Oh Great, Theres goes my 10th cap ship in a row :(

Is it just me? or is a cap ship pointless in helping your fleet trying to take on another fleet in an endgame battle? I mean that a capship leading your fleet into direct conlfict with another fleet, and acutally 'surviving' that battle?

 

Recently I been trying to keep my cap ship away in late game battles, as the first thing a player always takes down first is the cap ships, even if its a level 4 dunvo in battle, which too be honest I would always aim for the cap ship of any player first, if i knew i had the correct resoruces (fleet)  to take it down. But now I have started to level my cap ship out of the direct line of fire from the enemy fleet (cap ship near the grav well) so that when ready, i can use my special ability to help my fleet ahcive victory (either missle Barrage, or Akkan Level 6 ability).

 

As I only play Tec and Advent, I belive that the kol is the only cap out of these two races which can really stand a pounding in direct line of fire from an enemy fleet. I really wish developers would create some sort of reserch for the technology tree which could increase Hull for Cap Ships to 1000HP, 500 Sheilds, +4 Armour Increase, so they can be used effectivley in battle more.

 

The point I am getting to is that, Some caps are Built for Direct Fire Conflicts to fleets, and some are there to jump in when needed to. USE THEM WISELY. NEVER MOVE A MARZA OUT OF THE GRAV WELL TOO FAR, YOU ALWAYS NEED AN EXIT STRAGEY! MARZA IN, MARZA MISSLE BARRAGE, MARZA JUMP. This has to happen within 2 Minutes.

6,229 views 18 replies
Reply #1 Top

end game you need 8 donovs with sheild restore :P . you know how hard it is to kill my caps with only 2  ;P .

but really advent have the hardest time keeping their caps alive because they dont have any huge healing bonuses like, TEC shield restore, or nanite armour on thier overseers.

 

Reply #2 Top

lol i use that tactic all the time. I hit the enemy Caps (as they have the needed abilities) once ive focus fired and killed all Caps I then turn to their Command Cruisers. If your having issues with your Caps, you might want to try changing up your Cap Composition. I usually work with TEC because as said by Top Vasrari their healing bonuses keep me going.

My usual Fleet Comp for Caps by End game looks like this

As I use Two Fleets to divide and conquer.

3 Kols (adaptive forcefield and their ability to tank is needed to catch the hell coming from the enemy)

2 Dunovs (Are located in the rear of the formation so that their Shield Restore canopy covers my other five Caps)

2 Marzas (These guys are my Killers, they have the most fire power out of the bunch and will hand the enemy its ass while my dunovs restores its sheilds and keeps it living.)

1 Akkan (not only helps with colonizing a planet after destroying the occupying enemy fleet. But its armistice is of great help when you need a lull in the fighting)

Your best bet is to Focus fire, basically micro your fleet. By telling all of your Caps to focus in on another cap your putting all of that firepower on one ship which believe me 8 Caps versus 1 Cap is nothing to contend with. Eventually youll break down the oppenents backbone. And hell run for the border.

Reply #3 Top

its not just you :> its impossible to keep support caps alive in late game combat - because they are too fragile to LRF fite....said it hundred times - long range need dmg nerf versus caps/structures.

Reply #4 Top

Ever since overseers their turn rate increase I seem to hardly loose caps at all...

Grtz,
Flipkik 

Reply #5 Top

light frigates are also improved lol...I loved the last patch overall - advent carrier cap got a shitload of dps - had 7 squads on lvl 5.'oh my god' - said illums spammer and ran away.

Reply #6 Top

what? Recently my Vasari carrier cap survived 70 illuminator focous fire :O It was a bit of a pain thou tellign all the overseers to heal over and over and over and over, but it worked :)

Reply #7 Top

I think the real problem is the damage mitigation system.

 

The devs made it so that focus firing penalizes a player, that way you have more fleet vs entire fleet combat instead of individual focus firing, which is more fun (and balance, in my opinion).

 

However, this equation needs fixing.

 

I think that mitigation should be a function of how many ships you have in the gravity well.

 

Let's say its (#ofshipsfiringatyourship)(#ofshipsyouown)/(someconstant).

That way if you have a single capital, it won't be mitigated that much so your enemy can kill it. But if you have multiple ships, they have to kill some of them through general fleet vs fleet fire before it becomes effective to single out the capital ship.

Reply #8 Top

Recently my Vasari carrier cap survived 70 illuminator focous fire :O It was a bit of a pain thou tellign all the overseers to heal over and over and over and over, but it worked
End of quote

You're not the only one who does this.  Just the other day I had an Advent player lose his fleet multiple times because he kept trying to kill my Skirantra (rather than going for my assailants) and being unable to overcome my rather hefty healing. 

That way if you have a single capital, it won't be mitigated that much so your enemy can kill it. But if you have multiple ships, they have to kill some of them through general fleet vs fleet fire before it becomes effective to single out the capital ship.
End of quote

Slippery slope is bad enough in huge fleet battles.  I can't say I'd support this.

