Double Capitals in early game with quick start; does it work?

The title says.

I think I see some oppounities for double caps in the beginning of the game.

It seems double eggs, double Marza or double Kols work surprisingly well (double kol you really don't have to focus on fighters if you are careful.)

 

Any other thought?

4,960 views 11 replies
Reply #1 Top

Maybe this works with Kols and Marzas, but for Advent I would suggest two different ships, as they usually have synergies.

 

E.g. Progenitor Mothership + Radiance or Halcyon.

I usually try to get the three together. One of each of the five Advent capitals, ideally. :)

 

Vasari:

Double Eggs? Egg + Skirantra Carrier for Repair Cloud is my usual choice. Or another capital to exploit the Nano-thingie of the Egg, but not one more Egg.

Reply #2 Top

no, it dont work, double kol combo sucks ass when you are going carrier fleet.

 

dont try it

 

 

just build SB or something...

Reply #3 Top

I generally suggest that you don't get 2 caps immediately.  Your DPS will suck.  However, let's say that fleet size is set to large and you are in the pocket.  You can get two caps without ever building a weapons lab or increasing fleet supply. 

2 eggs can be very useful as you can alternate grav bombs or, eventually, get double planet suction.

2 marza's work suprisingly well because you can assaniate roids, and even a HW with ease.

Lastly, it depends on what your opponent is doing.  If you suspect a carrier spam or something, getting another cap that is specific for that application will pay dividends.  Just remember, if you lose one of your caps early game, it is a heavy set back, so retreat them accordingly.

Reply #4 Top

It works well against the AI because they won't chase down a damaged cap.  Generally not a good idea if you are going to be in combat with another player soon.  Whenever anyone tries this vs me, they better believe I'm chasing down a damaged cap after they kill a few of my frigates.

If you arn't going to be in combat with anyone soon, it is possible to go for two caps early;  just remember that one cap plus frigs will level faster than two caps.  Having one cap hit level 6 sooner might be more important than two caps at level 4.

Reply #5 Top

its just that usualy my caps are escorted dy hoshikos.... so cyk, you can chais them as much you want

Reply #6 Top

its just that usualy my caps are escorted dy hoshikos.... so cyk, you can chais them as much you want
End of quote

You wouldn't attack me with just 2 caps and Hoshiko's because I'd have cool stuff too.  Of course if you have help, are being fed, or I'm attacking you, yeah, it can be a problem.

Reply #7 Top

Oh my, we need to seperate answers for Singeplayer and Multiplayer... :)

Reply #8 Top

Well, you'd almost have to pick a colony cap as one of your first two.  Secondly, you'll have to be equipped to counter LRF and bombers, so I think one of the two should be a carrier cap to give you fighter support.  Now that's starting to sound like a balanced strategy that can be pulled off.

I'm also seeing this as a way to utilize the Sova rush.  Rush with your Sova while you colonize with your Akkan then go for the kill once you can afford to fil out a nice big fleet.  Otherwise, this looks like something Vasari could use best with that big mean evacuator with Skirantra in support.  Advent may have powerful colony and carrier caps, but they're at their best when supporting friendly frigates.

 

Oh my, we need to seperate answers for Singeplayer and Multiplayer...

End of quote

In SP, you can get away with almost anything if you aren't stupid about it.

Reply #9 Top

you can't open immediately on double caps. you have to build one lab building, then research a fleet logistics unless you do something nutty like scrap all your scouts and play blind for a while. then you have to research a cap crews upgrade. it takes several minutes and a bit of waiting for resources to get that 2nd cap out quick enough.

 

i just tried this, by the way, rushing out a 2nd cap as soon as possible. got an Akkan as the first one and a Marza as the 2nd as soon as i could. it worked alright (was playing 1on1 vs. hard AI) but it wasn't noticeably better than a conventional opening. cleared militias a little bit faster, but not faster than i would have if i just spent 3k credits on cobalts (which would be 10 of them). 

 

it also screwed up my econ a little bit because i normally don't research the fleet logistics upgrade for a few minutes because i won't need it. the 40ish logistics left over after first cap and scouts is enough for 8 Cobalts, which is more than enough for clearing planet militias. so i had to take a 9% income penalty earlier than i wanted to.

 

bottom line is i would not recommend rushing for the 2nd cap. buy it when its a strategically good time to buy it, don't get it out there ASAP just because you can. 

Reply #10 Top

To me 2 caps work in a really small map like point blank. Otherwise I would go with 1 cap + frigates.  Also if 2 people go 2 caps, or 1 1cap the other 3 caps, and show up at some sucker's homeworld, that thing will burn lol.

I used 2 caps vs a person on point blank in ORIGINAL sins, using quickstart trick during beta of entrenchment.  It's still possible to have quickstart enabled for non entrenchment games if you know how.

Reply #11 Top

In SP, you can get away with almost anything if you aren't stupid about it.
End of quote

Yeah, pretty much.....the main reason it works against the AI is people keep withdrawing caps when damaged and repairing them, rather than losing frigates.