Best and Worst Caps 2.0

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.

9,086 views 19 replies
Reply #1 Top

Most I will agree with expect the Kol, personally I find it to be of great use when paired with a Dunov and even with out a Dunov I have found it to be the toughest (in taking damage) around, add in a Dunov (at level six or higher) and a repair bay or two and it is practical invincible with the highest armor rating and the ability to recieve the highest repair rate in the game with Finest Hour ( 40 from repair bay + 20 from Hosikos + 15 from Starbase Supply Depot + 10 from Finest Hour = 85 dps repaired)

Reply #2 Top

I disagree with you on the kol as well. The kol has the highest damage of all tec cap ships, the best survivability, and finest hour makes the kol so splash damage.....think about that for a second. the kol doing all its damage to a large area. Its very powerful, and multiple level 6 kols makes this even better. You likely never been on the recieving end of multiple high level kols. They are the only things in the game that have no real counter.

Reply #3 Top

Disagree 100% with the Kol - especially when paired with the Dunov.  Sure, the Kol won't win a 1v1 fight against another capship, but that's what Dreadnoughts (i.e. Marza) are for.  The Kol is supposed to fly into the middle of the enemy fleet and soak up and dish out damage to everthing around it.  Flak burst shreds fighters and bombers (especially weak Advent fighters, which is vital, considering they are as numerous as rabbits) and GRG isn't that bad.  Forcefield is good when you run out of shield and Finest Hour is just that.

 

When paired with the Dunov...it's not good, it's god.  The Kol absorbs the fire thanks to Finest Hour and well placed use of Shield Restore, Flux Field + GRG shreds anything of significance, Flak Burst is super deadly with afformentioned Flux Field, and coupled with the Dunov's magnetise (and ability which I find hilarious when all the enemy strikecraft take-off only to got "Weeeee *crunch*" against their own carrier) keeps the skies (space?) clear.  Finally, EMP bomb prevents the enemy pulling anything funny; where are your abilities now Mr Advent?  The only thing that doesn't stand out is Adaptive Forcefield, but its still useful as it can be kept constantly "On".

 

Simply put; the Kol is awsome.  Perhaps the Dunov is awsomer due to its abilities, but the Kol is still very much on par with the Kortul/Radiance.

Reply #4 Top

Hehe, was about to stick up for the Kol, but people beat me to it.

Reply #5 Top

Honestly, I wouldn't go as far as Swordsalmon, but he's right: the Kol is now a weak capital ship.  That said, I totally disagree with Swordsalmon regarding Finest Hour; once it hits level 6 the Kol becomes absolutely awesome thanks to this ability.  My opinion is that both the Dunov and the Kol suffer the same problem; they're totally awesome once they start to hit the higher levels, but they're among the weakest capital ships in the game at lower levels.  In a tight match, you just can't take the gamble that they'll be able to reach those high levels.

 

I'm not sure what needs to happen to the Kol and Dunov.  They certainly do need help, as they remain highly underused and don't really mature until they gain several levels, but on the other hand it would be very easy to overbuff them and have wicked late-game monsters on our hands.  The devs are treading a fine line, but I'd like to see these caps get into the sweet spot.  Other than these two, the TEC capital ships are pretty much perfect.

As for Advent, I think the Halcyon's telekinetic push is in need of a mild nerf.  It's not a huge problem if there's only one Halcyon, but if the Advent player gets two or three it can be virtually impossible to even use strike craft against him, and that's a problem.  I think the Revelation needs a buff to clairvoyance and guidance; in fact, I think guidance needs to be completely reworked because as it stands it's just not useful in any realistic scenario.  The Radiance's animosity ability also needs either a strong buff or a complete rework.

Vasari need a little something on every capital ship.  The Jerrasul needs stronger colonization ability.  The Skirantra could use a buff to scramble bombers, microphasing aura, and replicate forces.  The Kortul needs a buff to jam weapons, because it's really not any better than it was in 1.03.  The Vulkoras needs a buff to phase missile swarm.  The Antorak... needs its own discussion thread, it's got severe issues that need sorting through...

 

 

Reply #6 Top

1. Akkan Battlecruiser- With the most recent patch,
End of quote

Am I missing some patch?  I can't make Akkan do squat, except colonize.  How is it improving DPS?  Are you consciously picking fights in asteroid belts?  It's just theneutral asteroid belts where it helps, right?  I can see it countering a Guardian push, and it plays good D (especially a lvl 6), I just don't see how it improves DPS.   ...does it improve the to-hit of strike craft??

I disagree about Revelation.  Okay, so it's still not very good.  But Clairvoyance is the reason I get it.  It's instantaneous recon, anywhere you want.  It only takes 1 point, right out of the factory.  And if you're ever in a position where you get to choose which cap ship dies, this is the one.  It's like, cast Vengeance on your progen, they re-target your Rev.  Not the end of the world--buy another and get your Clairvoyance back.


