BlackHawk141

TEC KOL - The FatKid who keeps running out of cake...

TEC KOL - The FatKid who keeps running out of cake...

Is it me or is the TEC Kol the biggest Antimatter user in the game.  It annoys me so much as its first cap poteintal is being lost due to the fact that one you charge up 75 points of antimatter, and shoot a gauss cannon at a capital ship, it just laughs in your face. I know a late game Kol is good, but an early Kol, is so shit.

 

Anyone agree? That A kol's abilities should be less anti matter dependent? and why cant Adaptive force field be a 'permenent' feature, instead of using anti matter to use it, e,g, like a kortuls disruptive strikes? 

27,627 views 36 replies
Reply #26 Top

I find the ability to be a late game ownage, not something you should use regularly in the beginning.  Adaptive shields are what I spend antimatter on in the early levels.  While Last Stand is running, the Kol be badass.  While Last Stand is running, in combination with Flux Field and shield restores from two Dunovs alternating boosts, the Kol be an invincible god.

 

Making those individual abilities more powerful will mean the composit effects of thecapital ships will be far more powerful in comparison.  It already takes several hundred fleetpoints to break the shields on that combo before they run out of antimatter.

Reply #27 Top

in combination with Flux Field and shield restores from two Dunovs alternating boosts, the Kol be an invincible god.

Untrue; focus fire on it with about 100 LRM and even with maxed out adaptive shields and hoshikos repairing it, it's got about 20-30 seconds to live (depending on the exact weapons/armor upgrade levels).  Maybe the Dunovs might do something, but the problem is that the Dunovs will get taken down first, and they don't get adaptive shields.  While 100 LRM's may seem like a massive army, we're talking about a late-game scenario with multiple level 6+ capital ships, so it's actually something quite feasible.

 

If you treat any capital ship - any capital ship at all - as unkillable in multiplayer, you are going to lose it very soon, because players will take the first opportunity they see to knock it out of the game.

Reply #28 Top

I still think caps are just ridiculously vulnerable.  I've gone back to my old "crapship" mode (just build the first cap, and when it dies, don't replace it). because it is just impossible to have them actually support your fleet - they will get bombered or focused with lrm.

They need to make it so that only caps counter caps (besides a few exceptions, perhaps).

Reply #29 Top

What is the overall best capital ship of the TEC?

Reply #30 Top

[I say this a relative noob, but so far TEC only player] Dunov or Akkan, probably.

Interesting discussion guys, quite tense sometimes, but with good lessons (didn't know that jumping costs 100 AM). It seems that you guys should play a game together and see who wins. My feeling is that the Kol could use some help from the devs. Do you know if they are even following these detailed strategy discussions? They don't really mingle in the discussion.

Reply #31 Top

Well, it depends on the part of the game.  If close to an enemy, go with a Sova.  If not, go with an Akkan.  Later in the game, you can bring out Marzas and Dunovs.

Reply #32 Top

Best TEC cap?  Depending on your situation, Sova, Akkan, or Marza.   Dunov and Kol have their place, but as general-purpose caps they have issues.

My feeling is that the Kol could use some help from the devs

Agreed.  Personally I think there are several caps that still need attention.

Reply #33 Top

I still think caps are just ridiculously vulnerable. I've gone back to my old "crapship" mode (just build the first cap, and when it dies, don't replace it). because it is just impossible to have them actually support your fleet - they will get bombered or focused with lrm.

Its not so bad.With vasaris structure pact and tecs armor pact caps can be very tuff to kill.Basically at mid level game range caps must always be near the edge of a well with a well planned escape route.Generally if there is any threat to one of my caps I put it on hold position facing out ready to jump and auto attack off.This way the cap will not turn and always be ready to jump out.Also if possible have a repair bay waiting when it comes out of jump.Works better with carrier caps since they dont need to be directly involved to have an effect.If you need to use one of the caps abilities plan it out so it will survive.Weight out how important it is to use this ability and lose your cap to the battles outcome.Otherwise let it soak up some exp.

Consider 4 skiratras with level 2 scramble bombers can field nearly 70 bombers.Consider missile barage.Caps can easily be rediculous so they have to be killable.

Reply #34 Top

the only problem with Kol was its the current CHAMPIONSHIP cap on extreme short ability cooldowns

Reply #35 Top

Quoting runesia, reply 34
the only problem with Kol was its the current CHAMPIONSHIP cap on extreme short ability cooldowns

 

true, but only when it gets to level 6, and even than, I would rather have marza than a kol.

 

Marza = the worst nightmare for a fleet, even when it can be countered.

Kol = Like a fluffy bunny which keeps runnng out of durcell battries.

Reply #36 Top

No, the Kol is not a fluffy bunny...  That however is.

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