Yes, at the very start of the game because they are inadequate late game
Sova maybe, but Halcyon, Skirantra, and Progen? No way, they're some of the most awesome late game capital ships, definitely outclassing the Kol. The Progenitor and Skirantra offer area of effect healing. That just gets better and better late game. The Halcyon's telekinetic push is much more effective than the Kol's flak burst (larger area and disable), plus it passively increases the damage of your entire fleet.
These capital ships are awesome from the early game till the late game. The Kol is only good late game, and even then it needs to be relatively high-leveled and to have several unit comboes on standby.
You think all those strike craft from those halycon are useful once someone had enough carriers and flak?
Four words: energy amplification, telekinetic push.
You claim the kol is useless once the antimatter runs out, but you forget the kols deals a large amount of damage to fleets as well, thanks to be able to target FOUR different units at once.
Or I could spend that same fleet command on five heavies and be able to attack
five targets at once for greater damage, plus they're harder to kill and don't need to level up to be effective.
In Addition, you claim the kol gets destroyed by focus fire, and I claim whoever focus's on the kol is a idiot.
Agreed; why bother throwing my DPS against that brick when I can kill everything else? I was more making a comparison to the kinds of units you can reasonably see that late in the game. The only Kol ability that scales well in this environment is flak burst. That's all it is right now, a glorified super-flak frigate.
When you get multiple kols together, the problem justs snowballs, as strikecraft become useless, and its unlikely you will be able to focus down a kol before it retreats and repairs.
This is pure fantasy. This
never happens in real games. By the time you can reasonably bring out enough Kols to even conceive of doing this, the DPS being fielded against them is insane, and those Kols
will go down. Moreover, if someone critically damaged a Kol then let it retreat, they're an idiot. I often pursue caps multiple gravity wells searching for a kill. I can't believe how many people think they just need to jump out of the gravity well and they're safe; they're NOT. You're not out until you reach a repair bay, and even then sometimes the enemy can still get their kill.
As for your statement that late game combo's don't matter, guess what, late game happens, when it does, you will be the one hurting for dismissing it.
I'm not saying late game comboes don't matter, not in the slightest. My point is that this unit only becomes
useable with those late game comboes. Other late game comboes, like the Progen/Halcyon/Guardian battleball are positively insane, destroying fleets many times their size. The Kol needs comboes like that just to become effective.
Other capital ships are strong from the word "go". The new and improved Kortul is hard to kill and effective at disrupting strike craft from level 1. The Radiance can disrupt capital ships many levels higher than it from level 1. The Halcyon and Progen are fricken early-game titans that mature into late-game titans. I want to see a Kol that competes with these awesome capital ships.
Yes, I know that Elrosh plays multiplayer, though I agree talking about 15 capital ships really doesn't make him sound like one. Given how little we see of the Kol there, I'm struggling how he holds this opinion when all empirical evidence is to the contrary.