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Some Capital Ship abilities I don't understand how to use or why you'd use them

Some Capital Ship abilities I don't understand how to use or why you'd use them

As i'm becoming more and more familiar with the capital ship abilities some seem very useful while others seems almost pointless.  Maybe i'm just missing how to effectively use these abilites and maybe someone could help me out with that!  If you use these abilities a lot tell me how you use them effectively.  Some I just don't understand.

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
18,444 views 35 replies
Reply #26 Top

If you ever want to see how well Jam weapons/Flak Burst works, either a) arrange a duel with a friend to determine the total damage output/damage not taken by self, OR fight an Advent AI on a large map.  they like their strikecraftses. 

Phase out hull: I don't use it.  to micro-intense.  however, I find that the other three abilities are very useful.  or, at the very least, I'll put one point in it, set off autocast, and use it on Marza MB'ing

Subversion: This is fun because I'll get a pair of Marauders and run them around the enemy's territory subverting planets.  it kills their production and let's me know if I'm being chased.  a pair of marauders because by the time you've crossed a well, it's recharged, so you have to switch which ship you're using to get the quickest effect.  This also makes all ships within the radius immune to phase jump disruption (phase disruptor building) so it is extremely useful if used right.

Distort Gravity: makes you fleet much faster when either fleeing, or running down the little chickenshit that keeps jumping his fleet away.  good to get to a grav well edge b4 they leave, so you can use Gravity Warhead to destroy their fleet

Stabilize Phase space: here's what you do.  get a marauder to lvl6.  pair it with another one.  set distorot gravity to autocast.  jump them as far behind enemy lines as possible, while still staying in-system.  now, quickly bring your fleet (which was already at the edge of a phase stabilizer noded grav well) to the appropriate side of the well.  use Stabilize phase space.  immediately jump your fleet in.  once they're all in phase, you can move your ship.
now, enjoy the destruction you reap on the the enemy's flank. (go for their homeworld!)

be warned, though.  a careful enemy will do everything possible to stop that lvl6 marauder at the edge of their territory.  I generally send 10 Jansurak Sentinels and 10 Ravustra Skirmishers with it, as well as a Kortul or two.  (once even sent a Skirantra Carrier and two Kortuls with them.  as well as the 20 frigates mentioned above)

 

 

Reply #27 Top

Maybe I'm just doing it wrong then, cause I don't know that I've ever managed to kill anything with Barrage that wasn't also getting shot by the rest of my fleet at the same time.  But then again I mostly use Marzas as the antiplanet caboose for the Kol train.

Reply #28 Top

Easy.  Cast Reverie and then Detonate AM.  Rinse repeat.  Did I mention Detonate AM damages hull directly?

Reply #29 Top

There is a lot of good stuff here, and I haven't read all of it.

One thing strikes me about cap ship abilities, though: Too often, cap ships will waste all their AM casting anything on autocast when even the wimpiest trade ship shows up. Then be out of AM when the real fight shows up. (This is with 1.15.) This really sucks, and these abilities would be MUCH MORE COOL if you could put limits on Autocast, like, "only fire Kol's Flak Burst when there are X strike craft in range", or whatever. (It'd also be cool to have limits on Auto Attack, so your humongous fleet is not out of position for an enemy fleet of 50+ ships because they were tracking down a scout.)

The bottom line is that what we currently have amounts to micromanagement. I generally turn off everything except the most essential (like Shield Restore), and then ALWAYS find myself kicking myself for forgetting to turn something back on.

One other thing that might have been missed (I didn't read everything): The place where phase inhibitors really shine (Ion Bolt, Reverie) is when you've got enemies caught by your own system Phase Inhibitors. Then, they are right and truly %^&$ed. And the race that can do an area of effect Inhibition ability (is it Advent or Vasari? playing TEC atm) is so damn much fun!

My 2 cents - RK

Reply #30 Top

What the tool tip DOESN'T tell you, is that Missile barrage does 150 damage to all targets in range TWENTY times. Once every 1.25 seconds, over 25 seconds.
End of quote

"what the tool tip doesn't tell you" is exactly what I'm finding frustrating. True the info is right there if you're willing to dig into galaxy forge. But the tool tips also leaves out the subtle differences like "this weapon does 200% damage to this but only 25% to that." Which is why reading about an ability like Reverie was so different than the actual results. But in thinking about it, if it worked like I thought, it would be too powerful of an ability.

Reply #31 Top

phase out is sweet.  It is an interupt ability, not disable ability, and it it a good perservatino abiltiy, since you can use it on your own ships!  It can interupt phase jumping, which is the best way to use it on enemy ships.