I think guidance needs to be completely reworked because as it stands it's just not useful in any realistic scenario
End of quote


You don't think just a simple buff would do it?  What if level 3 Guidance had 90 sec. duration, 50% cooldown?  That's letting other ships cast 2 ultimate abilities in a reasonable timeframe.  That's 2 Cleansing Brilliance in one minute, 2 strike craft from Halcyon in 1 1/2 minutes. And the first strike craft were already around for 75 seconds.

Reply #7 Top

Basically, all the caps serve a purpose. You can't exactly diss them because they do not fit your style of play. Some are weaker than others, but they all have a specific role to play in each faction's fleet. I personally try to get all of them when I can.

Reply #8 Top

Quoting CrazyElectron, reply 3
Disagree 100% with the Kol - especially when paired with the Dunov.  Sure, the Kol won't win a 1v1 fight against another capship, but that's what Dreadnoughts (i.e. Marza) are for.  The Kol is supposed to fly into the middle of the enemy fleet and soak up and dish out damage to everthing around it.  Flak burst shreds fighters and bombers (especially weak Advent fighters, which is vital, considering they are as numerous as rabbits) and GRG isn't that bad.  Forcefield is good when you run out of shield and Finest Hour is just that.

 

When paired with the Dunov...it's not good, it's god.  The Kol absorbs the fire thanks to Finest Hour and well placed use of Shield Restore, Flux Field + GRG shreds anything of significance, Flak Burst is super deadly with afformentioned Flux Field, and coupled with the Dunov's magnetise (and ability which I find hilarious when all the enemy strikecraft take-off only to got "Weeeee *crunch*" against their own carrier) keeps the skies (space?) clear.  Finally, EMP bomb prevents the enemy pulling anything funny; where are your abilities now Mr Advent?  The only thing that doesn't stand out is Adaptive Forcefield, but its still useful as it can be kept constantly "On".

 

Simply put; the Kol is awsome.  Perhaps the Dunov is awsomer due to its abilities, but the Kol is still very much on par with the Kortul/Radiance.
End of CrazyElectron's quote

The problem is that both the Kol and Dunov need to be level 6 in order to get this combination. With Flux Field, the Kol's GRG is actually quite poweful. The problem is though, that doing this takes extremely long and likely deprives the player of a better game early on with an Akkan, for example.

Wheras with the Kortul and Radiance, they can be useful from level one, with Detonate Antimatter and Power Surge. The Kol never really gets to being good until far too late in the game.

Quoting Darvin3, reply 5
Honestly, I wouldn't go as far as Swordsalmon, but he's right: the Kol is now a weak capital ship.  That said, I totally disagree with Swordsalmon regarding Finest Hour; once it hits level 6 the Kol becomes absolutely awesome thanks to this ability.  My opinion is that both the Dunov and the Kol suffer the same problem; they're totally awesome once they start to hit the higher levels, but they're among the weakest capital ships in the game at lower levels.  In a tight match, you just can't take the gamble that they'll be able to reach those high levels.

 

I'm not sure what needs to happen to the Kol and Dunov.  They certainly do need help, as they remain highly underused and don't really mature until they gain several levels, but on the other hand it would be very easy to overbuff them and have wicked late-game monsters on our hands.  The devs are treading a fine line, but I'd like to see these caps get into the sweet spot.  Other than these two, the TEC capital ships are pretty much perfect.

As for Advent, I think the Halcyon's telekinetic push is in need of a mild nerf.  It's not a huge problem if there's only one Halcyon, but if the Advent player gets two or three it can be virtually impossible to even use strike craft against him, and that's a problem.  I think the Revelation needs a buff to clairvoyance and guidance; in fact, I think guidance needs to be completely reworked because as it stands it's just not useful in any realistic scenario.  The Radiance's animosity ability also needs either a strong buff or a complete rework.

Vasari need a little something on every capital ship.  The Jerrasul needs stronger colonization ability.  The Skirantra could use a buff to scramble bombers, microphasing aura, and replicate forces.  The Kortul needs a buff to jam weapons, because it's really not any better than it was in 1.03.  The Vulkoras needs a buff to phase missile swarm.  The Antorak... needs its own discussion thread, it's got severe issues that need sorting through...

 

 
End of Darvin3's quote

My problem with Finest Hour is that is just doesn't do enough; it's pretty much just a super-heal and being able to use Flak Burs a second time. It is good when comboed with Flux Field, but it just happens too late in a game to be viable.

If GRG negated shield migitation, that alone would make the Kol a much stronger ship. Laying a flat 975 damage every six seconds would be incredibly powerful, and make the ability stronger. I also think Finest Hour could be better if the Kol's weapon cooldown was also decreased.

