TEC Capital Ship Ability Strategy Guide/FAQ

I saw someone asked for an ability guide, and seeing as I'm in class and bored as hell, I figured I'd answer the request. I'll start with TEC.

I have gone back in and edited this thread.

Clarification for Autocast: When I say leave something on autocast or not, I mean right click on the ability to turn it on so the computer automatically uses the ability when the ship has antimatter, or turn it off where you use the ability manually.

Passive Ability: You don't have to do anything. The ability doesn't require antimatter.

Kol Battleship

Abilities:

Gauss Rail Gun: Pretty straight forward. It's a cannon that does damage. The problem is it's a very high antimatter cost and the damage has to go through mitigation shields, meaning the 800 damage level 3 gun really does about 400 damage, maybe 300 if the ship is damaged enough.

I think this is a waste of antimatter, but still, use this ability at lower levels. The ship's already a beast. This cannon's a nice plus.

Flak Burst: Again, pretty straight forward. It's a flak burst fired and it does damage to fighters/bombers. It's an area of effect weapon. It's a nice case-specific ability, but I don't use it often. It doesn't kill fighters in one shot, but 3 or 4 shots from this will do it. Up the level and it'll take few shots It's a nice counter to someone who's spamming fighters/bombers.

This should on be on autocast only if you're up against a lot of fighters/bombers and you don't want to pay attention. If you can manually press this when the kol has a ton of fighters around, then you're golden. Other than that, I don't find this ability useful.

Adaptive Force Field: This ability is nice. This is where my level ups go. It blocks phase missles, and is actually a very good shield.

Leave this on autocast until level 6. Then turn it off.

Level 6: Finest Hour
Yessir, this is a nice ability. The battle bonuses the Kol recieves from this ability basically means you have a ship that isn't going to die. Basically, the Kol which was already a beast gets insane bonuses to make it more of a beast. It's so tough by level 6. This ship is a rock by this point.

Leave this ability on autocast once you get it.

Sova Carrier

Abilities:

Missle Batteries: This ability is a nice support, but don't rely on it. Sure it makes a nice missle battery, but the battery isn't amazingally good. It's a good suport ability for your fleet. That's about it.

Turn this ability off unless you have the antimatter to spare on the ship.

Embargo: Ah, the selling point of the Sova. This ability is just ungodly good for rushing. You leech off your opponents planet (preferably his homeworld as that has the best income). You get 40%, 70%, and 100%, in that order for the levels of this ability. You also slow his construction times. I'm not going to explain the Sova rush, but that's what this ability is good for.

Leave this ability on. It's a beauty.

Heavy Fighters: Not really useful. If your opponent has flak you're still gonna lose your fighters anyway. Don't tech up this ability until you have the other abilities first. I recieved some criticism for my view. I do not find this useless, but you shouldn't pick this until the carrier has 4 or 5 fighter/bomber groups. The upgrade doesn't effect too many ships at lower levels so it's really a level up that goes to waste.

Passive Ability

Level 6: Rapid Manufactoring

The felt effect of this ability isn't really that much. You make your fighters quicker, the planet the Sova is on will construct shit faster. I don't care for it, and you shouldn't expect much from it. You get a much better pay off having this ship harassing your enemy with embargo. I will say, if you have a planet with 4 factories, however, this ship can make you churn out other ships like mad. With a massive Eco, this is just amazingally good.

Leave this ability turned off, unless you have mentioned planet, then leave it on for use at that planet.

Akkan Battlecuiser

Abilities:

Colonize: This ability is absolutely invaluable. It makes the colonizer, not just for TEC, the first choice for your cap and the first choice for ability. Ironically, once you have level one with this ship, don't bother with upgrading it. Level 2 and 3 just give free extractors. A lot of good that does. Saves you a whopping 250 cred per mine and the minute or so of resources that mine would have produced.

Still, the strategic option this ability offers is immense. When you're expanding early, going straight from homeworld, to the local asteroid, and then to an ice or lava is a BAD choice. If you can get to an asteroid 3 jumps or less away, however, then that's a good choice. Asteroids and lightly defended terrans and deserts give the best payoff for economy and overall speed of development in the early game.

Colony frigates tend to die before they get to said planets and take forever to build up antimatter stores, but colony caps don't. Not only do you get an econ bonus from getting a planet without having to tech up to get it, you also get a new strategic position to build a frigate factory at and harass your opponent.

