OK i am going to tell how and why i chose advent caps.
1. cap. choice=CARRIER
Why?
Energy aura.
Many of you dont understand what it does,simply on 3. lvl it gives you +22% DPS to all advent ships(all use energy weapons except planet bombing) including carrier itself;basicly it is like teching 4.5 weapon damage techs for all versions of weapons.
halicon carrier is a bad choice for carrier cruiser type of fleet,dont group it with carrier cruisers,he must be with frigates and crusaders as well with other cap. ships.
with every weapon upgrade tech from hostility tree energy aura bonus is bigger.
all other skill are secondary,even lvl 6 skill
2.cap choice=RUPTURE
Its curse ability(cant remember name) does egsactly opposite from halicon energy aura to enemy ships as well gives miss chance.
on lvl 3 it does -30%weapon cooldown(all weapons not just ener.)and 30% miss chance.
Its aura boosts squadrons dmg by 30% on lvl 3 witch is a good secondary skill,so when you are all teched out your bombers and fighters will have +60% dmg instead +30%,and as i noticed it does aplay for whole grav. radius so your squadrons will have bonus even if they are not in purple circle
With those 2 ships combo all your ships will be 22% stronger(squadrons 30%) and all enemy ships will be 30% weaker + 30% miss chance
3.cap choice=radience or mothership
another note:always take steal antimater tech for diciple frigate coz it makes your life so much easyer