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Favorite Vasari Cap. Ship

Favorite Vasari Cap. Ship

which ones, build order, favorite abilities etc.

So i've been playing around with the vasari cap ships lately trying to figure out which ones are the best for which strategies. Obviously, they are all good in their own ways, and each one seems to be geared towards a different style of play.

What is your favorite cap, and for what reason?

What strategy do you use with this cap?

What is your build order, is it your first cap ship or do you build it when you have more funds?

What ships do you pair it with?

 

29,513 views 49 replies
Reply #26 Top
oh I knew all the numbers behind how it works, but I still don't see why its worth it.
anyway a few corrections:
its also 450 credits for drain planet and assault specialization increases its bombing damage to 10.6 dps not 7 dps.

about siege platforms, each one at level 3 does 3.2 dps bombing damage, while a destructor does 2.3 and you can only have just above 3 siege platforms out at the same time (thats if you stay there for nearly 2 minutes to stack them).
Reply #27 Top
So i've been playing around with the vasari cap ships lately trying to figure out which ones are the best for which strategies. Obviously, they are all good in their own ways, and each one seems to be geared towards a different style of play.
What is your favorite cap, and for what reason?
What strategy do you use with this cap?
What is your build order, is it your first cap ship or do you build it when you have more funds?
What ships do you pair it with?
 
End of quote


My favorite Cap is probably the Marauder.

I usually use support with it to support my heavy cruisers and frigates on attacks and hit-and-runs.

I usually build the Marauder first.

I usually pair the Evacuator and two Desolators to support them in support roles.

Ultimately, I'm not a "Charge forward and die trying" kind of guy, I'm more of a "Hit-and-and" and "Flank them" kind of dude.

I usually have my battleships and a couple frigates distract the main enemy fleets while my cruisers move behind and take them out.
Reply #28 Top
Kortul is quite tough, has an excellent ability (the cooldown one) and can take a lot of beating too. Sadly it's somehow inferior to KOL and Radiance, you don't want to send it one on one.
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Thats wierd as i have seen, used, and watch a Devastator own a Kol and a Radiance 1v1.

Infact, for a while it has been common knowledge that a Kortul would beat a Kol 1v1....
Reply #29 Top
Really?

It says the Kol is one of the best TEC Starships they can afford.

I once pitted a Skiranta Carrier vs. an Akkan Battlecruiser. It was slim, but the Skiranta won. But then it was crushed by two of my Dreadboughts. lol
Reply #30 Top
the advantage the Devastator has over the Kol is all of the Devastator's DPS is focused forward while the Kol's isn't. The Kol must move forward and a then move in to broadside while the Kortul doesn't....

Thats why the Kortul will win against the other two.
Reply #31 Top
I will pick any of the caps first depending on mood, it's a great thing about Vasari, there's no 'obvious' cap you need to pick, all of them are good.

The Kortul kicks ass out of the box. It can solo the nearest asteroid. It can solo the next neutral planet with 4 frigates. It can move on to the next neutral planet with 8 frigates. None of your own frigates lost, money saved. At all phases of the game I will take a Kortul up against any other cap 1v1.

The Desolator... I think someone else mentioned its sieging ability is quite different from the egg. Deso can aoe frigates, bomb a planet, and do extra damage to enemy factories or defensive platforms all at the time, -without- needing to be level 6. The egg's siege abilities usually come after a fight is over. I think if you like to rape enemy systems the desolator can trash a world, leave behind some frigates and a colony ship to clean up, and move on. The egg needs to sit there, it will get resources(if it's level 6) and help build up the planet faster, but your offense slows down. Yesterday my desolator was at half life and an enemy cap was at full, used disintegration, my cap was at full and the enemy turned to start running.

I love the egg. Just wish it flew a little faster... Building another cap just to make the egg fly faster is kinda lame. Also the Kortul, Desolator, and Skirantra speed up the clearing of neutral planets, they are ships you want if you're outnumbered. To me the egg is something that works better when you have the advantage.

Because enemies focus fire, the carrier usually only heals 1-2 ships at a time, and one carrier isn't enough to keep a focused ship alive. If I play with the carrier I usually make multiples, then the heals can be kept up continually.

All the caps have cool abilities but my favorite would have to be the Kortul, a low level one can kill 10 frigates by itself, that sets it apart.
Reply #32 Top
Hmm.... I would have to say the carrier.
Probably my favourite cap ship in the game, simply for the reason that it has anima that can take apart capital ships, enough weapons to destroy any frigate and most cruisers, and the ability to clone your forces is just awesome.
Although... I do love the evacuator's drain planet ability.
Reply #33 Top
My 1st cap is almost always the "Space Egg" (aka Evacuator). Since I'm a multiplayer man, rushing for strategical planets is VITAL to pick at least one opponent early.


