We had a topic like this a few months ago, but now the best caps are a lot less obvious. So post what you hink are the best caps, and preferably why.
Mine are...
TEC:
1. Akkan Battlecruiser- With the most recent patch, the Akkan is a much more formidable ship. It's Colonize is the best in the game, and really improves the economy of an early TEC player. Ion Bolt is a good disabler, and Targetting Uplink is decent at improving fleet DPS. Also, a level 6 Akkan is essentially invincible. The only problem with the Akkan is that Ion Bolt and Targetting Uplink aren't the best abilities, but they're still good enough to be worthwhile (And Ion Bolt is still needed to disable enemy caps). Also, it usually isn't worthwhile to get more than one Akkan at a time. Regardless, the Akkan Battlecruiser is definately one of the best caps in the game.
2. Sova Carrier- In one update, the Sova went from being a laughable waste of resources to arguably one of the deadliest ships in the game. Missile Batteries are wonderful, Heavy SC makes Sova SC the strongest in the game (And with more SC, makes this ability a lot more worthwhile), and Embargo is still viable. Also, Rapid Manufacturing is enormously improved. The only real downside of the Sova Carrier is that its DPS is the lowest of all TEC caps, but that's only a minor setback. I am extremely happy that my favourite ship in the game got the upgrade it needed. I'd say the Sova is about as good as the Akkan; especially when the two are paired together. Missile Batteries and Targetting Uplink makes a great combination!
3. Marza Dreadnought- With the increased amount of Akkans and Kortuls, the Marza Dreadnought is a lot weaker than it used to be. Missile Barrage is now very easy to counter. However, Raze Planet and Uranium Bomb are still very nice high-powered abilities, and Missile Barrage is deadly if you can clear out any counters. Though it's not as good as it used to be, the Marza remains a very viable capital ship.
4. Dunov Battlecruiser- It's the Dunov. It sucks early on, but fantastic later in the game. EMP Charge is a great ability at the start of a battle, and Shield Restore is very nice. Flux Field is arguably the best level 6 ability in the game. The Dunov is pretty good, but its strength only really shows late in the game.
5. Kol Battleship- The Kol sucks. It does look fantastic looking at stats alone, but it really is not a good capital ship. Flak Burst is a good way to clear Bombers, and that's it. Gauss Rail Gun is too expensive for what you get (975 damage at level 3, gets shield migitation, at 75 AM), and Adaptive Forcefield is only really good against Vasari. Finest Hour is a rather bad level 6. The Kol's only purpose really is to clear SC, but otherwise a very bad ship.
Advent:
1. Progenitor Mothership- It's the Progen. That's reason in itself.
2. Halcyon Carrier- The Halcyon Carrier was always a good ship. Telekinetic Push and Amplify Energy Aura are fantastic abilities. With Adept Drone Anima, making multiple Halcyons can become extremely powerful. Definately a dangerous ship.
3. Rapture Battlecruier- Concetration Aura and Vengeance are the reasons to get this ship. This ship works extremely well with multiple Halcyons and a Radiance Battleship. The Rapture makes a very useful support ship, though it's very weak on its own.
4. Radiance Battleship- The Radiance is another cap that's truly effective when in a combo. All it's abilities are well suited when fighting another Advent player, and Detonate Antimatter is the stongest disabling ability in the game. When paired with a Progen and Rapture, a decently leveled Radiance Battleship can deal an enormous amount of damage while still tanking.
5. Revelation Battlecruiser- Reverie is really the only reason to get a Revelation. Completely disabling an enemy ship for up to 40 seconds is extremely powerful. Clairvoyance is good when preparing for an attack, and Guidance is a decent enough ability for increasing the attack of other ships. Provoke Hysteria is very good for assaulting Homeworlds. The main problem with the Revelation is that it isn't very good at cap combos, so working it in an Advent fleet overall weakens it. However, Reverie still makes it worth using.
Vasari:
1. Jarrasul Evacuator- It's the Egg. That's reason in itself.
2. Kortul Devastator- The Kortul is another ship that really improved. It's now the most durable ship in the game with Power Surge. While Jam Weapons and Volatile Nanites are very situational abilities, Power Surge and Disruptive Strikes are more than worthwhile. A high-level Kortul becomes extremely difficult to kill, while still presenting good firepower and disabling utility.
3. Skirantra Carrier- Repair Cloud. There really isn't much to say, otherwise. But Repair Cloud and added SC make the Skirantra a very strong cap.
4. Vulkoras Desolator- The Vulkoras is the best siege ship in the game. There's really no doubt about its planet-killing strength. Disintegration is extremely powerful, too. The main problem with the Vulkoras is that a level 6 Egg already killing planets extremely quickly, so its bombing capabilities aren't nearly as useful later in the game.
5. Antorak Marauder- This is an extremely situational ship. Subversion and Distort Gravity are actually good abilities when doing an SB rush; Subvert a planet, build the SB before the planet can build defenses, then use Distort Gravity to flee the Antorak. Otherwise, Phase Out Hull is a decent disabler, and Stabilize Phase Space is extremely deadly late-game, especially if you want to get a Jarun to an enemy HW quickly and safely. The Antorak Marauder is very situational to use, but it can be quite powerful.