Completely agree every where else. I do think that the Antorak just needs boosts all-around, but it really is just an incredibly situational ship that is likely not to be used in most circumstances.

Reply #9 Top

The important thing about finest hour is that it allows you to spam flak burst in rapid succession.  Short cooldowns are what make the Kol's abilities so utterly devastating, and even a tiny amount of antimatter can have a massive boost of performance.

Reply #10 Top

Quoting tetleytea, reply 6


Am I missing some patch?  I can't make Akkan do squat, except colonize.  How is it improving DPS?  Are you consciously picking fights in asteroid belts?  It's just theneutral asteroid belts where it helps, right?  I can see it countering a Guardian push, and it plays good D (especially a lvl 6), I just don't see how it improves DPS.   ...does it improve the to-hit of strike craft??

End of tetleytea's quote

Targetting Uplink's range boost is essentially a DPS boost for your units. Also, it does affect Flak's hit rate on SC, but I don't believe it affects SC directly.

Quoting Darvin3, reply 9
The important thing about finest hour is that it allows you to spam flak burst in rapid succession.  Short cooldowns are what make the Kol's abilities so utterly devastating, and even a tiny amount of antimatter can have a massive boost of performance.
End of Darvin3's quote

That's all it really is being used for; clearing out SC. So Finest Hour is reall just allowing Flak Burst to kill out SC, and that's about it. Killing them off is really good, but having to get a level 6 Kol just to clear out SC real efficiently seems very weak.

Reply #11 Top

I think all of the caps are pretty good now situationally.  Everyone has a preference to their playstyle.  Of course, some, like the upgraded Halcyon are just EXTRA good.  It doesn't mean the others are bad.

The power of being able to clear out strikecraft is directly proportional to how dependent the enemy fleet is on strikecraft.  If the other fleet isn't using any, it is worthless.  If the other fleet has tons, it is powerful.  Of course, people aren't using strikecraft as much these days.  The Kol was a damn good ship in 1.10.  =) 

The other thing everyone seems to be glossing over is the Kol is tough enough to actually risk it in late game combat whereas you can lose some of the other caps pretty fast, even with Hoshiko support.  While this is not a grand strategic ability, it is useful.

Reply #12 Top

I like the post. I'm surprised how much people are sticking up for the Kol though.

Look at the multiplayer scene from the grand scheme. There is agreement that the Kol isn't all that useful until level 6, and you know what? I don't find it useful unless linked with a level 6 dunov. The dunov is awful as a starting cap for so many reasons in it's own right. Getting the Kol/Dunov nine times out of ten will get you killed online. Ok....will get you killed provided you're playing a competent player. They bring too little impact early on.

Also, how often are you ever going to have a high level kol/dunov together? It's so rare, and while I agree about the Kol being a decent anti-strikecraft cap, ever noticed how friggin small the aoe is? That's not all that hard to work around folks. Not to mention 100 antimatter  per flak burts is damn expensive and almost requires either multiple Kols or a level 6 dunov. Again, I'm stressing that getting a Dunov and Kol to higher levels is rare and not a good early game strategy.

Don't sneeze at the Revalation. Provoke Hysteria is the best seiging ability in the game in my opinion, because the tougher the target that it needs to seige is, the more damage it does. I realize getting a Revalation to level 6 is rare, so I'm going to lump my opinion of the Revlation in with the Kol/Dunov. Effective....in longer games.

For the record I think the Advent caps fall in the order of Progen, you can argue whatever the hell you want in the middle three, the Revalation. Personally, I find the Halcyon, Radiance, and Rapture all to be great caps. I put the Radiance at number two however. Antimatter bomb is frankly one of the best abilities in the game. For a level 1 cap to come out at any point of the game and instantly be able to disable and deplete antimatter stores of a level 6 ability (say armistice, missile barrage, planet drain) is powerful. Oh so powerful.

Reply #13 Top

My only complaints are minor tweaks in your explainations. Ion Bolt is THE BEST cap disabling ability in the game. why? its cheap, doesnt break when the unit is attacked, and has a short recast, all the supplies you need to make a dead cap-ship pie =)

from stats alone the sova has low DPS, but 3 SC + missile batteries (without crunching numbers) I would have to say gives it the most DPS of all TEC caps....least early and mid-game.

I would put the marza as 2 just because its outrageously good late game, and put dunov as last (though it pains me to say that) aside from it being extemely both under used and valued, its not very tough, doesnt have high DPS, and since it cant colonize you'd be essentially taking it over any of the other ships that cant colonize like a marza or a sova.....sacrilege.