The colony frig cant make it since after 2-3 jumps, it is out of antimatter, needless to say that with no offensive ability cant takes defended planets on its own.

The ability Nanite dissasembler (forgot the real name) who does dps + reducing armor is absolutely AWESOME to pick ennemy cap ship quick with focused fire from a bunch of Assaillants.
The faster building ability on new colonizing planets is neat too, since it helps much building that couple repair bays and frig factory at the "forward base" just near my next victim.
I rarely go for the "phase inhibition" ability unless the cap ship is high leveled since i find it pretty useless. I prefer let the foe retreat his cap ship and focus destroying the planet, since it is a pretty short ranged ability, coupled to the fact the Space Egg is damn slow, makes it of poor tactical use.

As for a second carrier, my choice often go for the carrier, sometimes for the desolator, depending of the strategical context. I fully load it with fighters, since those are best against LR frigs, and helps repell enemy bombers/fighters if needed, since it got free bombers with its ability Scramble bombers.

The first ability I always pick is Scramble bombers, and pick it up each time it is available. Depending of the context, I pick repairing cloud or microphase aura as a second ability, if I have to support tons of assaillant or repell mutliple Flak Frigs.

When I know I'm fighting against noobz, I usually rush for a second cap ship asap, and choose the carrier, in order to fend off enemy LRM with fighters, always picking bombers spawn as first ability. Then once the forward base is established, bombing frigs come along to take out the enemy, covered by the Space Egg and the Carrier. Again, supported with assaillants to have decent dps against any structures and possible counterattack.

I rarely go for a 2nd/3rd cap ship in multiplayer (since those tends to die quick in major engagements later on, assuming I havent rushed a 2nd cap ship early on), if I do so, I usually pick a 2nd Space Egg in order to ninja freshly neutralized enemy planets in another frontline (meaning I'm fighting a 2 fronts war).

The Battleship and the Marauder are for pve carebears imo, they are almost of no use in pvp since again, a cap ship in major mid/late game engagements tends to die quickly, so are a waste of ressources. I dont say they are useless, but in pvp, better go for Space Egg and Carrier, or at last but not least, Desolator.
Reply #34 Top
Wow, to say the Kortul and the marauder are for "PvE" is ignorant and noobish....

Especially since the Kortul at the later lvls ups the DPS of your fleet. From your tactics it sounds like you do more "PvE" then anything....

Reply #35 Top
Wow, to say the Kortul and the marauder are for "PvE" is ignorant and noobish.... Especially since the Kortul at the later lvls ups the DPS of your fleet. From your tactics it sounds like you do more "PvE" then anything....
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Well as I said, I dont build cap ships in pvp. All battle I fought, those who massively relies on cap ships died so fast. I dont said that their abilities arent cool, I'm saying that's a waste of ressources to build more than 2-3 caps ships, and in this case, my choice go for another space egg, or a desolator (planet bombing upgraded), or a carrier: usually to escort the space egg, in order to take quickly neutral planets, and/or take out my first victim in an early war.

If you can build more than 2-3 caps ship in pvp, that means 1) you're a noob 2) You are fighting a bunch of noobz and wants to make a show to those :p

Reply #36 Top
Or you're playing a larger map.
Reply #37 Top
Yodarkore, about 200 games ago, I might have agreed that buiding a 2nd cap was worthless. However, I have found that the abilities that caps bring to the fight make or break the game. I generally now upgrade my cap ship capacity 1 step behind my fleet upgrade research (i.e., if I go for the 2nd fleet upgrade, I will get my 2nd cap then).

Think about it, if you see an illum fleet with the mothership, have you ever not microed the mothership because you knew it was the backbone to the illum fleet?

The phase missle swarm owns illums. The carrier with the repair cloud rocks. The Kortul has great abilities too.

In any event, I pick colonize, then nano, then gravity warhead (in that order) on the egg. That grav warhead is a gem, and letting the enemy cap get away is a lost opportunity.

Reply #38 Top
Well my next two ships are usually a Devestator and a Desolator. They combine nicely. The volatile nanites works very nicely with the Desolator's disintegration ray and the nano-disassembler (doing tons more damage to large targets) and the volatile nanites also works very nicely with the phase missile swarm (hitting lots of targets for increased damage and then they all pop).
End of quote


If the enemy fleet is heavy on frigates and light on cruisers, a pair of desolators and a devastator sporting volatile nanites + phase missile swarm is capable of the kind of widespread destruction that Cleansing Brilliance + Malice can create.
Reply #39 Top
Well as I said, I dont build cap ships in pvp. All battle I fought, those who massively relies on cap ships died so fast. I dont said that their abilities arent cool, I'm saying that's a waste of ressources to build more than 2-3 caps ships, and in this case, my choice go for another space egg, or a desolator (planet bombing upgraded), or a carrier: usually to escort the space egg, in order to take quickly neutral planets, and/or take out my first victim in an early war.

