Early/Mid Game Advent Cap Group Strategies

Hey folks. :)

Just looking for some ideas on how you guys tend to spit out your Advent cap ships in the early and mid game.  Right now I'm playing on large maps with 3 stars, so the games go pretty long.  I'm also playing on normal AI, but will probably try and make the jump up to hard sometime soon.  This is mostly just for Advent (I know, I know, I should play the other races too, but for some reason every time I start a game, I click on Advent with the vow to "choose a different race next time"!), but I'm also interested in other races early/mid cap strats just in case I decide to finally "choose a different race" on the next time. ;)

Anyway, here's what I usually do with my early cap choices.  First is the Progenitor.  I've read the arguments pro/con for using it as your first choice and I side with the pro.  Next is the Radiance.  Early game I will create LF fleets around these two.  Next I usually try to get enough credit and logistics to spit out a Halcyon and Rapture.  I'll create another fleet around those two, usually stacked with Arial Drone Hosts so as to take advantage of the Rapture's special ability to augment strike craft damage output.  Next I'll do another 2-for with a Radiance and Progenitor, sending them to join up with the first two fleets I made so that they now both have one of each ship.  I'll fiddle with the fleet on the now-leveled-up Progenitor fleet so that the new Radiance is taking point.  Last I spit out another Radiance to take point in the Halcyon-Rapture fleet and then I'll make a Revelation to augment one of the first two Radiance-Progenitor fleets.  This leaves me with 3 main fleets with nicely leveled up cap ships in the early/mid stages. 

So, for the tl;dr crowd:

  1. Progenitor (1)
  2. Radiance  (2)
  3. Halcyon  (3)
  4. Rapture (3)
  5. Radiance (1)
  6. Progenitor (2)
  7. Radiance (3)
  8. Revelation (1 or 2)

Where should I go from there?  Should I just re-do my strat, so that I'll end up with another set of 3 fleets similar to the first?  Or should I spam a particular type of ship next?

4,723 views 6 replies
Reply #1 Top

 

I think it depends on the situation and what you need.  I try not to build too many caps since people just focus fire on them and take them down most of the time.  But if you have a good Advent battle ball going, I'd probably go (1) Progenitor, (2) Halcyon, (3) Halcyon or Progenitor, (4) Halcyon or Progenitor (whichever I didn't take at #3).  Maybe then I'd do a Radiance (whichever one has the domination ability) or another Progenitor for more shield restore.

Now, if you're in a situation where have to migrate in a team game because you started out between opponents then you might just pump out a couple Progenitors.

Why not come play the game in online multiplayer and see how your build strategy works out?  You'll get to enjoy more competitive and intense games against real human opponents (as opposed to AI that can't micromanage its ships or its capital ships' abilities--an opponent with one or two arms tied behind its back), human allies, camraderie, teamwork, and you might even make some friends and perhaps use voice comm some day.

Reply #2 Top

advent cap fleet is a bad idea :>,but against AI its 2 progenitors 1 halcyon 1 radiance 1 rapture

(several iconus and dominas is a must.also get the armor upgrades,they are very critical for advent)

combine radiance force attack with rapture vengeance for maximum dps.motherships should specialize each on one ability,1 mother spams the malice ability  and the other one is there  for occasional shield restore.revelation could be used to fasten shield restore on mothership but if you have to do it - going cap fleet wasnt a good idea after all.....

 

Your bane will be phase missiles.that thing is nuts, it partially ignores one of your main advantages which is shield mitigation and quickly brings down any capship - I used to pick radiance  as my first cap ship just because of a fear to lose progenitor again to some vasari spammer.....

Have fun with caps,once they all reach particular level of expirience and upgrades you can just put everything on autocast and sit back.But dont use it online :>

Reply #3 Top

Never make cap fleets period.  They die, and it's a waste of money.    

Advent is, however, known for its synergistic abilities.  The holy trinity (Progen, Radiance, and Rapture), with fighters and guardians combo called the battle ball is quite effective.  Just create that fleet as a defensive move, and you'll have an force to be reckoned with

Reply #4 Top

Typically my first three capital ships are a Progen, Halcyon, and Radiance.  After that it's all based on my needs.  If my enemy is strike craft massing (like that Vasari unfair AI last night) I'll get more Halcyons to deal with him.  Usually I'll have only one Rapture per fleet tops, and ensure I always have at least one Progen and Halcyon per fleet minimum.  The Revelation is nice, but not mandatory in any sense.  I usually get them only in odd circumstances or in very long games.

Most games end before I get my fourth capital ship (mind you, I usually play single-star scenarios).  Typically if I go higher than that I will research mass transcendance first.  The crew upgrades get extremely expensive, and mass transcendance allows that investment to pay off with stronger abilities sooner.

Reply #5 Top

Quoting CenturionJixra, reply 1
 

I think it depends on the situation and what you need.  I try not to build too many caps since people just focus fire on them and take them down most of the time.  But if you have a good Advent battle ball going, I'd probably go (1) Progenitor, (2) Halcyon, (3) Halcyon or Progenitor, (4) Halcyon or Progenitor (whichever I didn't take at #3).  Maybe then I'd do a Radiance (whichever one has the domination ability) or another Progenitor for more shield restore.

Now, if you're in a situation where have to migrate in a team game because you started out between opponents then you might just pump out a couple Progenitors.

Why not come play the game in online multiplayer and see how your build strategy works out?  You'll get to enjoy more competitive and intense games against real human opponents (as opposed to AI that can't micromanage its ships or its capital ships' abilities--an opponent with one or two arms tied behind its back), human allies, camraderie, teamwork, and you might even make some friends and perhaps use voice comm some day.
End of CenturionJixra's quote

Yeah, multiplayer.  I think each time I load up Sins I click on the Ironclad Online tab and log in.  But, I'm playing in Japan Standard Time, so usually there are no games going on, or only 1 or so.  Also, I tend to like long drawn out games that last a couple of days worth of saves.  Those don't lend themselves to multiplayer very well.  You're right, though, I should just give it a try anyway.  I picked up Demigod and when I can log on there, I've had fun playing online...though I've found some good folks to play with near my timezone for that.

To the others, thanks for your replies.  Just to clarify, this isn't a single cap fleet I'm talking about.  It's more a request on how to best take advantage of a few caps and their synergistic abilities.  I did like the suggestion of having one fleet that has two Progenitors in it...one focused on shield restore while the other is focused on Malice.  Stick a Radience in there as point and then build up a bunch of good Frigates to support and sounds like things would be nice.

One kinda random question, is there a UI mod or something that will show all the special ability buttons for a specific fleet on the UI?  I mean, say I have a fleet with two Progenitors and a Radience.  I have to keep clicking on each ship to fire its special ability.  Sometimes it's rather difficult to find the ship I'm looking for.  Would be much better if the abilities available for the selected fleet could all be there.

Thanks for the replies, though.  Keep 'em coming if ya have more. :)

Reply #6 Top

I mean, say I have a fleet with two Progenitors and a Radience.  I have to keep clicking on each ship to fire its special ability.  Sometimes it's rather difficult to find the ship I'm looking for.  Would be much better if the abilities available for the selected fleet could all be there.
End of quote

If you've selected more than one capital ship, just press tab.  This will rotate which ship's abilities are shown. 

Worst case scenario, check the empire tree for that gravity well.