useless capital ships?

Is it just me or is there an abundance of useless or nearly useless capital ships? Who in their right mind would ever use the TEC's Sova Carrier over the alternatives? Embargo is pathetic, and worse, channeled. Its ultimate is the only remotely good ability it has. It's not worthless, of course, but it should be weighed against what you're giving up to use it.

In a game I recently played as Vasari where I used only capital ships, I found myself looking over my choices and ended up with 11 desolators and a few of the other types to test them out. Marauders are nearly useless except in specific situations. Is their even a real choice when it comes to Vasari capitals? I find myself choosing between their mother ship for lowering armor and the desolator for instantly killing entire armies and taking down planets and structures. What a choice.

Does anyone use the Advent Radiance battleship? Again, its only useable ability appears to be its ultimate. Aside from that, the Advent actually have a fairly balanced set with some viable choices.

Opinions?

19,518 views 7 replies
Reply #1 Top

i guess you are pretty new to the game?!

i dont know much about the TEC or Vasari CAPs, but the combination of different Advent CAPs is very strong.

so has the combo of radiance (cleaning brilliance) & "colonyCAP" (malice) been nerfed several times, but it has still strong syngeries if used at the right moment.

another strong combo is the radiance ("force enemy ships to attack radiance") & (i guess the name was) rapture (retaliate).

often are the CAPs weak and only a good combination with other CAPs, cruisers and frigates unleashes their full power. it also depends on your style of play which ratios are good.

i, e.g., built a ratio of 2 radiance : 1 "colonyCAP" or 1 radiance : 1 rapture 

Reply #2 Top

Vulkoras

  1. Planet Cracker. In 1.05 it was a mediocre planet killer, relying on easily killable platforms to deal damage. In 1.1 however, it rocks ass even with maxed Assault Spec alone.
  2. Good dps on single target and on groups, compared to any other cap.
  3. No massive buffing or debuffing abilities.
  4. Has a decent synergy with Volatile Nanites.

Kortul

  1. Volatile nanites own masses. Watch the video.
  2. If enemy is fighter/bomber-heavy, spec him up in Jam Weapons. It pretty much obsoletes enemy strike craft around Kortul. Needs to be microed, so you catch as many enemy bombers as you can.
  3. Since 1.1 , Power Surge + Disruptive Strikes = current target will have zero antimatter after like 20 seconds of the fight, until Kortul dies.

Jarrasul a.k.a. Space egg a.k.a. Space Whale a.k.a. Cyclop's Eyeball gone mad (not really known as such, but looks like one)

  1. Colonizes and replenishes antimatter very fast compared to a colony frigate, meaning faster expansion.
  2. Disassembler deals mediocre damage but imposes an up to -6 armor penalty, meaning everything that shoots at the target will cause much more mayhem. Useful if you're focusing a high level cap.
  3. Gravity Bomb is pretty much an annoyance if anything. Can help you escape or stop enemy from escaping.
  4. Planet Drain. KO. 1350 planet damage over 40 seconds and a ton of resources mailed back to you. Great thing.

Skirantra Carrier

  1. Microphasing Aura increases all strike craft's survivability by much.
  2. Repair Cloud makes sure all your ships heal fast between fights, that all strike craft regenerate any damage in 4 seconds unless it's immediately lethal and, most importantly IMO, makes you pretty immune to nasty AOE tricks like Volatile Nanites, PMS, Radiance bomb, Missile Barrage or Malice, which can kill huge fleets left without any mass repairing.
  3. Replicate forces is quite mediocre. Gives you flexibility by letting you replicate 3 ships like Enforcers, Subverters, Overseers or Sentinels. I am not sure, haven't checked yet, if from 1.1 those ships spawn with full antimatter. If not, then this ability stays meh as it was. It they do spawn with full antimatter, having three extra subverters instantly and for free is a great asset.
  4. Scramble bombers was pretty meh until its cooldown was changed to decrease per level, which should let you have up to 3 squadrons at a time. Yeah, it is still meh ;p