If you can build more than 2-3 caps ship in pvp, that means 1) you're a noob 2) You are fighting a bunch of noobz and wants to make a show to those
End of quote



If you are playing on a Small map i agree because you do not have the time nor the resources as small games = RUSH.

However the larger the map becomes the more ships you can pound out. play on a map with 100+ planets and the size of your fleet will be larger then 2 cap ships. This game is more then HEY 1 Solar system Home planet rush game. Play a game where you are in 1 solar system with ten Planets, your nearest opponent is like 10 minutes away (although it could be longer) and has his own solar system, and thier are 11 more solar system.

By the time you leave your solar system your gonna have a huge fleet but you have to be wary because if your attacking a players home system and they SEE IT coming by the time you get to them they can build their fleet to be larger then the fleet you sent to kill them.

Whats funny is in those games people that try to be stupid aggressive get murdered by the players whom are playing the politics.
Reply #40 Top
Best starting cap of vasari is Migrator hands down.

There is no discussion weather you might want kortul or marauder at start.

None, period.

Only time you might consider going marauder is when you are having clanmatch with team that know wtf they are doing.

The Kortul and Desolator siege cap you can leave untouched. They are useless.

Wether to build or not to build second cap is largely desidet by the factors of following:

a) How far away is your opponent?

b) Was your starttig location good on eco side?

c) Do you find lots of neutrals you can bummrush with fucktonn of scouts?

d) What will you benefit from othr cap?


The "d" is realy important point. Cap ship is expensive pice of space driftwood in hand of unskilled player. Low level cap lacs firepower aswell as lasting power. And is easy to conentrate at. Capital ships are mainly tactical advantage, only migrator becomes Strategick wepon and thats at level 6.

You need lots of skills and gimmicks to make the second cap useful at lower levels.
And remeber, for the price of 1 exstra cap + research, opponent can get enought ships to take it down roughtly in 30 seconds, give it or take 10.
And when you play the "good players", you know, the one that fucks you up after 15 minutes, you might end regrettick you got the cap.

Worst case scenario whuld be you getting bummsekcsed by fleet of 25 illuminators + progenitor, while you got 2 caps and odd 10 assilants.



Now, one might ask: Why to build 2 or 3 caps at all?

I will tell you.

If you are confident in your skills, have steady income from lots of neutrals in first 15 minutes of the game, you might want to go tad bit eco.

Going eco means you might want to leave your fleet support at second upgrade.

This is where capitals come in!

Properly used capitals can make your small fleet enought to take on 30% to 50% bigger than you, and make you lose less of your ships.

When you rely on 3 capitals and 30 assilants (or maybe 15 carriers, depends) you want tactical advantages.

The combination of Jarrusal > marauder > Carrier is my mostly used capitalship combination.

Jarrusal is responsible for 2 things, gravity bombing, and capitalship gankker. In big fleets you want to leave the nano thing alone and save antimatter for gravity.
With it you have always an option to kite your opponent and get out of harms way.

Marauder is responsible for 2 things too. It can effctifly screw up your enemies attack queue, save ships that are focused stop them from phasing. It can also help your fleet to kite the enemy, realy useful on carrier heavy fleets.

Carrier cap is responsibe in keeping your stuff healed. It is best regen healer vasari got. Also, litle known fact is that: Repair cloud and regenbay stack, you will get the regenbay + the cloud regen. Use it to pump stupid amaunt of health in to capitals. Best theoretical healing achived is TEC upgradet bays + lvl3 cloud, 55 Hp/sec :D
Also, note, that repair cloud continue repair ships that are phased out, so before you phase out that woundet capital of yours, hit the repair cloud and only then phase out hull. That way you get free HP, rincne and repeat and you can make enemy waste his DPS.

All that above needs lots of micro and tactical skills and your day can be ruined by single radiance. Remeber your weakneses, and you can beat fleets while eco whoring ;)
Reply #41 Top
I agree with PeskyFly. The Kortul is either my first-or second favorite cap ship (evacuator is the other), but it does have it's limits. I find that it operates best when it is used in a combat/support role with a substantial fleet when trying to reduce an enemy fleet's numbers. I don't believe that it's designed to go head-to-head with the other battle-caps. It's really more of a fleet-thinner.
Reply #42 Top
mine favorite is the only and best evacuator why
a) colonize all the time you want with able to wistand some amoute of power insted of the bad focuse fire need of heavy grauding colonzation ships
b)drain planet fast and very good. after wardas give you plenty of time to build defences just in case they test there luck to try to take is over again

