Ok, so I played another MP (4v4) as TEC rebels. Albeit lots of players disconnected/left only to be replaced by passive AI's.
Anyways I rushed the player on my left and eventually overcame him. By this time all my teammates had quit. And all the players but one on the other team had quit.
My fleet composition was around 1000 points and included x1 Akkan and a mix of LF/corvette/flak/hoshiko.
Unfortunately, the other player (also TEC), by this stage has build a Titan, and what seemed about half a dozen capital ship and was fairly carrier/bomber heavy. My much larger fleet with my single level 9 Akkan engaged his fleet and was promptly decimated by what seemed mainly the Titan's doing- the thing seemed OP and just wouldn't go down.
So the question is should my main objective while playing MP games be to "Titan up"? and possibly "bomber up"!? I seem to be fairly comfortable with my early-mid game, but I am unsure what to do in late game as far as technology and fleet composition is concerned.
What about race specific super weapons? should I focus on building those too?
Also I am unsure of what my consecutive capital ships should be. I like Akkan as opener, but then should I go for a Dunov for its shield restoration and antimatter drainage? Should I build a bunch of Dunovs? etc.
Had he an Ragnarov Titan?
Titan depends on faction and current game situation.
TEC Loyalist Ankylon - rather weak and so not worth building in the early game. On the other hand, early leveling is required for it to be competive.... you should have at least 2 or 3 Titan levels above your opponent if you intend to win.
TEC Rebel Ragnarov - very strong and ranks up very quickly because it pulverises anything dumb enough to be in range. Get it as soon as your fleet has reasonable size to defend against mass corvettes killing your giant gun with death by 1000 cuts.
Advent Loyalist Coronata - shines more in lategame and so no need to particularly hurry. On the other hands with Unity Mass it can decimate any other Titan on a similar level and is a lethal threat to any capitalship, so if you have to deal with Titans and Capships, get it.
Advent Rebels Eradica - very powerful thx to chastic burst and overall heavy firepower. Support it so with a fleet that corvettes cannot kill it easily and watch as the enemy fleets immediatly runs the other way when seing this angel of death on the approach. Reasonable performance against capital ships but rather unimpressive performance against other Titans.... dont except to win against anything but an Ankylon in a Titan 1v1 unless you have 2 or 3 levels above it. Or just get it to level 6 with unyielding will and watch as everything flees in terror.
Vasari Loyalist Vorastra - the more capital ship oriented Vasari Loyalist do profit from having an early Vorastra but be carefull.... fewer numbers of support ships mean that both Titan and capitalships are easy prey for enemy corvette fleets. You want to rank it up as much as you can as on level 6 it becomes the most deadly weapon in the entire game. The Maw. Large carrier fleets, the bane of any other Titan dont stand a change as the Vorastra just jumps in and literally eats them for breakfast.
Vasari Rebel Kulturask - this Titan may not be what you would call a mighty dreadnought, but its ability to drain enemy ships make it close to invulnerable when you attack it with a large fleet. They only thing that does help against this monster is a large fleet of capitalships with AM draining abilities and your own Titan. Expect heavy losses as your enemy has no such limits and will happily beat the shit out of your few ships with his entire fleet.
What about race specific super weapons? should I focus on building those too?
Superweapons are a late game tech and should be used as such:
TEC - Novalith cannon
Fires a single shot that does 4500 damage to a planet, reduces trade income and population grow. Kills a large ammount of population. Should the planet be destroyed it will not be colonizable for a while.
Advent - Deliverance Engine
Was nearly worthless for a very long time but got a major buff in a recent patch. Will reduce allegiance on the target planet and will spawn very powerful culture from it for a while that makes adjacent planets suffer a - albeit smaller - loss of allegiance. Hit planets on the far borders of your enemy and he may loose the planet instantly. Recolonisation can be hindered by following shots to the adjacent planets that did not yet fell to it. The short term economic damage is usually inferior to the Novalith cannon, however the long term damage may be far higher as your enemy is forced to scuttle several tradeports and build culture centers instead or risk loosing more and more planets. Can target allied wells - with population - too. A hit there will also considerable increase Advent fleet combat power. Multiple recent hits are quite capable of wiping out an enemy capital, something that multiple Novalith cannot do (as the enemy will likely have a starbase with Auxilarly Goverment there) There is no defense but building a lot of culture centers.
Vasari - Kostura cannon
As a large majority of games is played on single star maps, the Kostura is considered to be the best superweapon by many. A hit to a gravity well disabled all structures there for considerable time. This mean a hit at a research planet of your enemy will deny him the building of many ships, because disabled labs count as not existant labs. For example you hit an Advent world with 3 temple of hostility. In Total the Advent has 5 temple of hostility. 3 of those 5 temples are now disabled..... the Advent can no longer built any illuminators because they require 3 military labs to be active.
The reason however of why the Kostura is so murderous powerful is that it creates a phase stabilizer node at the target. This allows the Vasari to be ANYWHERE in the star system at a moment notice. They will happily jump by all your mighty defenses.... and their fleet that was just 20 jumps away from your capital.... a journey easily taking 15 minutes of real time is now approaching that capital via a direct jump..... and they will be there in less than 1 minute. Once they have arrived they will deal swiftly with any non disabled defenses there and then bomb your capital(or any other important planet) back to the stone age. Even more murderous with the Vasari Loyalists who have a Titan that allows a retreat gate at any time and with stripped to the core.... Not only will your capital be bombed into oblivion but it will also be stripped to the core.... unless you manage to recolonize it in time... which is unlikely as nothing but your main fleet is enough to scare away the Vasari... the same main fleet that was at your borders to stop any invasion from there. By the time your fleet arrives home... said home is likely an asteroid.... as are possible more of your former planets now. When your fleet finally wants to engage the Vasari they will just drop a phase stabilizers and jump back to their territory. And all of that without your fleet getting off as much a a shoot. A few minutes later they will jump in again.... of course far away from your fleet and they will rape even more of your planets..... and there is very little you can do against that.... besides settling in a different star system. But then again most games are just one starsystem... and so the Vasari let terror reign.
Also I am unsure of what my consecutive capital ships should be. I like Akkan as opener, but then should I go for a Dunov for its shield restoration and antimatter drainage? Should I build a bunch of Dunovs? etc.
TEC Rebel Titan does a highly profit from having 2 Dunows supporting it. On the other hand the Ankylon has many flaws but lack of durability is none of them. So for it it more aggressive Marzas may be the better choice.