What Advent Cap to Build First for MP

All 5 Advent capital ships seem to be pretty good...and all but the Rapture seem pretty good for your first pick.  I've tried many games starting with the Progenitor, Halcyon, and Radiance, and Revelation....and I'm having a very hard time picking one that I'd consider being the best...

Of course, the obvious response is "Well, it depends..." so here goes some conditions that I want to focus on...

1)  I want opinions on MP only...I don't care about SP, you could build a kangaroo as your first cap and still win

2)  Game conditions will be either 1 vs 1 on a medium or medium large OR 2 vs 2 on a medium large...

3)  I really want to hear opinions based on MP experience...what works and what doesn't work...its nice to look at a pretty chart and determine the frontal DPS of ___ ship, but I still feel human intuition gives the best advice on strategy games...

Things I have noted:

Progenitor is by far the best for colonizing planets quickly and rushing key choke points or terran/desert planets...shield regeneration is also very good for keeping those disciples alive when taking out rebels...however, I find that it is a very poor ship for early battles...if you get rushed, especially with a Kortul, Skirantra, Kol, Marza, or Radiance, it seems like your screwed...the fleets involved aren't big enough to make shield regeneration or malice all that useful, and the progenitor isn't a good 1 on 1 cap ship...

Halcyons are good for expansion...the 3-4 fighters you get allow you to take out Krosovs and LRMs, speeding up the colonization of planets with small garrisons...however, at low level it seems like the Halcyon runs into the same problem as the Progenitor: it ain't good for 1 on 1 capital ship battles...the SC are nice though for LRF rushes and other carriers...

Radiance I have found is an absolute godsend if you get rushed...the detonate antimatter prevents those annoying abilities like Scramble Bombers, Reverie, or Power Surge...but, it ain't as good for expansion as the Progenitor or Halcyon...

Revelation can be a godsend...the clairvoyance is nice, lets you prepare for almost anything, and the reverie is a good counter against whatever capital ship they throw at you...but, of these four choices, I'd say this ship is the worst for colonization...the radiance can take a bigger beating and kill cobalts faster with Detonate Antimatter, the Halcyon has SC, and the Progenitor can colonize...

Basically, I have listed the ships so that (IMO) the top ones are the best for colonizing while the bottom ones are the best for rushing or defending against a rush...but, I'd like to hear from you all...go for the colonization, go for the rushing, or pick somewhere in between?

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Reply #1 Top

Advent is perhaps the only faction where you could make a pretty decent case for any of the five, though in practice I think we can nail it down to three; Halcyon, Progenitor, and Revelation.  Even then I'm not a big fan of the Revelation.

The Halcyon and Progenitor probably don't need any introduction at all.  Both are strong at combat, strong at expanding, and scale well into the late game.  In other words, ideal capital ship choices. 

The Radiance is a pretty much a one-trick pony with its interrupt, but at least it does its one trick very well.  However, as a battleship with no strike craft and no way to deal with strike craft, I'd be very hesitant to pick it first.  Similarly, the Rapture has a few nice selling points, but this early in the game its abilities just aren't at their finest and there are other more potent options available.

The Revelation has gotten some attention lately here on the forums for its powerful Reverie ability, and I think the strengths have already been pointed out, but this ability has a catch: if the Revelation must retreat, you lose Reverie and the enemy capital ship comes back online.  This can cause a losing battle to turn into a catastrophe, and carrier caps still have most of their firepower online even while under the effect of Reverie to begin with.  I've seen a lot of Revelation openers get completely hammered because they're forced to retreat their Revelation under focus fire and basically only get one Reverie off, which isn't good.  Combined with hte fact that the other two abilities on their capital ship range from sub-par to useless, and damage output that's too low to effectively clear militia on its own, that's a serious liability for a first capital ship. 

Guidance is worthless, and early-game clairvoyance is worthless.  Seriously, level 1 clairvoyance costs 70 antimatter.  A scout costs you 200 credits.  This early in the game use the scout every time.  Don't waste your antimatter on clairvoyance.  If you need clairvoyance, it's because you don't have enough scouts.