Being able to seige and then colonize a planet is just invaluable.

Leave ability on autocast, it doens't matter if you leave it on because it will only activate next to abandoned planets.

Ion Bolt: Another ability with bad payoff for the antimatter you pay to use it, but then again, until you have armistice there's nothing else that you're really going to be using antimatter for on this ship.

Ion bolt is useful for a few things. When your opponent attempts to flee, you can target his capital ship with this ability. It doesn't last long, but you can just fire it again once it wears off. What is key though is the ship has to reaccelerate, meaning it's never going to get away.

It also can stop a ship from turning so it can use its ability. This is a bit more of a stalling move, but still effective. Still, I consider this at best a stall, but then again, in this game stalling is quite valuable as a strategy.

While it's difficult, you really should manually go in and use this ability. If you leave it automatic it'll hit frigates instead of opposing caps.

Targeting Uplink: An ability that people quesiton the applicability of, this ability is an aura that raises the hit % and range of the ships around it. Hit % means nothing really, except against Vertigo, an Advent ability that reduces a ship's hit % on enemy frigates, and against enemy fleets in asteroid belts. In there, your hit % goes down. This brings it back up. Flak also get better hit % against fighters and bombers. Still, the ability is rather limited, but having longer range for ships is still a nice plus.

Passive ability

Level 6: Armistice

What a nice underappreciated ability. This ability allows you to buy 60 seconds of peace on a planet. This may sound like an ability for when you're losing, but let me explain. Sometimes, you need to buy time. This is a perfect stall. Other times, and this what I use the ability for, you need to have two fleets. Give this ship to the smaller fleet, the one that will raid your opponent. Fly in, and once he responds with a larger fleet, just Armistice your way out, and hit him with your other fleet someone else in his territory.

You really can use this ability to your advangtage, you just need to be creative.

Don't leave this on autocast. You should manually trigger it yourself.

Dunov Battlecruiser

Shield Restore: This ability raises a very large amount of shields, larger than most frigates or curisers offer, so while this ability can be used on smaller ships, it's really designed for other caps. With this ability, your other caps aren't going to die, but t his requires proper monitoring and microing.

Don't leave this on autocast. To get the right use out of this, you need to use it on your other caps.

Destabilizer Charge: I love this ability. It does some damage, sure, but the antimatter removing ability is what sells me. You can remove antimatter from your enemy's cap, so useful in early game. I'm also told this has an area of effect, makes it even better.

Leave this on autocasts.

Magnetize: One of the more comic abilities. You target a ship, or a building, and it's abillities are disabled, but that's not all. Your opponents fighters will crash into this affected target. Just so funny to watch.

Leave this one off, but manually use it or turn it on when up against a fleet of fighers. This ability is good, I just prefer the others.

Level 6: Flux Field

This ability is why I pick the Dunov as my second and sometimes first cap. It reduces your antimatter costs 300%,. I think this really means your new antimatter costs are 1/4 of their original costs, but I dont know, I just know the antimatter costs are reduced. Combine this with say 3 kols all using gauss cannon and flak burst, or combine it with an allied Advent fleet and it's a huge boost to a fleet.

Manually turn this on in battle.


Marza Dreadnought

Abilities:

Radiation Bomb: I've changed my opinion on the radiation bomb. My problem with it before was that I didn't think it did enough damage. Then I leveled it up past level 1. Man I was wrong. This is effective, but again, it has to be up past level 1. Still, very useful.

Try not to leave this on autocast. Find the grouped up parts of the enemy fleet and manually target that.

Raze Planet: The selling point and best ability of the Marza, and thankfully you don't need to level it up much. Just level 1 levels planets. My personal favorite thing to do is to send a diverstionary fleet to an enemy planet, and then send the Marza to another. The Marza will level the planet before he can get to it. You can put your level ups into radiation bomb and the others into this.

Leave this on autocast.

Incendiary Shells: A damage boost to the Marza's already heafty damage output. A good passive ability. Still, the pay off is better for the other abilities, I generally don't bother with this too much.

Passive Ability

Level 6: Missle Barrage

I've heard mixed answers to how this works. It says it does 150 damage. Well that's specific. I've heard it does 150 damage to 20 targets in the AoE, then I've heard it does damage to every target in the AoE, and fires 20 volleys of 150 at everything. I really don't know what this does or how it works.

