The Best Capital Ship Ability Set EVER!!

Ok, so what do you think would be the best 4-ability set for a cap ship? It can go across races.

For example: Missle Barrage, Malice, Cleansing Brilliance, And Volatile Nanites on a Radiance Battleship frame }:)

Edit: Assume all of the abilities are at their highest levels

131,261 views 35 replies
Reply #1 Top

Dare I say it, this one might come off as wierd

Kol Battleframe (Hands Down Toughest Cap in the Game)

1. Colonize from the Mothership (This is the most powerful ability in the game imo, indirectly this makes Advent so powerful). You can get level 3 before you coloinze your fourth planet. 40% off ur planet upgrades is powerful so early.

2. Missile barrage...for obvious reasons

3. Telikinetic Push : AKA The Halcyon Bitch Slap of Doom

4. Flux Field (Lvl 6 Dunov)

Think about this for a moment. You'd never need a different cap. Colonize has always been powerful because you expand quickly. MB destroys fleets. TP kills strikecraft. And here's the cherry on top. Flux field lowers the cost to fire abilities by 75%. MB that costs 37.5 antimatter per use? YES PLZ!

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Reply #2 Top

nice

Sova frame
heavy strike craft
extra strike craft
flak burst
rad bomb, missile barrage, nannites or something to help out its base offensive weakness.

that and add a whole bunch of extra strike craft squads :drool:

Reply #3 Top

here is mine-

Antorak or Skirantra frame (looks too cool to not pick)

1. Repair Cloud (just won't die)

2. CB

3. Stabilize Phase Space

4. tough one, probably like Flak Burst, Nano, or maybe GRG/MB.

+11-14 SC squads.

Reply #4 Top

Quoting Raging, reply 1

Flux field lowers the cost to fire abilities by 75%. MB that costs 37.5 antimatter per use? YES PLZ!

Flux Field doesn't affect level 6 abilities, though. :/

Reply #5 Top

The ultimate starting capital ship:

  • colonize (mothership)
  • nano disassemblers
  • raze planet
  • missile barrage

Ideal colonization booster along with your choice of either cap ship killer or planet killer, ideal for starting out.  If it survives long enough, you also get missile barrage.  A perfect capital ship to start with... which should be obvious because it's just a combination of the ideal starting capital ships!

Reply #6 Top

Kol frame.

Repair Cloud.

Shield Restore.

Adaptive Forcefield.

Armistice.

For Advent. (+Mitigation)

 

:fox:

Reply #7 Top

Kol frame (love that ship though Antorak is a close second)

adaptive forcefield

Shield Restore

Nano disassembler

Missile barrage

everything else can be covered by frigs and cruisers (flak, hosi)

Reply #8 Top

Okay...  Let's see this...

Guerilla:

Kol Frame: For obvious reasons...

Colonization (Progenitor): quick expansion

Missile Barrage: for VERY obvious reasons...

Stabilize Phase Space

Raze Planet: combine with the above to have the best guerilla ship in the game...

 

Combat:

Kol Frame: duh...

Missile Barrage: fleet killer

Cleansing Brilliance: cap killer

Malice: combine with above for fleet killer

Flux Field: makes repeated use of the above viable...

 

Super-Hoho:

Dunov Frame: because it can...

Shield Restore: for mass healing

Repair Cloud: for mass healing

Ion Bolt: for so many purposes

Energy Absorptive Armor: so you can use the above attacks

 

Destructor:

Amplified Targeting Aura: increases range

Finest Hour: decreases cooldowns

Flux Field: see below...

Missile Barrage: combine with the above, and you will have a ship that will love plowing through your fleet...

 

Planet Bomber:

Provoke Hysteria: for killing those big annoying planets...

Siege Specialization: obvious reasons

Raze Planet: obvious reasons

Drain Planet: obvious reasons

 

Nuff' said...

Reply #9 Top

sweet *drools at Guerilla/Planet Bomber*

Just swap Kol frames for Skirantras/Antoraks/Sovas/Radiance/Rapture & we're good.

Reply #10 Top

Guerilla is just cool.  It kills planets, grabs them, kills fleets, and can evacuate if necessary

Combat is just flat out cruel...  Sticking MB, Malice, and CB on one ship is just cruel... 

I like my super-hoho.:grin: It could theoretically keep an entire fleet alive.

