Antorak Marauder Planetary Strike Team: Any use?

I've pretty much stuck to playing Vasari since picking up the game, and one of my favourite ships of theirs to play with is the Antorak Marauder. It's AoE speed buff and Phase Out abilities are awesome, and complement each other well, but its third ability (and I'm sorry but I don't remember the name) that is supposed to interfere with construction times I'm not so sure of.

How long is the effect of the interference? It's really hard to guage, and I don't think the skill itself specifies. Also, does it interfere with planet upgrades (i.e. population upgrades, tactical slots, logistics slots, etc.), or only the construction of structures in that system? The reason I ask is that, if it does interfere with such upgrades, there should be a way to tell whether or not that planet does, in fact, have an upgrade underway (progress bar on the planet, perhaps?), since this information would surely be apparent to the advanced sensor suite of a cutting edge geurilla war ship :P. This also goes for Frigate Yards: there needs to be a progress bar to indicate whether or not there is actually anything being constructed. Without this information being availible, the use of the skill is effectively guesswork, whereby there is no real way to tell whether your precious anti-matter is being put to a constructive use or not?

Even if these progress bars (or similar indications) were availible only if a Marauder were in the system that would probably fix the problem at hand. As things sit now, however, I don't see a reason to take these abilities over others at all? How are we to know if the enemy is building anything at all? To have a skill designed such that its use is reduced to guessing is, in my view, a serious flaw, which is a shame, because the kind of gameplay the skill itself encourages suits my play style quite nicely.

Have I missed something, with this?
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Reply #1 Top
I don't get how it is guessing. I guess your thinking the skill(which is called subversion) only effects things being built right then? It lasts 600 seconds at third level, which is 10 minutes. So for 10 minutes you can see everything that moves through that planets gravity well(it gives line of sight as well). So now the enemy has a planet that you can see what he's doing, and it takes him longer to construct ships. Perhaps you've noticed that players ussually don't stop building ships when a war is going on? They'll keep building ships to reinforce their army, while any reinforcments for your troops has to fly all the way across the map. Now his reinforcments are being slowed, maybe even to the point that your ships can get there faster than his(would depend on the map.)

What I've found to make Subversion usefull, is the fact that it stacks. At level 3 it does 45% production slow down. I can't remember the cooldown time but it isin't very long. The best I've been able to do was -225% production time. So if 100% is double the time, 200% would be triple the time. So that is making the time to construct ships go up by more than 3 times.

So if you actually use Subversion and target planets with frigate factories, it can be useful. I like it for line of sight, as sometimes I will push past certain planets to hit more valuable inner ones. I can leave a subversion placed and sometimes see when the enemy is chasing me. Or, if I attack a planet and have to fall back, I can see if the enemy is going to follow me or not. If he doesn't and heads somewhere else, I'll know exactly when to phase back in and continue what was started.



I also get Subversion because Phase out Hull just takes away valuable anti-matter that I need for Distort Gravity. Distort gravity, as you mentioned, it awesome. You can fly ships around with them chasing your marauder while your other ships fire away from behind. Though recently players have gotten more intelligent and actually stop their ships from following after a bit...
Reply #2 Top
The great thing about the Phase Hull ability, though, is that you can basically remove one of their ships from the battle entirely. Particularly in early-game fleet clashes, you can just keep phasing out their Cap ship, and significantly lower their effective DPS in the system, while your Marauder + Light Frigs (or whatever) tear through their contingent/defenses. Gotta love that Phase Hull. Thanks for the feedback though, I'll try playing around with this some more.
Reply #3 Top
Phase Out Hull only lasts 6 seconds or something, that just doesn't seem worth it for the anti-matter. I'd rather just zoom past the cap ship and make it have to slowly turn around to follow. Unless the player stops it, it will slowly turn and start to follow, which probably takes more than 6 seconds. Though some cap ships can fire backwards, the distort gravity can get you moving so fast that you get out of range soon enough.

The one use that sounded good to me of phase out hull though was to phase out your own ships when they were about to die. Then the enemy fleet would target a new ship, and when the phase out ended you could retreat. Thus saving you a ship that can fight in a future battle. I still prefer to get subversion before phase out hull though.
Reply #4 Top
I agree with the idea that Phase Out Hull is just a waste of anti-matter.

The Marauder's anti-matter would be much better used through Distort Gravity and / or Subversion.

Did you know Subversion stacks? I've slapped up to three Subversions on a planet before I had to run away. It's amazing.
Reply #5 Top
I agree with the idea that Phase Out Hull is just a waste of anti-matter. The Marauder's anti-matter would be much better used through Distort Gravity and / or Subversion. Did you know Subversion stacks? I've slapped up to three Subversions on a planet before I had to run away. It's amazing.
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I agree with the idea that your are clueless. Phase out is the most powerful early ability. Only rivaled by raze planet in it's pure evilness. Maybe it doesn't see much use in your games vs AI, but vs players it kills capital ships literally.

Reply #6 Top
While phase out is incredibly good against noobs, it's not quite the total cap killer against experienced players. The main reason it kills cap ships against people who don't know how to play or don't micro is because it can stop a phase jump. When the ship phases back in, it 'forgets' the command it was trying to do and will foolishly engage your army.