Reply #2 Top

Your safest bet for all situations is probably a Halcyon.  Based on your starting position, if it looks like rapid colonization and econ are most important, make a Progen.  You'll probably build a Halcyon later once you start to fleet up.  If it looks like you will be fighting very soon (front line on a crowded map) build a Halcyon.  You will probably build a Progen later so Shield Restore can maximize fleet survivability.

Radiance and Revelation are situationally good ships if you have to fight someone toe to toe, but not that great if you are fighting against hit and run or kiting tactics.

Reply #3 Top

The article is providing much new information about MP experiences. It is very interesting to read and discusses the important concepts of MP. We have to think about the Advent cap to build first for MP and its necessity. The article has won to describe it in detail and clearer.

Reply #4 Top

95% of the time you want the Halcyon for your starter cap.

Reply #5 Top

actualy tec is the only race where you could make a case for any of the five...vasari 3...advent 2

advent caps are pathetic really save the hallycon

halycon almost all the time

progen only when you are looking for mass and fast expansion 

 

Reply #6 Top

Idk.... the Dunov and the Kol are kinda late-ish game caps. Iv heard of dunov's being used well early on but I haven't seen it personally and the Kol is only useful past lvl 6. The Marza, Sova and Akkan are different stories.

Reply #7 Top

dunov is very usefull, build two of them (sheild restore + mag pulse)

and the kol is usefull if u get it early and get it to level 6 (then it becomes a SC killing machine)

both of these caps can kill SC and with everyone building several carrier caps early that makes these caps usefull

marza is not really usefull untill level 6 either but when it does get there....

 

Reply #8 Top

The problem with the Kol is getting it to level six without it being shredded beforehand by focus-fire LRMs. Lower level Kols will very rapidly run out of antimatter and will become an overly expensive brick with poor DPS (on a cost for damage basis).

Capital SC squadrons are also built for free, and can be constantly rebuilt (probably faster than Flak Burst can kill them).

Reply #9 Top

Capital SC squadrons are also built for free, and can be constantly rebuilt (probably faster than Flak Burst can kill them).
End of quote

For a lower-level Kol, you'll run out of antimatter before you actually kill anything.  You're better off building gardas...

Kol shines against large swarms of strike craft typical of large cruiser groups, not the smaller support forces you see from carrier caps early on.

Reply #10 Top

I say progen just for the fact or very rapid expansion ( i usually build 4 scouts and 4 disc to go with it) and for the fact that given you are getting cheaper planet upgrades you can get 2nd cap which for me is halcyon for free or at least as great discount. 

I think that progen is best if you do it as first cap or not build it at all but if you go against tec or another advent lvl5 progen is hard to kill. If u have 2 guy will loose half of the fleet before he focus fire kills 1. But reality is that you do need to get air supremacy if not u are most likely to die so u do need to build halcyon. 

Reply #11 Top

The choice between Halcyon and Progen first basically comes down to how far away you believe the enemy is.  If you expect 5+ jumps away, go with Progen.  If you suspect fewer, go with Halcyon.  Precise viability of rushing is always subject to the types of intervening planets; always be sure to scout voraciously and compensate appropriately if you pick the wrong opening cap.

Reply #12 Top

Personally, I always go for the Progen first. It has the easily acknowledged best early-econ boosting ability in the game (low cost planet upgrades are an amazing advantage) that should give you enough of an advantage to counter any rushes the opponent makes. Enough to at least get a second cap ship out (Halcyon is my favourite though I have used Radiance to counter a capship heavy fleet before). As well as that, the idea for the Progen, in my mind, is to expand as quickly as possible toward the enemy, denying him the chance to rush you since you would effectively be rushing him, while not completely forsaking econ build up through the cheap planet upgrades.

Carrier ships and LRF are the mainstay of the Advent at this point, and a medium sized force of LF to counter the flak that should pop up soon is a good idea (keeping them out of range of combat for that period of time is a good plan too.

Of course there is a lot to be said for the Halcyon as a first cap build, what with AEA and such, but I don't believe that forsaking Advent's only econ advantage at the start of the game is a good idea in any scenario (perhaps not for 1v1 small maps though, since you generally don't have time to expand far in those games).

Reply #13 Top

I'm tempted to try Radiance as my first if I know I'll be fighting right away. With the new boost to Reflective armor it should be interesting. AM burn counters most caps nicely and Cleansing Brilliance is ok.

