best Cap ship
TEC-1_Mazra, 2 Donov, 3 Corsev, 4 Kol, 5 Akkan, 6 Sova
Advent- 1 All but Revalation(5)
Vasari- 1 Jarsul or Skirantra, 2 Kortul, 3 Vulkoras , 4 Antorak
TEC-1_Mazra, 2 Donov, 3 Corsev, 4 Kol, 5 Akkan, 6 Sova
Advent- 1 All but Revalation(5)
Vasari- 1 Jarsul or Skirantra, 2 Kortul, 3 Vulkoras , 4 Antorak
Bump.
Uhh, what?
Progenitor is like the best colony ship out there. It's got good damage spreading abilities (Malice), and it's shield regen can make or break the outcome of a battle.
I always start with a Progenitor, and most people do as well.
Colony frigates are fine as is - why should they be able to colonize a planet more than 2 jumps away without any delay? You generally get better offensive combat abilities on the non-Colony Caps so that is the trade off with starting with a Colony Cap. Every single TEC player online starts with a Marza these days and they don't seem to struggle as a result - especially since it is so good at reversing the efforts of Colony Caps ![]()
I wish that 2 Cap openings were more feasible in online play as some of the synergies are pretty cool when you can pull it off (Malice + Fracture + Psionic Scream, Concentration Aura + the Halcyon, etc.). Can someone remind me which Advent ship has an interrupt that works on Missile Barrage? I think it's Reverie? In other words, not likely to be one you have built and ready at hand...
Colony frigates suck compared to Colony Caps. The frigate starts with 225 AM (antimatter), uses 100 AM for each jump, and needs 90 AM to colonize. (So: 225-100-100-90=-65short). Frigate's AM regeneration rate is about half that of Cap ships. Frigate's regen .5, whereas Cap ship regen .85+.1 for each level, (lvl 3 Cap = 1.05 regen rate). Frigates are very fragile compared to Cap ships (about 1/4 the hull, and basically no fire power).
Frigates usually can't colonize more than the adjoining planet, without dieing, or waiting till all militia is cleared. And then when it is safe to jump in, you usually have another long wait till enough AM is regen'ed. Even more so, if you've already used 90 AM to colonize the prior planet.
Therefore, Colony Caps allow you to expand much more quickly. I believe the AI is especially subject to these disadvantages.
I disagree. You generally get better offense on Carrier Caps, but thats about it. Malice and Nano Disassembler are some of the most lethal abilities in the game. Ion Bolt is also one the best interrupts for killing fleeing Caps.
I prefer a Radiance with Detonate AM; it often removes enough AM to prevent a missile barrage, as well as acting as an interrupt. But I hear people saying: "build a Revelation" for Reverie, for a nearly non-stop interrupt. But a Radiance is also usefull against titans, so I don't know which is best. In either case, they both seem to die too quickly (to focus fire) to be of much help.
I agree. I wish more than one Cap ship made sense. I wish it made more sense to build something other than Colony Caps. But it really doesn't untill late game, or untill you've leveled your first Cap to level 6. The synergies would be fun.
Two things would have to change IMO: experience sharing, and Cap ship damage output. Two (or more) Cap ships share experience point equally, so neither levels up fast enough. And a second Cap ship doesn't have near the comparable damage as an equal cost of frigates to make it worthwhile.
Maybe Cap ships shouldn't share experience, and their damage output increased?
I'm not sure which game mode you mean here but 5v5 online I often see other caps. Marza is the most common TEC one unless they are in an eco spot. In a suicide spot I usually get a Carrier Cap as I don't need to expand much beyond the nearby asteroids anyway. The Radiance isn't as common for the Advent but some people do use it - especially as it has some nice uses late game that you mentioned. There are definitely some weaker capital ships that could use some buffs but I don't see colony frigates as any issue in this. It doesn't make much sense to me to compare a colony frigate with a colony cap - and you're not really answering the question of why should the frigate be improved at all? What is wrong with the current colonization and expansion rate? All working as intended imo.
Generally you would not just be using a colonizer in one direction only anyway. Carrier caps, Marza, Kortul, there are quite a few with better offensive abilities, but yes, some of the best abilities are on Colony Caps too. The problem with a 2nd cap ship - at least in 5v5 online type games - is your point about the cost/damage of it compared to equivalent in frigates really. Once in a comfortable position later in the game, it can work to get more out though. Or in something like 1v1 or 2v2 on larger maps where you have the time to fleet AND get 2 caps and level them a bit before large engagements. Not sharing experience would help but I don't realistically see that change ever happening.
I play 5v5 online all the time, and the ONLY non-colony cap I see is the Marza (except for Noobs, who build something other). And like I said before, the Marza is worth the additional hassle. But...
For others IMO, its not worth the hassle and delay/slowed expansion (weaker econ), or inability to grab valuable distant planets/chokes (ie: Barrens, etc). AND this is all especially true for the AI - which chooses caps (& abilities!) randomly. Thats why. (Colony frigates need better AM capabilities). The main reason, is to help put the AI on a more even footing.
The Marza opener isn't just about hoping you get to Lvl 6 - it has more firepower than Colony Caps and its ability to bomb out planets quicker makes it a winner in early battles over territory. I don't often play Vasari, so I'm not sure why more people don't open with Kortul - especially as you're going to be getting colony frigates anyway. Advent, like I said, Halcyon and Radiance are perfectly viable unless in Eco spot and haven't been that uncommon to see in my experience. I think it's more about people's comfort zone - Colony Cap is a safe bet so why deviate? That doesn't mean others aren't viable or have advantages themselves though. And I don't think having to use a colony frigate slows you that much in most opening positions - how far are you planning to jump with it in a 5v5 where you're only 3-4 jumps away from the enemy anyway? Plus you're going to want some to contest neutrals after the colonization phase with them too.
Radiance is not a good lead...I used to think it was okay but after trying it extensively I've found the prog to be so much more useful...in the end you are only thankful you have a radiance when your enemy has a high level marza...honestly though, malice and colonizing makes it easier to win early fleet battles, and that in turn reduces the likelihood your enemy gets a high level marza....additionally, shield regeneration helps counter orky rushing and in a pinch MB as well...
Halycon is okay since energy aura also helps with fleet battles...the SC also help with firepower and countering orkies....I'd still go with prog though...
Kortuls are weak leads because eggs are so much better for orky rushing...take out orkies and you'd see more kortuls...
Radiance I am less sure about as I honestly don't think I've ever opened with one - but I have seen other good players do so from time to time - maybe a better choice as a late game addition vs Titans though I'll concede. Halcyon is honestly quite amazing though...
Shield Regen vs. Missile Barrage - its (SR) radius is pretty small - and bunching your fleet up within it is probably not the best idea in this situation.
Your probably better off spending the 50 supply in corvettes.
If you micro it right it can buy you precious time to retreat your units, you definitely aren't going to be outlasting MB with it unless you actually kill the marza while shield regen is up...not good for corvettes or illums, only disciples, as they crowd together pretty well and move quickly...I'd say I have about a 30-40% success rate with it, and when I did fail it was in large part because I had either lums or I had low level shield regen (you really need level 3 or 4 to be safe)...
It certainly is not ideal, but it is possible and the prog has several other advantages that help you win in all other situations...
A marza is always the best choice because it can level up from level 6 to 10 if the enemy fleet makes the fatal mistake of not escaping.
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