Your favorite Advent cap combinations?
1.181, SP, Hard.
Your 3-4 favorite pairs.
Thanks.
1.181, SP, Hard.
Your 3-4 favorite pairs.
Thanks.
I typically get 3 capital ships in most of my games (given that they run long enough).
My favourite Advent comboes are:
Hmmm... maybe I do need to diversify my capital ship selection a bit ![]()
The Death egg, the Skirantra and the KORTUL!!!!!!!!!
Wait......(reads title) what the..advent
hmmm probly the mothership, the progenitor and the halycon
or the mothership, radiance, and the halycon
EDIT: cko7 what about u?
Well anyway back to multiplayer practise.
first off for advent it's hard to argue against anything besides the progen as cap #1
Progen, Radiance - I use this when I have to fight some uber ability, like missile barrage. The idea is to pick the ability antimatter bomb so the radiance at level 1 can counter anything
Progen, Rapture - This is great if you are using a lot of carriers. You can amplifty their damage by +10%/+20%/+30% as the rapture levels up.
Progen, Halcyon - I use this primarily if I need to fight off a carrier spam OR if I have a ton of Illums of my own (amplify energy aura).
Progen, Rapture - I don't use this often. The only time I ever do this is if it's convenient for me to take out a ton of pirates (say several highly guarded terrans/deserts). This way I can get the Rapture to level up quickly. The only ability on this ship that's game changing is its level 6.
I also enjoy the
Progen, Radiance, Rapture. Force enemies to target the radiance with animosity, use the rapture to amplify the damage done back.
Progen, Halcyon, Rapture - Just overall effective. Halcyon increases damage %'s. Rapture slowly levels up to become seiging giant. I've used this one a decent number of times.
The Halcyon Carrier also makes a good choice as a first cap, and it's becoming more common. When right next to an enemy, having the four SC can really make a difference.
Though ultimately, I usually seen at first, ProgenxHalcyon in any order. ![]()
RapturexHalcyon is a combination that might be worth a look. Especially with multiple Halcyons, so the Rapture can boost their SC while still being able to fight.
Haven't played enough to stand on anything, but Progenitor->Halcyon and Halcyon->Radiance both certainly look good.
Just started Storm Front, which means two wells w/no strikecraft and two w/no abilities, all between me and opponent.
How about choices w/Halcyon excluded?
I guess best w/out abilities would be Progenitor (colonization works where it needs to), Radiance (strongest), and Revelation (planet bombing works where it needs to).
Progen, Radiance, Rapture for me as well. Progen colonizes early on, and regens shields. Radiance has a bunch of killer abilities. Animosity forces ships to target it, and the Rapture's vengence throws the damage back, with the progen regenerating the shields of the Radiance. Malice and cleansing brilliance also work well, and antimatter bomb targets those caps. Resurrection restores your Radiace if it takes too much damage from animosity. And converting the enemy's ships with the Rapture is nice. This combo can easily take out a starbase alone, though adding some illums with shield regen makes it easier.
I'll add in a Halcyon next (If I can), to kill the SC and amplify the illums, as well. And the Revelation's siege ability is nice, but it's still the worst Advent Cap.
Come on pple post your favourite combinations so i can get an idea of what my death egg squad of three is up against.
Ok. First you need to evaluate where you are on the map.
If you are in the economy spot, the Progenitor makes the most sense, the colonization bonuses make logistic slots easier to obtain. If you are in the economy spot, there is rarely any need for another capital ship though, unless you are forced to fleet, if this is the case, see below.
If you are fighting, the Halcyon really should be your unanimous choice capital ships.
Each of the three abilities the halcyon offers are extremely helpful, and i would prioritize them in this order
1. Adept Drone Anima (Extra Squadrons)
2. Amplify Energy Aura (Reduces cooldown on weapons, essentially increasing dps on each ship, which is awesome.)
3. Telekinetic push (Great for keeping bombers off a sb, or just from harassing your fleet.)
After my first Halcyon i usually go one of two ways (another fork in the road)
A. Fighting still intense
Another Halcyon really is quite practical in these situations, increased air superiority is crucial and forces the enemy to contemplate flak, in which case you can produce even more illuminators and crush him.
B. You beat the guy you were fighting, and now you need to continue on another guy.
Get the Revelation the Revelation has a couple really great abilities for this situation.
Faster bombing is great, as you want to be done as soon as you can with the guy you are fighting, and onto the next guy.
Also, the Revelation has the Clairvoyance ability which allows you to spy on other planets and place a remote sensor there for an extended period of time, so you can have a heads up on when your enemy is coming.
C. You got your guy, and now its time to ease off, kill his planets and establish an economy.
The Progenitor is the best choice, as the colonization bonuses will come in handy when setting up an economy.
I usually start with The Battleship, good hull and shields, good firepower, then i add the Mothership to backup the Battleship and to restore shields, helps alot in heavy battles in the start, when everyone is hitting my planet. Then for me the Carrier, sometimes i alternate, bringing out the carrier second, then the mothership, the sc help alot,
The one i use least often, but have heard rave reviews on is the Support ship, with the damage return which i am told is very very awesome. I will have to try it out and mix up my usual try, since im still only a fair player, which means i lose as often or more than i win, but i still have a good time, even when im losing, haha, not as much fun mind you, haha, but still fun.
Sometimes if i lose tooo bad, i run off to think of some mod to make to mend my wounds, haha. Well, what do i expect for a fair player?
-Teal
Honestly, I totally agree that the Halcyon is an awesome choice for a front-line player, but I'd still err on the side of the Progen a lot of the time. Shield Restore is great in combat, and the ability to get colonies going without having to drag along missionaries is invaluable (not to even mention the savings on infrastructure). You can always get the Halcyon second, especially in team games where you can ask for a few thousand credits feed. I often time my big push just so that I can bring in a second cap, and as Advent it's almost always a Halcyon.