Personally, I think it does 20 missile barages on every target, because this ability lasts for about 25 seconds. Either way, it dishes out a good bit of punishment, makes a great support ability. (Credit to Mongoose on this one, I wasn't sure how this worked)

Leave it on autocast unless it's seiging. If you're only going to seige with the Marza, turn this off.








15,317 views 17 replies
Reply #1 Top


This ability doesn't do as much as you'd like. 150 damage to every target isn't that much. What is nice though, is that against say an Advent fleet that's using guardians. You can fire this, damage everything in the Advent fleet, and transfer 50 damage from every ship damaged to the guardians. Against say a 100 ship fleet, this is lethal for killing support guardians. Other than that though...I don't care for it too much. It doesn't do enough.

Leave it on autocast unless it's seiging. If you're only going to seige with the Marza, turn this off.
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Its "only" 150 damage, but it fires 20 times (assuming I'm reading the data file correctly... it might fire 16 times instead).
Radiation Bomb: Not as effective as you'd think it'd be. I've never seen this do too much damage. It's not a bad ability, it just doesn't do much.

Don't turn this on autocast ever. Manually use it in a 1 v 1 ship battle, other than that, never.
End of quote


Did you forget it was an AoE ability, as well as a DoT? Great for dealing with swarms!



Heavy Fighters: Not really useful. If your opponent has flak you're still gonna lose your fighters anyway. Don't tech up this ability until you have the other abilities first.
End of quote


Increasing the DPS of your fighters is "worthless" simply because the enemy might have flak in the system? Uh-huh...

As for the Kol, I personally like to use the Gauss cannon in "smaller" fights, and once you have it to level 6, the gauss cannon + shield power can be spammed almost infinitely, for as long as finest hour holds out.
Reply #2 Top
Ron:

Your First Point: Does that mean it targets 20 ships and deals 150 damage to each? I really don't know. I've just never seen this ability turn the tide of a battle. I still use it, but I've never seen it do a drastic amount.

Your Second Point: I know it has an area of effect. What I've also noticed is the area of effect is rather small. I don't dislike this ability, but I find the other abilities more strategically useful.

Your Third Point: The payoff for 10% to just the fighters from this cap is a little small with just 2 or three squadrons. I find this ability useful if the cap is at a higher level with more squadrons this can be used on. Until then, I'm upping embargo and missile turret. I don't find Heavy Fighters worthless, but it's not wise to pick this ability when it only effects a few units.

The Kol is good in smaller fights, and I still use the Gauss gun myself, I just find the antimatter use to damage ratio here a little weak. At early levels though, I use it too. At level two you have shield and gauss. Of course you're going to use gauss. I'm talking more in general.

Still, very good points!
Reply #3 Top
A couple points

Kol - Gauss is a very good skill and not a waste of antimatter. Don't leave on autocast and always shoot enemies that haven't been targeted yet. Burst damage is should only be used when the enemy shield mitigation hasn't gone up yet. With finest hour, the skill becomes highly spammable and you should basically just be gaussing all their non-damaged ships

Akkan - ION bolt is a very good skill and definately not a waste of antimatter. It not only useful for chasing but also required for stopping combos like malice/brilliance and keeping the enemy cap ship out of battle during a critical time.


Reply #4 Top
Gauss Rail Gun: Pretty straight forward. It's a cannon that does damage. The problem is it's a very high antimatter cost and the damage has to go through mitigation shields, meaning the 800 damage level 3 gun really does about 400 damage, maybe 300 if the ship is damaged enough.

Don't leave this on autocast, and don't use this ability too much because it's a waste of antimatter.
End of quote


It's not a waste of anti matter, but you do have to be careful with it. You can fire it repeatedly if you're using Finest Hour. Other than that, it's good to use as the opening shot against an enemy capital before his mitigation gets run up. All that said, I do tend to favor flak burst over gauss cannon, but I find both useful.