Magnetize is first ability I get on Dunnov mso tof hte time.  This is because when I get Dunnovs it's usually after I already have a Marza, and I get em to interupt enemy missile barrage or prevent reverie/disable of my marza while I missile barrage.  It does those thigns as good as Akkans, but has added bonus of shield restor to keep the crown jewel of my fleet alive.  Akkans too can keep it alive, but only ocne it gets to lvl 6.

Reply #32 Top

What i've gotten out of this post so far is,

that we have to turn off all auto-casting and do all of the abilites by hand,

I find that kind of a daunting tast,

example:

There's a HUGE enemy fleet coming in,

i've got 3 lvl 6+ marzas (MB)

3 kol's with lvl 3 flak

2 dunov's with magnetize

and an opponent that I want to show whos boss

my plan is:

get his fleet in range, fire all three marza's MB's, and all of kol's and dunov's anti-strikecraft stuff, within 10-15 secs.

I would, have to make sure that the MB's are positioned correctly, and the marzas have evrything else turned off,

The enemies SC are withing range of ALL 5 other ship abilities, and that the magnetise targets are also in range.

IDK about you but i think my hands would hurt...

Reply #33 Top

What i've gotten out of this post so far is,

that we have to turn off all auto-casting and do all of the abilites by hand,

I find that kind of a daunting tast,

example:

There's a HUGE enemy fleet coming in,

i've got 3 lvl 6+ marzas (MB)

3 kol's with lvl 3 flak

2 dunov's with magnetize

and an opponent that I want to show whos boss

my plan is:

get his fleet in range, fire all three marza's MB's, and all of kol's and dunov's anti-strikecraft stuff, within 10-15 secs.

I would, have to make sure that the MB's are positioned correctly, and the marzas have evrything else turned off,

The enemies SC are withing range of ALL 5 other ship abilities, and that the magnetise targets are also in range.

IDK about you but i think my hands would hurt...

Reply #34 Top

i definitely use Dunov's differently than you do Astax.

 

i consider EMP bomb to be the primary ability of that ship, and magnetize a good situational backup ability. i basically never get shield restore (unless i end up with a very high level Dunov, level 7+). 

 

the EMP is a high damage unlimited target AoE ability that wrecks shields. it can be one of the highest damaging abilities available to any ship at the beginning of combat, while ships still have their shields. the other thing about it thats extremely nice is that it doesn't actually count as damage so it will wipe out alot of shielding without raising the mitigation, which is an effective boost to your other damage. wiping out anti-matter is also extremely good. it really wrecks support cruisers this way. 

 

Magnetize is very versatile. it can destroy some fighters (not as many as you'd think, i think the limit is 24 fighters at level 3) but is generally not quite as good as Flak Burst or just bringing some Flak Frigates. the fact that it also disables abilities is great though and makes it really a great counter-measure against Motherships, Eggs, Marzas, Skirantas, and other Dunovs. 

 

the shield restore thing i could care less about. its just a head's up to get your opponent to kill the Dunov first. if he's got enough firepower to kill a Marza fast enough to avoid getting owned by a Missile Barrage then he can probably kill the Dunov first and then kill the Marza just as easily. this is usually what happens against an opponent with a very big fleet of bombers. you gotta be able to screen out enemy squadrons with something else in the first place. i think you get better protection from Flak Burst then you do from Shield Restore. if its a mass of LRMs or Heavy Cruisers threatening your Marza its not really an issue since the Missile Barrage should be able to just frag all of those anyway. 

 

and on those rare occasions when the Dunov makes it to level 6 i love me some Flux Field. you can do totally nutty out of control damage with a Kol and Flux Field. basically unlimited spamming of Flak Bursts and Rail Gun shots, its totally insane. good combo with Ion Bolt on an Akkan, and the Dunov's own abilities. 

Reply #35 Top

Quoting NoSpamMan, reply 4

One other thing that might have been missed (I didn't read everything): The place where phase inhibitors really shine (Ion Bolt, Reverie) is when you've got enemies caught by your own system Phase Inhibitors. Then, they are right and truly %^&$ed. And the race that can do an area of effect Inhibition ability (is it Advent or Vasari? playing TEC atm) is so damn much fun!

My 2 cents - RK
End of NoSpamMan's quote

That would be the Egg's Gravity Warhead ability - Vasari.  if you pair two egg's, you can keep an entire fleet in-well and f*cked until your AM runs out(if you micro right)

or one with a phase inhibitor