Also keeps fighters away from your scouts or illuminators. Seeing as any rushing Advent will use one or both of these, it's a great way to cut at your opponent's options.
for advent caps i usually have at least 2 progen n 1 rapture , spamming lv 3 malice along with vengeance is EXTREMELY deadly ftw
Whats best to get as advent if your enemy is just spamming nothing but cap ships, I play with a friend on LAN and he just gets like 2-3 caps early game and uses most his credits upgrading them c..c
I was thinking halcyon's with bombers ? He never makes flak and very rarely SC :3
Best combo in the game IMO.
Can someone explain exactly what malice does?
Does the original target for damage have to be the selected target for malice?
Does the original target take 100% or 70%?
Do the others get 30% each or 30% among them?
What if there is more than one original target?
Why are fewer than the allowed # of targets affected even though all are in range/ Is there a much smaller radius of effect from the selected target?
Advent: all caps. Vasari: All caps. TEC: All caps. i win. ![]()
With advent the progen really strikes out: shield reg, vengeance and cheap colonization of planets => lvl progen bitch to lvl 3, choose colonize twice and shield reg once.
Now get lots of scouts and lf if you got some distance to your enemy. Then kill the siege frigates in each grav well. Then immediately build one-three turrets and then move on with your colonization fleet. (btw: someone like to prog a space colonization like the one for civ 4?)
=> nough planets to bolster weak advent eco.
=> nough metal and crystal mines
=> nough logistic slots for both 2 civil and 3-5 military labs early on
=> get culture and trade after you built your first 30-50 advanced ships and boom.
So the best cap combo for advent is: PROGEN. no other cap needed within first 15-20 minutes.
Later yes, you want to counter that lvl 6 marza with a radiance, you want to add firepower to your lums with halcyon or your strikecraft with a rapture. These are all good choices then. But dont get ahead building 4-6 advent caps without fleet. They are too weakly armored, esp. against Vasari assailants and egg-nanites.
first cap progen, second halcy, third progen ^^
i don't get why you ppl don't double the progen, i often go for a double progen start, or use it as tripple cap
a tripple progen means you'll always have maxed shields ,)
I don't think it's that the strategy is no longer viable, because it is. I think it's more that Progen, Progen lends itself more to a fight where attrition in the battle is the dominating factor, A.K.A. I'm saying this was used a lot more when it was lrf vs. lrf battles. Now that counters are more viable to just about everything, you don't see it as much because sure the Progen will live, but no amount of shield regen will save the fleet around the progen.
For instance, if you made me pick between the fleet of
2 progen and 50 illums vs. 1 akkan, 1 marza and 150 scouts, the TEC fleet will winout every time. The counter game is just a whole lot different now, so variety in the caps will help more, however, I will part with these words:
As long as you use a second cap to some attributable impact, then yes, a second progen is quite powerful. It's just not as common because the other caps can prove to be more viable in a larger variety of situations.
Progenitor, Halcyon, Halcyon
actualy you can defeat 150 scoots with 50 illums ^^'
double progen 4 guardians ^^
Well, let's have a battle of wits shall we:
150 scouts vs. 50 Illums
4 guardians(i'm going to assume you meant shield bubble?) vs. 7 Hoshikos
2 Progen vs. Akkan and ....if i saw a bunch of Illums....i'd get a sova or possibly even another akkan. The progen is my favorite target for ion bolt outside of marza's with missile barrage.
If you would actually target the scouts first and not chase away the Akkan, my money is on the Akkan with ion bolt breaking shield regen every time. If not, then see below.
I'm gonna guess you'd send the Illums straight after the Akkan. I'd have the 7 hoshis right by it. I'd try to keep the akkan semi-near the battle so it could fire ion bolt to negate shield regen. Eventually it'd have to retreat (i'd probably have it start to get set to run once the shields are down). Once it's at half health, that's when it runs. With the hoshis. Back to a repair bay.
All the meanwhile I've had the sova and the scouts attacking the Illums.
hummm dunno but i'd go for scoot scram while spaming 30 disciplz for reinforcement all at once
i'd use illums right in middle of scoots, and make em go on their back to make em turn around ![]()
so that several times and you won't loose much while killing bad, once disc rdy i'd make illum move to well edge, make dis jump in right on scoots and have guards with repulse (if possible) positioned so scoots can't run out
if not repulse then leave guards in middle of illums
prob for ion bolt is you can't use it on both progens fast enough
having 2 akkans would be stupid and since my second progen would have malice exept of colonise i think scoots would have a hard time ^^
3 kortuls
3 radiances
3 dunovs
pulled it off with all three combinations [didnt go well with 3 kols]
most powerfull was new kortul trio,most rational and cost effective was dunov trio :>
Radiance has two complementary abilities with itself: animosity and energy absorptive armor. EAA is pretty much a no-brainer anyway. At levels 4-5, throw Detonate Antimatter on auto-cast; use the little bit of extra antimatter you got. He'll find the right targets for you. Too much thinking for me.
Combine Radiance with Progen, tank up. Radiance forces enemy to shift his targets around, then Progen lets you replenish everybody's shields. More shields for Radiance means more antimatter. 500 shields =~ 50 antimatter. You get your antimatter from Animosity back.
Progen's colonize bonus does not appear to be time-delayed anymore, as the OP suggests. I get the bonuses right away.
Halcyon with Rapture. Halcyon's ultimate ability + Rapture's concentration aura screams "starbase buster", without the hordes of Drone hosts. If the OP is correct, the Rapture need only stay close to the Halcyon for maximum effect. That's a lot easier to micro than keeping it close to a fleet of Drone Hosts, whom I like to hold back.
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