Flak Burst: Again, pretty straight forward. It's a flak burst fired and it does damage to fighters/bombers. It's an area of effect weapon. It's a nice case-specific ability, but I don't use it often. It doesn't kill fighters in one shot, but 3 or 4 shots from this will do it. It's a nice counter to someone who's spamming fighters/bombers.
End of quote


At level 1 and level 2, it's not too impressive, but at level 3 I find that it's awesome. I gotta disagree about leaving it on autocast; I never, ever do that no matter how many strikecraft my enemy has. The trick to this ability is to wait until a large number of strikecraft are in the AoE before firing it. At level 3, it can insta-gib Advent interceptors and generally do major harm to all others. As an anti-strikecraft ability, I find it to be significantly more effective than Magnetize. Also, since destroying strikecraft gives your caps a miniscule amount of experience, you can actually level low end capital ships pretty quick shooting down strikecraft with this.

Ion Bolt: Another ability with bad payoff for the antimatter you pay to use it, but then again, until you have armistice there's nothing else that you're really going to be using antimatter for on this ship.
End of quote


I find Ion Bolt to be quite handy. You really can't perma-stun with it, but if you're chasing an enemy cap I'm usually glad to have it. Combine this with Designate Target from your Cielos, and enemy caps are dead meat. It's especially nice to use when he's almost got his phase drive charged up, since it interrupts the jump sequence.

Shield Restore: This ability raises a very large amount of shields, larger than most frigates or curisers offer, so while this ability can be used on smaller ships, it's really designed for other caps. With this ability, your other caps aren't going to die, but t his requires proper monitoring and microing.
End of quote


Combine this with a Kol that has Finest Hour / Adaptive forcefield and some Cielo command cruisers for Embolden. The Kol simply can't die under those conditions. It can literally absorb the fire of an entire fleet for an extended period of time while it deals back splash damage and gauss cannon shots with all the AM Finest Hour provides.

Destabilizer Charge: I love this ability. It does some damage, sure, but the antimatter removing ability is what sells me. You can remove antimatter from your enemy's cap, so useful in early game.
End of quote


Area effect anti matter depletion and area effect shield disruption. This ability is under-appreciated and it is awesome to have. It is one of the few viable ways a TEC player can counter Subverters, Overseers, and Guardians. You use EMP charge in the opening phases of the battle to remove enemy support cruisers anti-matter. The shield disruption is icing, but it's nice to have.

Overall, the Dunov is a bit of a soft target as far as caps go, but it's abilities rock. Get two Dunovs to lead your fleet and if the enemy focus fires one of them, it's consort can recharge its shields. Get some Cielos and Hoshikos to up its shields, weapons, and fix the hull and it can have some decent staying power. Nothing like a Kol, obviously, but still pretty darned good.

Radiation Bomb: Not as effective as you'd think it'd be. I've never seen this do too much damage. It's not a bad ability, it just doesn't do much.

Don't turn this on autocast ever. Manually use it in a 1 v 1 ship battle, other than that, never.
End of quote


Keep in mind that Radiation Bomb is area effect. You certainly shouldn't expect to destroy whole swaths of frigates with this by itself, but the area effect damage it does can 'soften up' a formation of enemy ships. Gotta disagree about autocast. I tend to leave it on and have generated good results. The AI is actually pretty good about firing it into crowds of enemies where it can work the best.

Incendiary shells is nice in conjunction with Radiation Bomb. You can get some serious area effect, DoT damage effects going with those two abilities.

And yes, Raze Planet is ridiculously awesome. Two Marzas with even just level 2 Raze Planet can crush all but the most fortified worlds.

Also, I find that Missile Barrage is quite good if you use it for what it's intended for. In keeping with the theme of area effect attacks, Missile Barrage is good softening up an enemy fleet.
Reply #5 Top
Akkan - ION bolt is a very good skill and definately not a waste of antimatter. It not only useful for chasing but also required for stopping combos like malice/brilliance and keeping the enemy cap ship out of battle during a critical time.
End of quote


Good point, since Cleansing Brilliance can actually be interrupted during it's charge up. Good timing can save you a hell of a lot of pain there.
Reply #6 Top
I like all the posts so far. I wrote this in one take in class, so I'd just like to say you guys have nailed everything I missed. I haven't seen anything I disagree with.
Reply #7 Top
Raging Amish,

This is a helpful post. A small point

- Sova Rapid Manufacturing - my understanding of rapid manufacturing is that it only applies to strikecraft that belong to the Sova, and has no aura effect at all for planetary production. (i.e. Sova can instantly replace its destroyed fighter squadrons). If it actually works as you say then I'm going to be investing in Sovas for more than nubstomp embargo rushes, but I'm pretty sure it doesn't...