Antorak Marauder

  1. First of all, this capital ship has the BIGGEST AM pool of ALL vasari ships. At level 10 with all AM upgrades, it has 892 Antimatter at its disposal, 200 more than any other Vasari cap.
  2. If your fleet has any decent firepower, the Phase Out Hull becomes the most flexible, powerful, useful and dastardly ability in game.
    - At level 3 costs only 40 Antimatter, has 2 second cooldown and 10 seconds of duration. If you consider Marauder's insane amount of antimatter (and equally faster regeneration), you will see that it can spam it almost forever. Below is a number of applications.  
    - Enemy spams Vulkoras and is about to focus 5 disintegrations on your flagship? Make the rays begin and Phase it out. No bonus, Vulks.
    - Enemy is focus firing LRMs on your ship? Phase it out, the enemy just wasted about 8 seconds of his weapon fire, because the missiles he fired will do no damage.
    - The enemy cap is channeling some nasty ability or is about to use something you don't want it to? Phase it out and keep it so, while you take the time and kill the enemy fleet.
  3. Distort Gravity lets you jump around the enemy territory completely untroubled by his Phase Jump Inhibitors.
  4. It also makes Marauder faster than heavy cruisers and allows it to engage a jump way before it reaches its gravwell's border.
  5. And works on all your ships in a decent range.
  6. As for the Stabilize Phase Space, on small maps it is more or less obsolete, but on big maps it is more awesome than awesome.
    - Take your whole fleet and smash anything on your way. Enemy counterattacks somewhere else? Plant a Stabilizer node and you are one jump from intercepting him (every Vasari player should have Stabilizers in later game). If you didn't use the ability, you'd have to retreat to your closest planet and then jump to intercept. Any thinking enemy would have your Stabilizer there dead by the time, and you would have to make another jump. Why is that so important? First, doing one jump eats away 100 antimatter off your ships, while doing three - 300 AM, rendering your Overseers and Subverters useless. Second, while the difference of the distance you cover with one or 3 jumps may be relatively small, you save a LOT of time on maneuvering your clumsy fleets between one jump and another.
    - You are in enemy territory and he's pumping more and more units from his nearby planets? Use returning armada on any planet you own in this system and then Stabilize phase space -> The 'returned' armada is one jump away from the battle, even if your closest planet is 5 jumps away.
    Yeah it is situational, but has an awesome potential.
Reply #3 Top

Just a question: a litte bit offtopic.

 

I just played Vasari for some rounds, and at the begining i tried to not use the space egg as first capital, because this ship needs so much time to clear a planet at the start of the game.

What do U think ?  As i want to survive at multiplayer: do i have to build the colonycap most times, or would the kortul or the vulkoras a better choice.

And: I everytime have probs to choose the right second ship (kortul or Vulkoras). Mostly i decide for the Vulkoras. Maybe the kortul is the better choice ?

 

greets....

Reply #4 Top

The rule of thumb on MP games is - take the egg first, then quickly go assailants and give the egg five for escort. Five assailants have the firepower to quickly clean planets while your cap colonizes them. From second level of the egg, go into disassembler, it helps a bunch.

You may go something else, typically a Kortul is a good choise - rush to Nanites and any enemy spam attempts are screwed.

Skirantra if you're going into masses of strike craft, which is also fairly viable.

Vulkoras if you plan on rush-killing enemy planets or to rush-eradicate his labs and extractors to cripple his economy.

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Reply #5 Top

thx, for fast reply, i like masses of strikecraft, because my rocketships (forgot the name :)) explodes so fast :/

Bad english here, maybe someone can say me how i spell this sentecn right with the correct time :-)

 

maybe it is "are exploding so fast". But not sure :)

Reply #6 Top

The Vasari Cap Ship with the maruader is a boon in the late game phases. As your empire gorws, basicalyl it allows you to keep a reserve fleet or 2 in hiding at the core worlds and they will always be a single jump from the main battle. If you get attacked on a different front, that same phase gate can be used to make a quick jump back to the new front.

In the current game (SP 102 planets 10 players) im playing I have wars on 4 fronts and while I've had to put a stop to expanding I don't feel overextended since any 1 of my fleets can be moved anywhere even to planets without phase gates as long as I've got a cap ship still functioning.

Not to mention reinforcements are easy to replace when they can jump from front to front and still be juiced up and ready to go instead of jumping through 3+ systems.

That was also the reason I eliminated the other casari factions first - I didn't want the AI getting smart and using the same tactics I was using.

Reply #7 Top

Quoting unicatsins, reply 5
thx, for fast reply, i like masses of strikecraft, because my rocketships (forgot the name ) explodes so fast :/

Bad english here, maybe someone can say me how i spell this sentecn right with the correct time

 

maybe it is "are exploding so fast". But not sure

The singular "explode" works well there.