The Kols ult is actually pretty damn good, from observations the range on splash damage is pretty insane. Overall, how its guns are spread makes its DPS lackluster and i agree with amish about flak cannon (also, since it does a set amount of damage, early levels only really make it OK verse fighters - it would take at least 2 good shots at lvl 2 to kill bombers, thats without factoring in hull regen). In most situations I would get rail gun over flak cannon cuz of its slowing effect (which is kind of funny cuz thats still better than what vasari gets in the way of cap disables - and only slightly worse than reverie...on top of that TEC already has ionbolt lol).

I would also put revelation as 3rd and rapture as 5th. I think clairvoyance is extremely undervalued and reverie is the only hard counter to something like MB. Does deplete antimatter actually disable abilities? I thought that was a presumed effect from not having AM. On the assumption that it does not disable I would call it a soft counter and definitely not the best (lvl 1 is like 100 antimatter? an akkan or egg has like 400+ antimatter...meh), the dunov has something like that too and its AOE! and youd see him at 5 on my list =)

~Krath

Reply #14 Top

Does deplete antimatter actually disable abilities?
End of quote

Yeah, it always has been an interrupt (but its called detonate antimatter).  Also see here.

Also, Krath, I think you underestimate the Dunov's Flux Field.  (Or maybe haven't used it properly)?

My ratings there (at the link) generally agree with this discussion.

TEC: Marza 5 stars, all other TEC Caps 4 stars. 
Advent:  Progen & Halcyon 5 stars.  Radiance 4.  Rapture & Revelation 3.
Vasari:  Evacuator/Egg 5 stars.  Kortul, Skirantra & Vulkoras 4.  Marauder 3. 

The Marza is no longer people's first choice, but I still think it deserves the highest TEC rating.  Yes, now the Sova with Missile Batteries is the most lethal early cap.  But the Akkan's colonize is too good to pass up. So I usually do a 2 Cap start with TEC.  Unfortunately its too expensive to buy more caps, and then even more difficult to level them up.  You rarely see lvl 6 anymore.  (I still think we should have a second tech to allow purchasing level 5, then 6 might be achievable)!

You see lots of Carrier caps now (hooray for diversity).  You rarely see the Vulkoras, even tho I still think is a 4 star ship, especially if you can get it to level 6.

Personally, I think the Halcyon should be nerfed.  It has only 1 ability that uses AM: the bitch slap of doom!   And Advent Illums, scouts, & Disciples are all overpowered.  The race is definitely unbalanced with the current patch.   

Reply #15 Top

Quoting SageWon, reply 14
Advent Illums, scouts, & disciples are all overpowered.  The race is definitely unbalanced with the current patch.   
End of SageWon's quote

 

Agreed

Reply #16 Top

Fluxfield is.....MEH! unless you like to play multi-star FFAs or something. I dont even have to look up exactly what it does to tell you why its not that great =) It reduces AM cost and cooldown time for abilities aye?....so what. that is really only relevent for the other cap ships you have. so a kol with FF can shoot all his marginal abilities all day long....WOOT????...?? I dont personally see how a kol firing 3 rail guns in the time it would normally only shoot 1 or 2 railguns demonstrates the value of a lvl 6 ultimate thats supposedly so good it makes the Dunov not suck. Obviously its value increases as your fleet of ability oriented cap-ships increases. But I think advent is the only race that can actually make FF - OMGWTFBBQPWND. guardians + progens.

 

someone should make a mod where any race can build any cap ship. I want to see my TEC fleet with a progen and skirantra >=)

Reply #17 Top

If used repeatedly, GRG level 3 deals 200 dps to its target.  At first glance, that's pretty power; even after mitigation this is easily triple what nanos is doing.  The problem is, by the time this ability comes on to the field (if at all) you can potentially have so much damage from frigates that this isn't a big deal anymore.  If anything Ion Bolt is by far the better cap killer by this point in the game.

That said, I do think Flux Field is a fine ultimate.  If you just look at the GRG combo, of course it's going to seem mediocre, but the thing is that this ability affects your entire fleet, including hoshikos and your other capital ships.  If everything is applying that bonus, it does add up to something meaningful.

Reply #18 Top

That said, I do think Flux Field is a fine ultimate. If you just look at the GRG combo, of course it's going to seem mediocre, but the thing is that this ability affects your entire fleet, including hoshikos and your other capital ships. If everything is applying that bonus, it does add up to something meaningful.
End of quote

well thats what making TEC builds up its dps to match the advents and vas. the flux field makes spamming skills like crazy = burst damage .

Reply #19 Top

Haha, after reading that, I'll admit the Kol isn't quite as great as I first said, that and I play too much single player where Lv 6 caps are common.  However, to those remarking that the Kol's DPS is dodgy because of where the guns are positioned, let me remind you that the Kol is a battleship; fly it into the heart of the enemy fleet and let rip with every cannon available, that's what it was built for (and FH proves it).  If you want to fight head on, and only head on, get a Dreadnought, just don't be suprised when it withers to FF.