Raging Amish Raging Amish

Your First Cap: Colonizer vs. Any of the Other Four Edited: 16/7/08

Your First Cap: Colonizer vs. Any of the Other Four Edited: 16/7/08

Edited: 21/6/08

I've been playing this game for a while now, and I noticed everyone has their own way, as according to the forums and what I see online, they like to go early in a game for which cap ship to build first. Some like the Sova rush, others like a battleship to start, some prefer the Marza, and then others prefer the colonizer. After having seen and used them all, I'm throwing my opinion out there.

The colonizer is the best option for the first cap. People talk about how they only pick the colonizer, or only pick the battleship. Regardless, the colonizer is hands down the best one. There's a lot of things to consider:

1. If you don't get the colonizer, you have to buy a colony frigate, possibly two. People argue that the colonizing frigate is nice because once you've gobbled up your planets, you can then get neutral mines. Sure, that is a nice perk, but that takes forever. The colonizer's antimatter regenerates much slower, and loses 100 with each jump. Couple that with needing 90 to colonize and 1/2 antimatter point / sec regen rate, and it will inhibit your initial expansion. The colonizing capital ship regenerates 1-ish antimatter a second, and has a larget antimatter pool. Expansion is no longer inhibited by waiting to colonize.

The other drawback to using colonizing frigates is they eat precious minerals very early in the game. When you are only making 1 metal a sec and .5 crystal a sec, the 100-140 metal (race dependent) and 50 crystal that you have to give up for a colony frigate can really hurt early on, especially if you get two.

2. The colonizing cap has a special ability attached to it's colonize ability.

The Akkan (TEC) gives 1 free mine at lvl 2 and 2 mines at lvl 3. I don't consider this all that useful. I mean, it's a nice perk, but I'd rather have Ion bolt fully upgraded than get the small boost from getting those mines free and up and running quicker.

3. By expanding quickly with the colonizing cap ( as in getting your planets up and running quicker than you would if you were waiting for the colony frig), you are going to be able to afford a fleet a lot quicker. This is just common sense. You get more planets, you have more raw resources, your upgrading your planets quickly, and you have a much higher overall income rate. You economy is much more stable much quicker because you have more planets.

4. Sometimes, early game battles are decided by the accompanying fleet, not the cap itself. This doesn't apply after about 30 min, but initially fleets are so small (cap + 10-15 frigs) that the most effective thing to do is to micro target the opponents frigs, not cap (Well, unless you're vasari, see my post "Illuminator Spammer"). Since any cap can take hits from 10 - 15 ships for at least a while, it really doesn't matter that your cap is a little weaker than a battleship in the initial parts of the game.

I want to start bringing up the exception. TEC fleets just don't pack the punch I want in early games. This is the race I'm most likely to not pick the colonizer because the force of a Kol, Dunov, Marza, or even Sova can be much more useful.

5. This is the part that I use to convince myself to go colonizer. By expanding and getting an eco established early, you're going to make getting the second cap go much quicker. You can get a second cap if you so desperately need it, and by going with the colonizer early, the second cap will come much quicker.

I love the colonizer for every race. People say it's easy to destory. Not really. People say you can be rushed and pay by not having a strong cap. Bull. You can have a fleet to counter a rush if you really have to worry about that. Not to mention, each colonizer has some trump ability, and that includes the Akkan, that comes in very handy.

The evacuator becomes a seige engine in the end with lvl 6 and thanks to its nanite bomb no enemy cap is safe.

The mother ship not only has a beautiful colonizing ability, but malice and shield regen. It's lvl 6 is also nice if you do lose that one cap.

The Akkan has ion bolt, which is great for getting that fleeing cap. It's also great because if you fire it right as a mothership is firing shield regen, you cancel the ability and bring Advent fleets on par with TEC.

The % increase ability is ok, but Armistice is a beaut. You can stop a fight and escape with your entire fleet is you see you're going to lose. This may not seem that great, but say you have split your fleet, and he sends everything at the one that has armistice. That smaller fleet can run while your other terrorizes the enemy planets..

There's the case though...of smaller maps. These of course are different. On a map where you're almost certain you'll be engaging your opponent in less than 20 minutes, getting a different cap isn't a bad idea at all.

 I'm not making an all encompasing statement here. Play Point Blank and choose the Colony Cap and you're writing your death warrant, but still, 95% of the time now I pick the colonizer. I only ever pick anything else on very small maps, such as Razor's edge, where having some ability such as a seige bonus will be necessary to win.