People don't seem to like the Rapture but I find Vengeance a situationally useful ability. I've taken down Starbases and strikecraft with it. Skirantra counters it with Repair cloud of course, and Vasari like to spam Skirantras.

Halcyon is best for Advent though, just because it can keep its distance and not get destroyed.

Reply #14 Top

I like the halcyon first as it makes wiping out militias so darn easy and it gets it the xp it needs to head up an invasion army.

If you start /w progen, how fast do you guys get your 2nd capital up?

Reply #15 Top

A maxed out radiance now has 3 more armor than a maxed out kol.

15.05 vs 18.1

course, kol has damage reduction... but then again, radiance has buffed shield mitigation...

(actually... if you do the math... the damage reduction caused by any advent capital ship's shield mitigation is higher than the kol's force field...but... w/e... that doesnt factor in phase missles or antimatter regen...

either way, a lv 10 radiance is now beefier than a lv10 kol (at least when not facing phaaase missles)

 

*shrug*

Reply #16 Top

The Radiance will be an interesting ship again with the beta patch. For one animosity will actually work for the most part as it is reapplied every second for the duration of the ability. This means a new order won't override the animosity anymore.

This may make a Rapture/Radiance combo somewhat interesting in multi-player with a Vengence/Animosity combo.

It's damage dealing capabilities is still pretty meh by itself. I'd like to see DrainAntiMatterAndDoDamage split into seperate overTimeActions. As it stands now, this ability does no damage if the target ship has no antimatter reserves.

Reply #17 Top

which is a GOOD thing.!!!

Quoting ZombiesRus5, reply 16
As it stands now, this ability does no damage if the target ship has no antimatter reserves.
End of ZombiesRus5's quote

 

 

Which is a good thing!!111

Reply #18 Top

Which is a good thing!!111
End of quote

Why? I'm don't see why this would be bad or throw balance off. It would actually help to balance Adent capital ship selections with the other races. The interesting builds in soase should be around capital ships IMO.

In my opinion Advent is lacking in two key areas for capital ships compared to the other races.

  1. A damage dealing capital ship (non-carrier class), which I'm proposing tweaking an existing ability on the Radiance. TEC get the improved Kol and solid Marza and Vasari get the Kortul, Jarrasul and Desolator and you could probably count the Maurader's phase out hull too. All of these ships have direct damage dealing abilities that work 100% of the time.
  2. The second is a viable early game siege capital ship. I doubt this will ever happen, but trying to get a Revelation to level 6 is pretty iffy even mid-late game as you have to field carrier caps to even survive to this point which spreads the experience pretty thin. It would be nice if Advent had a goto siege capital ship like the Marza and Desolator for the other races.
Reply #19 Top

Whenever i randomly decide to give Revelation another chance, I always forget that the siege power/ability is a lvl6 ability. Would be nice to have that right off the bat.

Reply #20 Top

Quoting SithLordAJ, reply 19
Whenever i randomly decide to give Revelation another chance, I always forget that the siege power/ability is a lvl6 ability. Would be nice to have that right off the bat.
End of SithLordAJ's quote

Not to mention one of the best siege animations in the game. Would be nice to see it more often in PvP games.

Reply #21 Top

As much as the guidance rework is interesting, I still believe the best solution for the Revelation is to gut guidance, demote mass hysteria to a 3-level skill, and give it a new ultimate.  Heck, maybe if you compounded enough buffs, guidance could be reworked into that ultimate.

Reply #22 Top

The devs will never move/remove any abilities. It would obsolete all the paperback stuff that comes with the game.

Reply #23 Top

Quoting Pbhead, reply 22
The devs will never move/remove any abilities. It would obsolete all the paperback stuff that comes with the game.
End of Pbhead's quote

Will run quick visual test on the status of my paper manual for Sins ;P

Reply #24 Top

Ok... manual check complete.

It lists Reverie/Guidance/Clairvoyance/Provoke Hysteria.

So make Guidance the ultimate and add AM recharge to the ability.

Make Provoke Hysteria a 1/3/5 ability.

You don't even have to move them or rename them and the manual doesn't say one word about what they do so we're golden ;)