Also might be worth mentioning that the Marza deals more direct, non-specialized damage to a single target than any other ship in the game...
Reply #8 Top
So how does the Marza lvl6 really work? Target 16 ships and deal 150 damage to each? What if there are less then 16 ships in the AoE? Or is it just 150 to any ship in the AoE, no matter how many?
Does it work at all? I clicked it and watched an enemy ship, execting the shields to drop and nothing happened (but I only watched one of many in the AoE).
Reply #9 Top
- Sova Rapid Manufacturing - my understanding of rapid manufacturing is that it only applies to strikecraft that belong to the Sova, and has no aura effect at all for planetary production.
End of quote


It does have an effect on a planet you own. It's not a long effect, though, so you won't see much of a boost unless you have a lot of simultaneous builds going, i.e. multiple factories making ships and/or multiple structures being constructed at once.

So how does the Marza lvl6 really work? Target 16 ships and deal 150 damage to each? What if there are less then 16 ships in the AoE? Or is it just 150 to any ship in the AoE, no matter how many?
End of quote


It does 150 to every ship and structure in the AoE, 20 times over 25 seconds. If you tell the Marza to do anything else, it will stop firing, so you have to let it stand still for that period of time. It's a way to distribute damage over a potentially huge number of targets, but it's typically not enough to kill things outright unless they've already been hurt.
Reply #10 Top
@ Mongoose: huh, really didn't know that about the Sova. Thanks
Reply #11 Top
Akkan Battlecuiser
Abilities:Colonize: This ability is absolutely invaluable. It makes the colonizer, not just for TEC, the first choice for your cap and the first choice for ability. Ironically, once you have level one with this ship, don't bother with upgrading it. Level 2 and 3 just give free extractors. A lot of good that does. Saves you a whopping 250 cred per mine and the minute or so of resources that mine would have produced. Still, the strategic option this ability offers is immense. Colony frigates tend to die before they get to said planets and take forever to build up antimatter stores, but colony caps don't.
End of quote


Well, not exactly.
First of all, I wouldn't make my first cap ship the Akkan, as at least 2 other cap ships are better in battle, which is "absolutely invaluable" in the early expnansion, when you have probably a small fleet with crappy auxiliary ships.
And dude, send colony ships AFTER you've owned the enemy in battle. This way they won't "tend to die". :D Antimatter stores can rejuvenate in less then a minute. So the colonizing ability is not a good reason to buy the Akkan.
As for the mine extractors... well, you have to spend another few seconds to build them up, the bigger developments (like planetary defense structures) take A LOT more time to build, so it's not really a superb feature too at all.


Reply #12 Top


Good post.

Which combination of special abilities work well together.
Reply #13 Top
I have 1 disagreement about the sova's lvl6 ability. This ability can be extrememly useful for switching from fighters to bombers quickly. Its saved my ass several times when my opponent brings alot of caps or cruisers, but doesnt have that many frigates.
Reply #14 Top

Use Ion bolt with phase jump inhibitors just as an enemy cap has almost jumped away, and it has no chance of escape. i like to do this when the enemy sends a small fleet to my planet, and when they run away, use this :)

Reply #15 Top

I just wanted to warn that while useful, this is a very OLD post!  Some of the information is outdated.  For instance, the Sova's 1.18 Missile Batteries are greatly improved.  And the Marza's 1.1 Missile Barrage was fixed, and now deals an awesome amount of damage if left to complete its full effect.

I'm partly to blame, for bringing it back up, since I had linked to it in my post.  But long ago, I also found this post to be quite usefull.

Reply #16 Top

I have a TEC chart in its infancy stages.  All level 1 Cap ship abilities are stated, and a couple level 2s.  I will be working more on it once my laptop is back up, but it's notcooperating at the moment.  (Thought I had it fixed too...)  I'm also going to add in a brief description of each ship, as well as structures, planets, artifacts, pirates...well, pretty much everythin I can think of.

Will be a complete chart/mini-guide to the TEC Faction.  (Other factions pending on how long this one takes)

https://forums.sinsofasolarempire.com/380921

-Twilight Storm

Reply #17 Top

Ion bolt also shuts down channeled abilities like Marza's Missle Barrage, which can be handy...