This is just my opinion. I welcome all criticism, positive or negative.

43,019 views 89 replies
Reply #76 Top
Personally, I like to go with the Colonizer first, but remember, once you get your second cap ship ability besides colonize, be careful using it. I got in trouble because my capital ship blew all its antimatter on that and was as useless as the colony frigate.
Reply #77 Top

An Amish in a starship?



It's hell on the horse...

T
End of quote




Well, there is a plus side. In outer space, if the horse gets tired, you can actually carry it for a while. Besides, they don't weigh so much after they have been in zero gee for a while.
Reply #79 Top
I agree with you Raging Amish, my first capital ship is a colonizer and then I build little underling ships. Usually I go the way of the TEC, so I build 10 little Cobalts. Of course, once I find asteroid belts or other neutral mines I have to upgrade to the next cap  :(  Oh well.
Reply #80 Top
I've played against Amish once (maybe twice) and got my butt handed to me.
I have played with/against Cykur a few games recently and have learned this - if I am near him and he is on my team, I worry about the players in the opposite direction. If I play against him I worry about me and call for reinforcements - he does know something about playing this game... :D

Myself - I love my Kol and LRMs bumping into the other guys fleet when he has cobalts and Akkan - he has to retreat or loose alot of ships - especially if I get my hoshikos online shortly thereafter... Then he colony ship isn't actually colonising...
Reply #81 Top
An Amish in a starship?It's hell on the horse...TWell, there is a plus side. In outer space, if the horse gets tired, you can actually carry it for a while. Besides, they don't weigh so much after they have been in zero gee for a while.
End of quote


As long as you remember to point the tail end to the back. Even in zero G, fecal matters have a tendency to concentrate themselves in the space your head is about to enter...

T




Reply #82 Top
Awwww...look at the Amish themed conversation, it brings a tear to my eye.
Reply #83 Top
You're well known on the forums and the online section buddy. We have yet to play a 1v1, so basque in the glory while it lasts. Mwuahahaha. :p
Reply #84 Top
I really wish there was a way to limit replies in threads to people who win 90%+ of random ICO games :p. Nothing is worse than someone who just plays single-player or has a 50-50 (or worse) ICO win/loss ratio...coming on the forum and trying to spread their wisdom.

Personally, I don't always build a colonizer... It depends on the map... I'm also not a big fan of the akkan... But as a general "guideline", I won't ever bash someone for going mothership or the vasari space-whale.


-Drexion
Reply #85 Top
Wow, a little snooty are we? Must be british royalty or something by the sound of it.
Reply #86 Top
Nah PaulTa... I just got so sick of correcting misinformation when I was playing actively... A number of us were trying to improve the quality of the average ICO player by posting guides/etc on the forums (Sadly it is still abysmal, if the game I had last night (after like 8 weeks of not playing) was any indication).

Then when we posted strategies that worked (and what did not) we had to answer pages of replies from people arguing that fighters/bombers are both good and useful...sigh. I get tiered just thinking about my replies regarding the opportunity cost of building carriers...The games I played testing flak vs bombers which people did not believe when I posted the results...sigh...

Anyhow, I hope 1.1 comes out soon... Will begin my comeback to Sins then :).

-Drexion

Reply #87 Top
Sadly it is still abysmal, if the game I had last night (after like 8 weeks of not playing) was any indication).
End of quote


There are a lot of new players online lately since the game is now out in Europe. So if you have a random game the skill level average may be down a bit, but it will pick up in a few weeks. I'm already seeing some of the new players start to pickup their game. All bodes well for a large community of players when 1.1 is out :D

Reply #88 Top
Hey Drexion! Yeah, what Hack is saying is pretty much the case. There are lots of brand new players. There are also a lot of foreign players getting the game now. I think many of the experienced players are waiting for the 1.1 patch as well. There are still a lot of good players lurking about, but you have to find em.
Reply #89 Top
Where do ya'll hang out these days? The IRC seems pretty empty when I come say hi...
I'm actually hopeful with this news that european players are playing on ICO...I don't know why but from past experience in other games, they tend to play better.

I also expect to see a few old souls come out of the wood-works with 1.1, we'll see :). I was a bit sad to see nothing in the patch notes about being able to "set" starting positions (on random games and multi-star games especially). Ah well. I suppose to do that we'd need a "generate map" button and a "view map" ability in the game-host screen.

-Drexion