Do advent anti-matter recharger buildings recharge your super weapons ?

Well the title says it all really - I have a deliverence engine and one of those little anti-matter recharge doo-dads do they refill the Deliverence engine's Reserves ? Same goes for any other building.

7,161 views 12 replies
Reply #2 Top

If you have any antimatter regeneration upgrades at all - and you should have plenty by the time you build a deliverance engine - it will regenerate antimatter the 200 antimatter needed to fire between cooldowns without any further help.  This is unnecessary.

In fact, the antimatter recharger is generally redundant anyways since it's too expensive for how little it offers.  By the time you have the 6 civic labs it needs, you should already be swimming in antimatter.

Reply #3 Top

I think you should rethink your strategy, Grifthin.

Instead of spending money on useless antimatter rechargers, try antimatter research, or shields.

Reply #4 Top

Antimatter rechargers aren't worthless...if for whatever reason the game is dragging on and you actually have 6-7 civ labs, antimatter rechargers can be the core of your defense...one or two of those things can keep a halcyon or two and some iconus guardians constantly spamming their abilities...try attacking an advent starbase with telekinetic push and repulsion constantly active...even with ogrovs or phase missiles, it's damn near impossible....

Reply #5 Top

try attacking an advent starbase with telekinetic push and repulsion constantly active...even with ogrovs or phase missiles, it's damn near impossible....
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Ogrovs with Targeting Uplink will do the job.

However, this combo works just fine without the antimatter recharger.  This late in the game, those units shoudl have more than enough AM to get the job done.

Reply #6 Top

They might...but a Kortul with disruptive strikes, a Dunov with EMP, or Radiance with detonate antimatter can really ruin your day...

Reply #7 Top

If you have repulsion, none of those things will get in range.  If you don't, they'll shut down the AM recharger as well...

The problem I have with the AM recharger isn't that it sucks.  It works and does its job well enough, but it's not good enough for a 6 civic lab structure.  Vasari get phase stabilizers, which are many orders more powerful than the AM recharger, at a mere 5-lab level and it's still considered a very steep price.  At 6-lab, by the time you can even consider these things they're a drop in the barrel.

Reply #8 Top

It works and does its job well enough, but it's not good enough for a 6 civic lab structure.
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An unfortunate thing about a lot of the Advent bonuses, they usually come too late :-(

Reply #9 Top

6-Civic lab is really late, especially for Advent.  The Advent faction is more biased towards the hostility tech tree than TEC or Vasari, and they have almost no reason to go above the 3-harmony lab level.  Both TEC and Vasari have redeeming civic techs that can really reward investing in those trees, but not Advent.  Allure of the Unity is pretty much the only one, and I'm not building five labs just for Allure.  As a result, you're going way out of your way to nab the antimatter recharger.

Reply #10 Top

wait, is it a bad idea to build labs quickly? is it too financially hindering to fleet-building?

Reply #11 Top

In general you should not build labs unless you intend to start researching an x level tech as soon as the lab is constructed....having 5 labs sitting around when you haven't even though about researching a level 5 tech is basically inefficient...for one, those resources could have been invested elsewhere, and two, those are logistic slots that could have been used for trade ports, etc...more labs may also force you to upgrade more logistics...if you're using those slots to build trade ports, then they'll pay for themselves, but labs are very long term investments...

The only time you really want to build more labs than you need is if you know you're likely to lose a planet that has military labs on it...you never want to lose military labs because it may prevent you from building certain types of ships...

Early on there is very little reason to go beyond 3 labs of either type unless you are in a unique situation....4 civ labs for Vasari is not bad since that gives them trade...5 military labs is eventually something you'll want for HCs...anything beyond 5 is not usually necessary until late game...

Reply #12 Top

wait, is it a bad idea to build labs quickly? is it too financially hindering to fleet-building?
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Labs have two costs; the first is the price, the second is the precious logistics space.  Logistics space itself is quite expensive, and the more dense you build the more expensive it gets.  Then there's the fact that the lab doesn't even do anything, it just lets you buy increasingly expensive techs.  All things account, you may be sacrificing 10-20 frigates just to get a single high level tech, and that's suicidal.  You can handle that if you're researching a military tech that's going to boost your combat power (particularly heavies or a high-level support cruiser), but for a civic tech?  You'll get killed.

anything beyond 5 is not usually necessary until late game...
End of quote

Actually, Vasari goes for the 6th military lab quite often to unlock the Subverter's special ability.  Advent will occasionally hit the 6th lab for meteor control.  It's TEC that has the natural stopping point at 5 with heavies. 

On the civic end, the Vasari are one of the few factions that have no natural stopping point until later in the tree.  The 2-lab minimum for ice/volcanics stands, of course.  Beyond that, you have 3 for culture, 4 for trade, and 5 for phase stabilizers.  So Vasari is the only faction that has a wonderful graduation of techs in its civic tree.  Advent has nothing past the 3-civic lab mark.  TEC is a little weird depending on how much you can spare for economic techs.