The problem with mitigation currently is more than you only need 2 or 3 units attacking you to hit your mitigation cap.  In fact, many strong units (heavy cruisers for instance) will actually force the mitigation of whatever they're attacking to max on their own, reducing the system to an over-elaborate armour scheme.

Reply #9 Top

I don't think I have really evr had a problem with this as long as you now what opposing units you need to kill first, what your fleet make-up is and what level/how you use your caps.

Its true of every race, spamming works. to a degree, after that you have to focus on balance of your fleet. this is more true after entrenchment, and the most recent update. i cant wait until i never have to face a fleet of illums again because they gush atmosphere all over my ships.

With Vasari, between Skirantra and overseers you can keep other ships alive, and with the transports and the subverter most cruisers kind of lose out with abilities while enforcers and kortul, focus fire and ability can weed out a lot of the weaker units.

 

Reply #10 Top

the simple solution would be to up the cost of frigates/cruisers and/or lower fleet supply. A lower fleet supply really helps w/ capital ship viability.

Reply #11 Top

Well, you can play on "low" fleet settings in multiplayer, but most people don't like it.

Reply #12 Top

Low isn't low enough for what I mean. You can still spam lrfs and shite on "low" settings.

Reply #13 Top

Push it any lower and it'll just become a game of starbase spam, since they don't require fleet.

Reply #15 Top

I do have something I want to say about this. I really feel most people don't use/preserve their caps properly. By that, I mean you see too few caps on a map because people don't want to risk the investment in them, and then they're surprised that their lone or two caps are the first thing the enemy goes after.

That's not a shot at anyone, more how I percieve the issue.

I really feel there's a good rule for keeping caps alive and useful in ur fleets. Always have (# lvls of taxation researched - 1) lvls of cap ships slots teched. By that I mean, if you have three levels of taxation reserached, then you should have 2 levels of cap slots reserached and so on.

This keeps the best ratio of caps to fleet, because you must remember, capital ships are the best support weapons you have in this game.

It's tough, because the fact is caps are the most logical targets. They hurt the most to lose. The "healer" support caps help dramatically, but microing to keep an eye on your caps is a must. Don't let your cap get entangled in the fray. Keep it to the side. Close enough to do damage, but far enough that it can actually move if it needs to. One of the biggest frustrations is when a cap gets stuck and tries to change direction = death sentance.

My point is this. If you're only going to keep 1-2 caps once your fleets hit 300+ ship slots in size, you make your enemie's first target of choice pretty easy.

One of the few perks of rush maps seems to be that fleets stay relatively smaller so "cap targeting" doesn't have as big a payoff, so I'm assuming you mean in bigger games that last longer.

Good rule of thumb: Buy a second cap once you have your opponent on the run. ONce you are ready to start seiging your opponent's planets, get a second cap. It does wonders.

 

Guess my thoughts are gettin a little random here, but I think they all vibe together. Hopefully something I said here helps.

Reply #16 Top

I am totally with Raging Amish on this one.  Capital ships are the heart and soul of your fleet, and I personally strive to get three out the door as soon as realistically feasible.  The sooner you get them out, the sooner they start leveling up and the sooner their powerful abilities start turning the tides of battle.  Yes, they do die occasionally, but in the long run they will pay off.  Some will die prematurely, some will live long and prosper; I find that the average case is vastly beneficial to the person who invested in capital ships.

Although I'll occasionally lose caps to LRF, most of the time the culprit ends up being bombers, nanos, or... sigh... getting stuck.  Keeping capital ships alive is usually a matter of having the right counter-measures on hand.  If you know you're facing an enemy who singles out capital ships, bring along Overseers, Hoshikos, or (GASP) dominas.  Healing saves capital ship lives, so use it!

Reply #17 Top

Well since the new patch. My kortul with overseer seems to always reach lvl 9 or 10, and is very useful in large battles too.

I really like the patch. the kortul is actually strong now!!

Reply #18 Top

My experience is the more Caps you have (a good mix of them as well) in a single fleet  with a very good mix of support units the more likely your caps will walk away from the fight in one piece. Im not too sure about the other two factions but when I face off against TEC I always hit their Caps first to take their biggest bonus's out and then hit their Command units. This deteriates its ability to focus on particular units and youll find they quickly target wildly sometimes not really working as much as a team as they did with the Cap and Command units. As for Advent and Vasari I usually take out the Cap and then just slug it out until they take heavy enough loses that they begin to route. When dealing with Advent Hoshi's are always the key to keeping your Caps alive. You just got to learn to micro. Turn off some of the autocasts that you dont want interfering like the hoshi's demobots...........They seem to prefer attacking then healing when its turned on. Entirely ignoring a severly damaged unit just to hit a HC that doesnt need to be chased down.