Volt_Cruelerz Volt_Cruelerz

Best Battleship

Best Battleship

After playing as all three races repeatedly, I have been unable to define one ship that I can say is definitely the best.

 

The Kol is more than capable of facing off with multiple enemies.  Its rear firing weapons and ability to broadside targets makes it far more devastating than the others when it is surrounded.  Combined with Finest Hour and Adaptive Forcefield, it nearly becomes invulnerable and completely neutralizes phase missiles.  They have enough health to be thrown straight into the fray and just a couple of these at level six can easily act as a force to delay an opponent before the rest of your fleet arrives.

The Radiance has very high DPS and carries the most powerful weapon in the game against a single target.  It carries Cleansing Brilliance.  2000 damage to the target and when used with Malice, those around it receive 700 damage.  It also has Detonate AM which is very effective against other capitals.  It also carries Energy Absorptive Armor.  This increases armor and regenerates AM.

Last, there is the Kortul.  It is able to deactivate fighters from across the gravity well while destroying AM whenever it attacks an enemy.  Most Importantly, it has Power Surge.  Power Surge GREATLY reduces your cooldowns and thus, the pulse beams deal 150 damage when they would normally deal 75.  At level ten, each battery can deal 200 per volley.  Not only that, but Shield regeneration is increased to more than four times.  Either buff would be enough, but together, they make this ship far more powerful than any other capital ship on the game.  Next, it has Volatile Nanites.  Nothing kills a fleet of frigates faster than this.  It increases the damage they receive significantly and damage nearby enemies upon their death.

 

Each one has its own benefits.  The Kol has defense.  The Radiance has Cleansing Brilliance.  The Kortul has sheer power.  Each is powerful and the existence thereof can effect the outcome of a battle, but I am unable to determine which is the most powerful.

36,632 views 71 replies
Reply #51 Top

Generally speaking if you want to kill capital ships, the most cost effective way to do it is to build a heavy cruiser/long range frigate combo as specified, and a flak frigate (maybe more vs carriers). Credit for credit, supply for supply, the capital ship simply isn't competitive. I suppose that in terms of metal and crystal, they are more competitve somewhat.

One solution may simply be to just lower the credit and supply cost (to say, 30 supply and perhaps 1,800 credits per ship) and see how that works out. The cost of upgrades should also be halved. Level 1 capital ships are target practice.

 

I think that there also needs to be a greater buff each time that a capital ship gains a level. Say, each time a capital ship gains a level, maybe +20% on shields, hp, weapons, and armor. It will make level 10 ships terrifying to fight true, but that may add to the game. If it proves too much, the experience to gain a level can be somewhat pushed up.

Reply #52 Top

Nine increases of 20% (that is, 120%*120%*120%*...) would amount to a level 10 capital ship having 5.2 times the hull, shield, and armor of a level 1 in your proposal. You're looking at hull and/or shield figures that have five digits.

Realistically, capital ships are mostly valued for their abilities, rather than direct combat.

Reply #53 Top

well, we could just buff hull/shields/armor, and not dps. theoretically, if a good number could be found, this would create capships that are hard to kill (unlike caps now), but are not game changers because they still don't dish out that much damage. but if they were to last longer, it might just be worth it to buy that next capship upgrade

Reply #54 Top

My take- capitals should VARY in cost/supply requirements. Carriers should have the highest supply cost, closely followed by colonizers; colonizers would have a higher credit cost though (gotta pay them colonists).

The cheapest ships would be the support ships; after that, the siege caps with the battleships occupying the middle ground of cost.

Reply #55 Top

carriers should have the most? as of now, they are arguably the worst class of ships. unless you mean with deceiver's mod, which gives them 11 sc i think

Reply #56 Top

On a realistic basis, carriers might cost more (with material to build strikecraft, training crew to pilot them), but as it stands, carrier capitals aren't a formidable force until their abilities get up to scratch.

Reply #57 Top

Actually, as far as Skirantra goes what you need are antimatter upgrades to fuel continual use of its repair cloud.  This is an awesome support capital to throw into the middle of a fleet, particularly when facing illums which are bound to damage lots of targets.  The Halcyon is another capital ship which is absolutely awesome from the word "go", with telekinetic push and energy amplification it's also a staple to stand in the center of your fleet. 

Sova is really the only lackluster carrier, and even then embargo is definitely one of the game's most powerful abilities.  It's just the only useful one on an otherwise useless capital ship.

