Some Capital Ship abilities I don't understand how to use or why you'd use them
Advent:
Rapture Class ability Vertigo:
- Is this an area of affect or does it only affect one target? If it it's an area of affect it may seem a little more worthwhile and it only lasts 25 seconds. I'd rather use it's other abilities.
Revelation Class ability Reverie and Guidances:
- Is reverie like Ion bolt? It seems a lot worse though because if you hit them they get out of their trance anyways. How much damage is needed to "wake" them up.
- What's the point of Guidance? Who cares about ability cooldown rate. In most battles I run out of antimatter anyways so I'd rather use it on that then wasting antimatter reducing cooldowns. The only use I can see this for is to use Provoke Hysteria again if you are just sieging a planet...
Halycon Class Carrier ability Telekinetic Push and Anima Tempest:
- Is this worth 90 antimatter? It doesn't even destroy the fighter and they are so fast they'll just come right back. Also they fly in and out so much you will probably only get 2-3 of them anyways.
- What does Anima Tempest do? It doesn't actually tell you. All it says is that a bunch of drones are deployed in a brief act of fury. lol How long does it last? Do these things do damage? Aoe dmg? Repair? Help!
Progenitor Class ability Resurrection:
- It says it takes the spirit of "a" destroyed ships crew. Does this mean if that ship dies it's crew is transfered or if you kill an enemy capital ship it takes it's crew? How exactly does this work? Do you have to use it exactly as you are about to die or the enemy is about to die or at anytime. I'm confused.
TEC
Kol Class ability Flak Burst:
- It seems like this is very ineffective and not worth the antimatter...
Marza Class ability Missle Barrage and Radiation Bomb:
- These ability sounds sweet, but how many targets does it hit? If I have 50 targets does it do 150 dmg to each target for a total of 7500 dmg or is it limited as I expect it to be?
- The radiation bomb sounds sweet but it never seems to affect nearby units very much. Sometimes there's this huge pack of like 50 guys and I think, "oh sweet!" but when I launch the nuke in the center the others are barely affected. How close do the other units need to be?
Dunov Class ability Magnetize:
- I've never found a good time to use this ability. I feel like i'd just be better off using antimatter on the other abilities.
Vasari
Devestator class ability Jame Weapons. The range on this is pretty bad, it doesn't last long, and it doesn't do dmg. Does anyone use this a lot?
Marauder class ability Phase Out Hull, Distory Gravity, Subversion, Stabalize Phase Space: (sorry, it's a sucky ship)
- Every race has an ability that disables the enemy but this sucks because it makes them invulnerable so you can't attack them. What's the point of that?
- I understand Distort Gravity but I never really find myself using it. It doesn't seem to do that much and the range is not great so half my guys are outside it anyways.
- The other races have an ability that steals rescources or cuts production or something good that also does dmg. This just spies on them and increases build time? Lame! Is it just me or does it suck?
- Whenever I click the Stabalize Phase Space nothing happens. It doesn't build a Node or anything. I don't understand how this works.
I know it's a bit long but if anyone can help me understand these abilities I'd be grateful. Thanks