconus crusers all with the shielding its a killer in a 60-70 ship battle same numbers both sides
Reply #56 Top
I am not sure what you mean...
Reply #57 Top
Ascendancy versus deliverance engine... Nah, no comparison there, sorry.

I just got bored of playing a random huge with max hard ai. I hadn't lost a unit out of my fleet since I began the conquest.

It's real easy, you start with the colonizer capship, get the niceties out of the way, then pop out the guardians and start boosting your culture. Eight of them in a frigate fleet with 20 carriers and one of every capship is nearly invincible. When you hit a hard target(200+ frigates and supports), just use vengeance and animosity. I even still had the two hoshikos and a pirate corsair I used domination on. By the time I got out of the starting solar system, I had seven of them popping off culture on auto and one I was manually using to target my next conquest. Every battle was in friendly culture, every planet was immediately recolonized at 60% cost reduction and maxed out. The cultural line is massively powerful with a well designed advent fleet. Having an extra level or two on my capital ships that never even come close to losing shields and are a minuscule portion of my damage isn't that useful. The 25 squadrons of bombers killed everything. Once you start dropping level 6 flagships in two passes, the shine kinda wears off your own super powerful flagship.

Is it a novalith? No, but what is a novalith?

Against an unimproved planet, your novaliths can keep it unimproved. The already maxed out and doesn't need to build anything capital? Ok, you blow it up, cost the guy some serious tax income. He recolonizes it, and nothing. Why upgrade it again when you've already got the logistics done? If the majority of your income is coming from trade, a pretty good probability on a map large enough for the novaliths to be a problem, losing your planets after they have the logistics done isn't really that big a deal. Knocking off the negative income will be a little costly, but the bigger the map, the less of a problem it is. On a smaller map, what kind of tard is letting you build novaliths? We can't block jumps and scouts all get to do massive damage to buildings. The deliverance engine is so insidious a threat that it's far less likely to provoke a suicidal scout rush. You might actually get to play with that one against a less than intelligent player who just isn't registering how utterly fucked he is.