Reply #58 Top

Quoting InfiniteVoid, reply 52
Nine increases of 20% (that is, 120%*120%*120%*...) would amount to a level 10 capital ship having 5.2 times the hull, shield, and armor of a level 1 in your proposal. You're looking at hull and/or shield figures that have five digits.

Realistically, capital ships are mostly valued for their abilities, rather than direct combat.
End of InfiniteVoid's quote

 

The numbers do not compound, so we're actually looking at about 3 times the amount at level 10.


Base of 100% + 20% x 10 = 300%

 

Capital ships at that level should be valued for both their firepower and abilities to help justify the initial costs of building and maintaining them. A level 10 capital ship will be the center of any battle, more so than before.

Reply #59 Top

Correct.  At level 10, they should be just as if not slightly more efficient at dealing damage than frigates as getting a capital to that high a level is almost impossible.  Sure, the enemy will FF it immediately, but it still ought to be good.

Reply #60 Top

well, with my suggestion, a general buff to carrier caps that need it (like replacing Scramble Bombers with an interrupt), as well as a general buff to Vas caps that are woefully underpowered to their contemporaries (in most cases).

Reply #61 Top

i know the halcyon is good, but i dont think that the skirantra is. it is merely average, IMO. sure, repair cloud is pretty good, but its other abilities offer very little

Reply #62 Top

Meh, a one trick pony isn't bad so long as that one trick is pretty good.  You pick the Skirantra because you want repair cloud, and that ability on its own is worth it.  If you don't want repair cloud, the Skirantra is not the right capital ship for yoru situation.  I agree that it could use some changes to round it out better, but strictly speaking it's not underpowered.

Reply #63 Top

Yeah, it all depends on what you want...a Skirantra is a great ship for when you need repair.

Reply #64 Top

Quoting Darvin3, reply 57

Sova is really the only lackluster carrier, and even then embargo is definitely one of the game's most powerful abilities.  It's just the only useful one on an otherwise useless capital ship.
End of Darvin3's quote

I really don't think Embargo is that great. It's extremely situational ability. I mean, the only time I've seen Embargo being great is on extremely small maps. Otherwise, the Sova's only real purpose is for a feeder trying to disrupt another feeder.

I REALLY wish that the Sova's abilities would be changed so it'd be a general SC support ship. TEC needs something that boosts their lackluster SC.

Reply #65 Top

Perhaps if RC was changed...  What if it was changed so that it healed, say 50/100/150 to SC, 100/300/500 hull to frigates, and 300/500/750 to capitals/structures.  It would not be hard...  Just give it three buffs with each having a target filter so that the capitals receive the larger heal.

Now, if you wonder why, this is a repair cloud.  Capitals are huge.  As such, they have more surface area than frigates and thus would be healed more than their smaller counterparts.  This would also provide more healing to the capitals which you know will be FF'd.

Reply #66 Top

Why are you talking about buffing repair cloud?  It's already a very powerful ability; the problem with the Skirantra is that its OTHER abilities suck.  You don't fix a one trick pony by buffing the thing it already does well and leaving its other features worthless!

Reply #67 Top

Well, at least it would be good one trick pony... ^_^  

But you are correct...  Scramble Bombers needs to be wiped...

Sad, but I can't remember the other two abilities on it...

Reply #68 Top

ultimate is replicate forces. let me look up the fourth (first, actually)
aha! microphasing aura

Reply #69 Top

Microphasing aura isn't bad; the problem is that if you micro your SC it interferes with this ability's effect.  If there's a big fighter skirmish going on right overhead the Skirantra, it's actually a very powerful ability.  Otherwise, it's poor at best.  Scramble bombers is useless, replice forces is decent.

Reply #70 Top

ahh yes...  MA is actually pretty good, but RF needs a buff somehow...

Reply #71 Top

Buff the enforcer so it's actually a good unit.  Bingo, RF is now useful because it creates enforcers.

Another possibility is to make it replicate strike craft as well when it targets a carrier.  If you RF on a carrier, you get six empty carriers that need to build up their squads.  It'd be nice if we had the squads (the same kinds as the target) already built for us so carriers were a viable target.

Or, make it so that if you target frigates instead of cruisers you get more bonus units.  I've used RF to create some extra flaks in a pinch before, but it always feels like something of a waste because I know I'm replicating a pretty inexpensive unit.  If we got more frigates to compensate, that would add more utility to it.

If those changes were made, RF would be a pretty solid skill, all without really increasing its strength that much.  Scramble bombers is the one that really needs help.