but the carrier is my secound and favorite but evacuator is better for the beging
Reply #43 Top
sorry mispelled the last word i ment the frist
Reply #44 Top
Best starting cap of vasari is Migrator hands down.There is no discussion weather you might want kortul or marauder at start.None, period.Only time you might consider going marauder is when you are having clanmatch with team that know wtf they are doing.The Kortul and Desolator siege cap you can leave untouched. They are useless.Wether to build or not to build second cap is largely desidet by the factors of following:a) How far away is your opponent?b) Was your starttig location good on eco side?c) Do you find lots of neutrals you can bummrush with fucktonn of scouts? d) What will you benefit from othr cap?The "d" is realy important point. Cap ship is expensive pice of space driftwood in hand of unskilled player. Low level cap lacs firepower aswell as lasting power. And is easy to conentrate at. Capital ships are mainly tactical advantage, only migrator becomes Strategick wepon and thats at level 6.You need lots of skills and gimmicks to make the second cap useful at lower levels.And remeber, for the price of 1 exstra cap + research, opponent can get enought ships to take it down roughtly in 30 seconds, give it or take 10. And when you play the "good players", you know, the one that fucks you up after 15 minutes, you might end regrettick you got the cap.Worst case scenario whuld be you getting bummsekcsed by fleet of 25 illuminators + progenitor, while you got 2 caps and odd 10 assilants.Now, one might ask: Why to build 2 or 3 caps at all?I will tell you.If you are confident in your skills, have steady income from lots of neutrals in first 15 minutes of the game, you might want to go tad bit eco.Going eco means you might want to leave your fleet support at second upgrade.This is where capitals come in!Properly used capitals can make your small fleet enought to take on 30% to 50% bigger than you, and make you lose less of your ships.When you rely on 3 capitals and 30 assilants (or maybe 15 carriers, depends) you want tactical advantages. The combination of Jarrusal > marauder > Carrier is my mostly used capitalship combination.Jarrusal is responsible for 2 things, gravity bombing, and capitalship gankker. In big fleets you want to leave the nano thing alone and save antimatter for gravity.With it you have always an option to kite your opponent and get out of harms way.Marauder is responsible for 2 things too. It can effctifly screw up your enemies attack queue, save ships that are focused stop them from phasing. It can also help your fleet to kite the enemy, realy useful on carrier heavy fleets. Carrier cap is responsibe in keeping your stuff healed. It is best regen healer vasari got. Also, litle known fact is that: Repair cloud and regenbay stack, you will get the regenbay + the cloud regen. Use it to pump stupid amaunt of health in to capitals. Best theoretical healing achived is TEC upgradet bays + lvl3 cloud, 55 Hp/sec Also, note, that repair cloud continue repair ships that are phased out, so before you phase out that woundet capital of yours, hit the repair cloud and only then phase out hull. That way you get free HP, rincne and repeat and you can make enemy waste his DPS.All that above needs lots of micro and tactical skills and your day can be ruined by single radiance. Remeber your weakneses, and you can beat fleets while eco whoring
End of quote


Why would you use the Marauder to stop a ship from phasing? Gravity bomb is more effective as once Phase hull drops the cap ship will be jumping and btw you can't hurt the target under the effects of Phase hull.

Again saying the Desolater and the Kortul are worthless is horrible advice and show a lack of understanding. Plus your entire strat only works in small maps that take at most an hour to play....

The Kortul and the Desolator add dps and can be set up to be a nasty DPS combo against the enemy fleet. You should evaluate the ships before you declare them useless.
Reply #45 Top
Because it takes caital ship allot of time to re initiate the jump, and in that time you can get free shots in and reload graw bomb?

i've killed many cap ships this way, espesialy since the orders are reset after hitted by phased hull.
Reply #46 Top
For its overall tactical and strategic options, the Jarrasul is really one of the best caps in the game.

Kortuls are great too.

If you like micro, the Marauder or Carrier are pretty good too, but it takes a lot of management.

I only make Desolators when I get to a stage of the game where I need more siege. I consider Desolators to be the Vasari siege frigate.
Reply #47 Top
Space Whale.

Insane single target DPS, can colonize, can prevent enemies from jumping away, is a great siege engine and on top if it, gives you free resources.

Only a fool would consider taking a different cap, but would of course still build the egg.

Obligatory quote from _the_ Bible after fixing some trivial spelling mistakes:


And God created great whales. And the Lord said unto the Player: Thou shall be fruitful and multiply by building the Space Egg. Replenish your resources and subdue your enemies, have dominion over their planet health.
Reply #48 Top
just hop jarrusal to piratebase and get it to level 6

solves all your sieging problems :D
Reply #49 Top
I prefer to lead with the desolator. It's devastating against planets and structures and favours the aggressive hit and run style of play that vasari lean towards. It's not something I'd like to stick around with in a fleet battle though.