Need Advice about caps

Hi

im not really a pro player but not a noob eather, i never play agains others on the net i enjoy bashing comps :)

My question:

how many cap ships is really the best to use? i have tried some alternatives. When i used like 10 caps it was hard to lvl them all up.

I usually use 5 (1 of each) and after a while they all are lvl 10. But is it the best way to go? I have read in many posts that alot of players use all 16 cap slots in larger games. Some ppl even say that you should skip caps entierly but i dont wanna do that. caps is the fun part of this game! ;-)

and another thing: how do you ppl divide your fleet? do you use all caps/ships in one mega fleet or do you divide them up? (like in 3 fleets or so) I have entrenchement so i dont have any problems with defences anymore

cheers

p.s i usually play tec

5,412 views 10 replies
Reply #1 Top

Don't build so many capitals! They will die from focus-fire. Even if they don't, its still a bad idea  because capitals will share experience with other capitals in the same grav-well.

5 is the maximum no. of capitals you should have. 3 is usually better, but it depends on your strategy and which race you are playing as.

As TEC, it is best to get a Kol or Marza first. The Akkan and/or Dunov are good second choices. Get a Sova if you are going to Embargo ruch him. The Sova teams up well with the Marza.

As Advent ALWAYS get a Mothership first. Then get a Radiance and/or Halcyon. Halcyon is great for boosting the firepower of your fleet.  Rapture is nice too. Never bother with the Revelation.

As Vasari, you have to get the Evacuator first. The Skirantra is a good choice if you are defensive. Vulkoras is good second choice if you are aggresive. Kortul should come later. Only get the Marauder if you plan on raiding alot.

As to fleet size and no. of fleets, it is best to have 1 main fleet with a few small fleets. The main fleet should have most of your caps. You should have 1 or 2 smaller fleets. Vasari are better at dividing their forces then the other races as phase stabilisers greatly reduce travel time.

Reply #2 Top

I don't really use any specific number, it really depends on the map and what I'm fighting. If I'm fighting against a carrier-crazy AI, it's a lot better to build a few extra capitals with good anti-strikecraft abilities (Kol/Halycon/sort of Kortul) so they can rip up the masses of squadrons quickly. Then it also helps to have more than one Dunov as a TEC because all of their abilities are useful and it's not possible for one ship to do all effectively. I usually don't go above 8-10 capitals, I don't do 16 unless I've been drinking :P

Reply #3 Top

I only had 16 caps recently in a game as I was playing as the Vasari playing 2 unfair AIs (one Advent, the other TEC) and they were continually hitting my flanks and my starbases alone could not handle the attacks without eventually succumbing! So I had to build 3 defensive fleets of 2 Kortuls and 2 Skirantas and 10 support carriers for the bomber spams from the AI. While my main fleet of 1 egg, and 2 skinatras and 1 Kortul plus a lod of frigates and cruisers went from world to world.

 

It took 5 hours to finally take out the homeworlds and fleets of the AIs and that was only with the use of the Cannon and its phase stabiliser ability to bypass the well defended outer worlds (with a shit load of homing mines!! I hate those things but having the phasic cloaking abililty of the scouts is great as it means I can send it through the field get all the mines to go after it and then press button and bam all mines gone and the scout untouched :grin: )

Reply #4 Top

Quoting JuleTron, reply 1
Only get the Marauder if you plan on raiding alot.

End of JuleTron's quote

 

Or if you face a human TEC player wielding a lvl 6 Marza; phase out hull= missile barrage fail. Also you can keep running round him in circles and he can never target you as all the Marza's good guns point forward and it turns sllllooooowwwww.

Reply #5 Top

I'm the same as you Amandin, not pro/not noob and love comp stomps....we should do that online once in a while :D Multiplayer is fun but I never like playing against other people  :-p

Lemme know,

-Phalnax

Reply #6 Top

Ah, thx for the advices guys!

 

and phalnax, would love to team up and smack some comps up. My ironclad online name is Peter78

Reply #7 Top

and phalnax, would love to team up and smack some comps up. My ironclad online name is Peter78
End of quote

Sweet sounds good, mine is Uevari....I'm on summer break so I can be free a lot of the time(except when I'm working :D), when's good for you?

Reply #8 Top

hi again, well i dont know what time zone you are in. But i live in sweden and that is gmt +1

and i can play around 20:00 swedish time because i need to put the kids to bed first before i can play.

 

but sorry to say i cant get in to ironclad online atm, something is wrong when im logging in. i posted about it on the technical forums.

hope that gets sorted...

anyhow, i will ad you to my friends list

cya online

Reply #9 Top

hi again, well i dont know what time zone you are in. But i live in sweden and that is gmt +1
End of quote

Oh gotcha, yeah I'm eastern US...I do have Swedish heritage! but i don't know any of the language...I do LOVE <3 Swedish Pancakes!!! OMG!! The best thing that has ever happened to mankind!

Haha, yeah hopefully I'll see ya online

-Phal

Reply #10 Top

When playing against the computer you are pretty safe having more caps.  As long as you don't build them too fast and maintain enough fleet to keep your firepower high.  You said all your caps are hitting level 10, and a level 10 cap is actually pretty effective, so you probably have room to build more at this point.

This is contrary to online play where buiding too many caps too soon is the kiss of death because lots of low level caps are weak.  Human opponents will chase down a hurt cap and finish it, so it never gets to level up, but the computer doesn't do this, so using a lot of caps and running them to repair is actually a pretty good long term strategy.