Nothing the vaunted Space Egg has is scalable
I already said that Disassembler reduces target's armor, which in turn increases the damage output of EVERY SHIP IN YOUR FLEET against that target. So it DOES scale to the size of battle, if only to help get rid of enemy cap ships faster (which is an asset).
and it has two abilities that effect one ship at a time
lol wut? You mean Gravity Warhead affects one target? Reread the tooltip.
. And as far as leveling, what about the Kortul; it's Jam Weapons ability hardly even works at level one, and it's passive ability, as you noted, has to be level 3 to even be somewhat useful. I don't think Power Surge is all that useful at lower levels either, since both the duration AND the amount it's buffed increases with levels. Assuming one wanted to make these worth it, that's, what, level 7 (3 Disruptive Strikes, 2 for the others), if we don't get Volatile Nanites ASAP?
Jam weapons is situational, not essential. Everyone agrees that Vulkoras without Platforms and passive does little more to planets than any other cap. He needs them maxed. And did you ever see a Vulkoras without PMS? Absolutely useless in any fight. So this makes us level 9
. Kortul, on the other hand, is ALL about Surge and Vol. Nanites. So level 6
and he is the dread on the battlefield, unless the enemy has AOE healing abilities in the field. Jamming is purely situational - should be taken only if enemy spams strike craft. As for the passive, only with 1.1 it is becoming good, so before the patch I simply skipped it.
But either way, you have an option: level 6 with surge and nanites = massive destruction. Or level 5 with 3/3 Jamming = strike craft dead zone. Or level 6 with Surge and Disrupting strikes (and patch 1.1) = "you-ain't-got-antimatter-dude" support ship with high shield regeneration. Whichever you choose, he is useful in battles, you simply have to choose wisely which will do best against your current enemy. As I said before, Vulkoras on level 6 can either be a meh combat ship with meh bombing capability or a good planet killer with no combat capability whatsoever.
Between the Kortul and Vulkoras, firepower isn't dramatically different, merely shifted around. And since my cap ships, at least, usually don't have too many ships on the sides of it anyway
which is your error
, I don't see a big difference in damage output to begin with, meaning low level versions of each are similar.
their damage output does not matter at all from the 30th minute of the game. It's the abilities. Kortul survives with Power Surge nd makes enemy fleets disappear with Volatile Nanites, while Vulkoras on level 6 either has the meh PMS and half of his siege capability or is a strong siege weapon with no comabt use at all. You can make a level 6 Kortul which is either tough and deadly, or you can make it an anti-strikecraft "get lost" beacon. Whatever you need. Vulkoras on level 6 is either meh in battles and meh in bombing or good at bombing and absolutely useless in battles.
but I don't see how "it needs levels" is fair when that's not unusual.
you can make any other cap deadly in some way on any lower level simply by maxing one ability and abusing it. Vulkoras can not, simply because PMS is meh as soon as battles go beyond, say, 40vs40, Disintegration is not spammable with 120/90 sec cooldown and 150 AM cost, while the other two abilities are siege-only. BUT....
And correct me if I'm wrong, but don't ALL cap ships get experience from ANY enemy killed in it's gravity well? If that was the case, then it could level up while still being used as souped up seige ship, and avoid the battle for the most part.
No he can not avoid the battle for the most part, becuz over 1/3 of his max bombing damage comes from having 3 Siege Platforms deployed and if you do not get rid of resistance first, those platforms are easily killed by *anything* in a few shots. So your idea is using a Capital Ship merely as a siege frig doing 15dps to a planet.
And what makes you think that you have already won any battle, since you freely send a CAP to tickle a planet instead of helping the fight?
What is so strange about that? plenty of capships need levelling up before they are useful such as the Kortul.
not nearly such as the Kortul. Read above
Using the same logic, I could also argue that the Marza sucks because it cant regenerate health so 2 bomber squads could kill it. This is not the case though. The Marza is good.
Marza is actually big-battle-capable, unlike Vulkoras, which makes sense to have it flying with the fleet. Vulkoras is IMO a pure planet bomber, so the escort is actually wasting its time on flying around and watching red rayz of doom fly instead of being in a real battle-capable group.
Yes, on the THIRD LEVEL it is decent, not so on lower levels, just like the Kortul's other abilities.
which means that against a strike craft heavy player you simply need to max this and you have a useful ship -> level 5 and thats it, you bought yourself 80% immunity to strike craft for 2-3 minutes. This does not make Kortul an awesum battleship, but it makes him a very powerful support ship, which Vulkoras simply lacks any option to become.
Summing it up:
Every other ship needs to take part in battles to level up and every other ship has means of becoming useful in any battle.
Vulkoras ALSO needs to take part in battles to become powerful in what he does (planet killing) but has NO good utility there. This is the thing!! If Vulkoras could level up by doing what it is good at - bombing - I would have no problem with it. But he NEEDS to fight to BECOME good at his main job, while not giving much help in due course, unlike any other more or less battle-oriented cap in the game.
And I believe wasting a cap ship slot on a vessel only to have it parked somewhere in the grav well, peeing on the planet is a JOKE.