Destructor would be a monster in battle though...  I mean, ATA is normally such a non-important passive, but when you use it to buff MB...  Or, when you use FF on MB...  Or when you use FH to redux MB's CD...  Your enemies will be seeing a lot of little red missiles flying at them...

And then planet bomber...  Well...  Do I really need to explain this?  This thing will kill any planet in front of it and keep going.

Step 1. PH the target planet

Step 2. Raze Planet

Step 3. Drain Planet

Step 4. Kill Planet the old fashioned way (if not already dead)

Reply #11 Top

I thought the ideas/loadouts were gold, just swap the frames for 'em, and they ARE PERFECTION.

Reply #12 Top

Kol Frame

1. Power Surge

2. Telekinetic Push

3. Missile Barrage

4. Finest Hour

Has Advent Carrier Cap squadrons

Power Surge + Finest Hour = 75% Weapon Cooldown Reduction, 2.25 Shield Restore rate, 60 autocannon splash dmg, 5 antimatter regen rate. 10 hull repair rate, and 20% ability cooldown reduction :rofl: .

Reply #13 Top

Cap killer

Radiance Frame

1) Ion Bolt

2) Nano Disassembler

3) Gravity Distortion

4) Cleansing Brilliance

Run in with Gravity distortion, Ion bolt the cap ship so it cant get away, nano bomb it, then finish it off with a super laser.

 

 

Reply #14 Top

That would certainly do the trick...

Reply #15 Top

My ultimate cap ship?

Garda frame (because it seriously reminds me of a little boat)

Ability Image: Chuck Norris and little love hearts

Ability Name: Chuck Attack

Ability effects: Automatic "You Win" screen, followed by your computer crashing

 

nuff' said

Reply #16 Top

the Chuck Norris card. No one can ever beat a ship with almost-Chuck Norris power!

Reply #17 Top

Except Chuck Norris.

 

Ideal starter cap:

Kol Frame:

Mothership Colonize

Mothership Shield Restore

MB

Finest Hour.

FH regens hull, AM, and (I think) actually decreases the cooldown for the other abilities. Thus, more frenquent MBs/shield restore. Which really makes the thing hard to kill.

 

Ideal Second Cap

Akkan Frame

Dunov Shield restore

Repair cloud

Guidance (Additional ability cooldown decrease.)

Flux Field

 

Reply #18 Top

Best carrier cap:

Halcyon frame

Repulse

TK push

Adept Drone Anima

Heavy fighters

Reply #19 Top

i would have to say volotile nanites+ Missile Barage. VN is weak on its own but imagine it with MB

Telekinetic push

Cleansing briliance - to finish off what VN and MD didnt

 

And on the KOL frame

Reply #20 Top

I think its pretty well established that MB and a Kol frame are to be used...

 

Oh, and for a carrier...


Halcyon Frame

Telekinetic Push

Repair Cloud

Anima Tempest

Shield Restore

Reply #21 Top

My favorite would be:

Scout chassis with

+ Malice
+ Volatile Nans
+ MB
+ Permanent passive Perseverance on self ;p

Reply #22 Top

But, about Raging Amishs' post; doesn't Flux Field only affect friendly ships? I mean, could you power your own ship with that?

Reply #23 Top

It is all friendly ships within range including yourself...

Reply #24 Top

For 1 vs 1 duels:

Kol frame again (but make it look like a Vulkoras to make it look cool :grin: )

- Detonate Antimatter (from Radiance they won't be able to use special abilities back) or perhaps Ion Bolt (disable the target)

- Vengeance (from Rapture - only this time it also affects you)

- Nanite Dissasembler (from Evacuator - get rid of enemy armor fast) or perhaps Power Surge (rapid fire!)

- Finest Hour (not just for the boost, but also to restore antimatter fast to use your abilities again) or perhaps Cleansing Brilliance (which will be much more effective now that the nano dissasembler has chipped away at the target's armor)

 

Best Fleet Support Vessel:

- Vengeance again

- Nanite dissasembler

- Targeting Uplink (passive ability that constantly helps friendlies) or Shield Regenerator (to heal nearby friendlies)

- Flux Field or Stabilize Phase Space (depends on your playing style)

 

Reply #25 Top

Let's see what people can make for each in their individual races (and individual hulls).