Why are the TEC capital ships so underwhelming?

Compared to the Vasari and Advent, their abilities just seem so sub-par or unimpressive to me.  They seem to either have very little effect for the cost of antimatter, or just cost way too much or have too short a cooldown, leaving your capital ships without antimatter always.  Which of their capital ships are actually worth using as an opener besides the Akkan or Sova?  Those are the only two capital ships that seem like they don't completely suck in my eyes, but even then, their Vasari counterparts put them to shame.  The Evacuator's dot will allow it to actually hold its own in a fight, while the Akkan has nothing like that to increase its own dps.  And the Carriers scramble bomber ability is just plain unfair, giving it the option to completely litter entire gravity wells with massive amounts of strike craft which normally would not be possible till mid-late game.


Am I the only one that thinks this?  Or am I seriously missing something important here about the TEC caps?

16,914 views 6 replies
Reply #1 Top

The TEC caps are OK and some have worthwhile abilities.  The Marza Level 6 Missile Barrage is probably the most powerful capital ship ability in the game.  The Sova's Embargo is also very worthwhile.  The Kol has a good anti-strikecraft capability in Flak Burst.  The Akkan may have the best colonization ability of the three race's motherships and the weapons range extension can be useful.  The Armistice ability that makes surrounding ships invulnerable, allowing them to escape is useful.  The Dunov has a good ability in Magnetize Hull but it seems like it's hard to use now since it needs to be cast on something.

 

Reply #2 Top

to play tec u must use tec logic.

Caps r not for figting, caps r to achive certain gols. Tecs caps r best tools for certain jobs.

They have survivalability, but they work best surounded by fleet (unless its sova then on enymy homeworld)

Reply #3 Top

It helps that the sol was nerfed into oblivion >.>

 

Armisitice allows a clean getaway, or for the crafty the ability to attack without any fear of reprisal. Dual Dunovs are pretty BA IMO. The Kol is just a tank which admittedly isn't terribly useful in MP. And LRF's firing like a quarter of the gravwell in distance is amazing so the Akkan always has a place.

 

I see your point but I don't exactly share it.

Reply #4 Top

The Marza Level 6 Missile Barrage is probably the most powerful capital ship ability in the game.
End of quote

It's been nerfed a few too many times, plus "Marza-first" is no longer even remotely viable as an opener, so the earliest point at which missile barrage is feasible in practice is much later than it used to be.  To be entirely honest, I don't think it deserves its fearsome reputation anymore, and is mostly relegated to comp stomps.  That's not to say it's bad, but it's got some serious practicality issues right now that keep it from being a dominant force in the game like it used to.

 

TEC capital ships have two distinct weaknesses.  First, they tend to be very weak at lower levels.  They're quite competitive once they reach level 5 but out the gate they are quite bad.  The additional effort needed to bring a new capital ship to maturity is a huge issue for TEC.  The other weakness TEC capital ships have is that they lack good fleet support abilities to boost their combat units.  An Advent Rapture can dramatically boost your strike craft damage, and an Advent Halcyon can dramatically boost your frigate damage.  If TEC wants to increase their LRM damage, the answer isn't capital ships; it's more LRM. 

Reply #5 Top

True, but those fleet synergies is what the Advent are all about.

Reply #6 Top

Compared to the Vasari and Advent, their abilities just seem so sub-par or unimpressive to me.
End of quote

I would argue that TEC capital ships actually have the strongest ultimate abilities...as has been pointing out numerous times, the biggest problem is getting your TEC caps to that point...

In my opinion, the greatest weakness of TEC caps is not the ships themselves, but the inability to protect them...Repulsion+TK push or overseers+Jam Weapons are fantastic at keeping caps alive...TEC simply don't have anything comparable at their disposal...sure, early game those hoshikos and power repair bays are nice, but later on Advent and Vasari are much better at protecting their caps....

To be honest, if you are going to pick a faction to have crappy low-level caps, TEC is the best choice...they have the strongest early game and while I'm not happy with their current outfit of abilities, the situation could be a lot worse...