All you need to do is keep clicking your cap ship to phase jump even while it's phased out. As soon as it phases in, it will attempt another jump. Jumps take roughly 5 seconds to power up. If the opponent is experienced with the marauder, they'll wait roughly 4 seconds before phasing you out again. At low levels, they can't keep phasing you out for too long before you make your escape.

I'm not saying it sucks, far from it. Against noobs, it's a guaranteed kill because they often forget to reorder their cap ship when it phases back in. Against experienced players, it'll give you a bit of extra damage before you run out of anti matter and they phase out. On top of this, it'll also help you a lot when you're chasing down a cap ship and your fleet is still out of range.
Reply #7 Top
It takes 7 seconds to power up for a phase jump. Thats about 21 to 35 seconds extra damage you get in before AM runs out.
If you got a phase jump inhibitor it again is a guaranteed kill, no matter how much micro the enemy has.

Later in the game when AM is basically infinite it can also be used to render the enemies strongest cap completely useless for the whole battle. Imagine that level 10 Radiace not being able to do anything at all for over a minute ;) Quite useful I'd say.
Reply #8 Top
I was going to start a thread about this, but since there already is one about the Antorak, it might as well go here.

If I bring an Antorak Marauder into an enemy gravity well and create a phase gate, I can bring in friendly units to bomb the planet. If I then re-engage the mobile phase gate ability (I can't remember what it is called), and try to jump out, do the ships jumping ignore phase jump inhibitors?

Or are they stuck?
Reply #9 Top
I agree with the idea that your are clueless. Phase out is the most powerful early ability. Only rivaled by raze planet in it's pure evilness. Maybe it doesn't see much use in your games vs AI, but vs players it kills capital ships literally.
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You think Phase Out is the most powerful early ability? And you're calling me clueless?

For reasons already mentioned, its opportunity cost of losing one more rank of movement / subversion is too great.

If I bring an Antorak Marauder into an enemy gravity well and create a phase gate, I can bring in friendly units to bomb the planet. If I then re-engage the mobile phase gate ability (I can't remember what it is called), and try to jump out, do the ships jumping ignore phase jump inhibitors?
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If you move the Marauder into an enemy gravity well and have ships waiting in a friendly gravity well with a phase stabilizer in orbit, you can use the Marauder's level 6 ability to temporarily 'create' a phase lane directly to the planet it's orbiting. This would allow you to move the friendly ships right to the Marauder.

Also, the only way the ships would be able to ignore jump inhibitors is if the Marauder is using its distort gravity ability, and if the friendly ships were in the radius.
Reply #10 Top
It is also important to remember that the Marauder can not use its own phase lane, so while other ships can go from the Marauder back to your planets, the Marauder itself will be left on its own to run for it.

If your only using phase out hull to stop ships from phase jumping, then you should be using the Evacuator for Gravity Bomb. Not only does Gravity bomb stop phase jumps, it also slows the ships down(someone said using phase out hull to catch up to retreating ships), makes them turn slower(now they can' turn around to keep fighting you), and it works on multiple enemies. With gravity bomb you can keep their cap ship and a few other ships pinned down, AND be hurting them while doing it. Unlike Phase out hull, while under the effects of gravity bomb ships can still be hurt.
Reply #11 Top
I'd also like to point out that you can visually tell if a frigate factory is producing something but you have to zoom in, then you can see sparks from the production and a semi-complete hull inside the factory.
Reply #12 Top
You think Phase Out is the most powerful early ability? And you're calling me clueless?
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I'm sorry from the over 100 MP matches I played, I must have gotten the wrong impression. It's also strange how I missed you on ICO and never played vs you, to see you use your awesome subversion team on me! Well I guess I shall have to increase my activity to hope and see you in game, so you can take subversion team vs phase out, we'll see how it goes.
Reply #13 Top
I find Gravity bomb is the 'bomb' when you want to kill those caps!
Reply #14 Top
Subversion still isn't that great. Against the right types of planets (recently-established outposts or ship-production planets) it can be amazing due to its build rate penalties, but against a trade/resource planet, it's basically a glorified eye in the sky, as they've already built everything that they intended to build anyways.
Reply #15 Top
Subversion still isn't that great. Against the right types of planets (recently-established outposts or ship-production planets) it can be amazing due to its build rate penalties, but against a trade/resource planet, it's basically a glorified eye in the sky, as they've already built everything that they intended to build anyways.
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This more or less sums up the way I see it being used, too. Early game harassment on the home system, or to stop crucial expansions. That being said, if they're relying on one system to pump their units, you can seriously lock down their production rate so that it won't matter how solid their economy is: they'll be sitting on a fat stack of money and watching units pop out once every 2 minutes only to be picked off by my (pardon the obvious pun) 'Marauding' war-band.

As for Phase Out Hull:

Anyone who doesn't see the power of a disable that stops what is most likely their best source of DPS in a fight (Cap ship), prevents escape, allows you time to position your fleet, and stops the use of any and all abilities CLEARLY has not played enough RTS games. Disables are king.

Haha, which reminds me of a funny idea I've had: In orbit of a star, keep your Marauder there to phase out one of their capital ships for as long as possible, with the increased anti-matter regen. Upgraded reactors to boost your energy pool, and you can probably tie up a ship for a few minutes :P. I mean, you don't have your Marauder, but presumably your units are off causing havoc all the same. This could be a huge piss-off.