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Value or Worthlessness of the Akkan

Value or Worthlessness of the Akkan

Well, I've played as TEC many times, but the Akkan is the only ship they have that I don't get.  It just doesn't ever seem to be anything I would ever use, yet some players swear by it.  The following is what I note:

Hull/Shields: Average..  Nothing special here...

DPS: High for a colonizer, only slightly below the Kol.

Colonize: I do see the value in this.  Sure, its not a huge cost reduction, but it is nice nonetheless.

Ion Bolt: Its a good interrupt and can potentially act as an interrupt or PJI, but aside from that I don't see how it could really be considered a cap killer.

Targeting Uplink: I see very little point in this ability unless in an asteroid field or when facing off massed SC.

Armistice: So you can retreat an otherwise worthless cap?  This doesn't really do anything..  It just hits pause.  You can argue that it gives you a bunch of time for reinforcements, but I don't really think that a minute is going to do all that much...

 

I don't know..  Whenever I try using this ship, it never really seems to be worth anything other than colonizing.  Aside from that, I feel like I wasted a bunch of credits and resources.  Any explanation as to why Ion Bolt is better than I'm making it out to be or how TU is worth anything would be appreciated..

17,825 views 53 replies
Reply #26 Top

Yeah but who actually wastes money on research planet in Multiplayer. :D   :D  

Reply #27 Top

If you needed something to break a stalemate as Advent, you could do that since their superweapon is kinda odd...

Reply #28 Top

Quoting top, reply 25
i dont see why all you people are saying that  ion bolt is lackluster, with 25 lrms and 30 scouts i have killed a lvl 6 progen, that started retreating from the center of a grav well, it had 100% health and shields, it died before even reaching the edge to jump because i kept ion bolting it. Ion bolt also can be used to interrupt Shield restore. if used properly Ion bolt is by far the best cap killing ability in the game.

_|~Uber
End of top's quote

 

I think that is the thing people are confusing:

"Ion bolt is by far the best cap killing ability in the game."

They want to see a skill that does awesome damage, gives a damage over time, and stuns for a time with only the Akkan single-handedly killing the ship with 0 support.  That won't ever happen because that would be too powerful, but I agree it is one of the most helpful skills in the game as long as it has its support ships around it to do most of the damage.  You can ion bolt a ship with the Akkan from one end of the grav well to the other and not get a kill, but as soon as you have a good size fleet around the Akkan, yeah that other ship is dead.

Another thing that this skill does is interupt the phase jump, and I believe that the level 3 ion bolt has a shorter down time than the phase jump time, meaning you could perma hold a ship in the well as long as you have anti-matter.

I played a game with my fleet having 2 Akkan, 1 I made at the start, so maxed colonize and ion bolt, and the other I made on accident so it went full ion bolt and target uplink, thought I clicked Sova but I didn't, so I just went with it.  Having 2 ion bolts was the greatest thing i could have done, it made any other cap ship I saw totally useless.

Reply #29 Top

I used to think the Akkan was the worst colonizer cap, but ever sense the boost to its colonize ability I think it's been a powerhouse. Only the Mothership is argueable as useful because shield restore owns, but really it has two useful abilities campared to the Akkans 4 (maybe 3 as Ion bolt is usually only useful on the offensive and Targetting Uplink on the defensive, so you rarely need them at the same time). Easily the best TEC starting ship in my opinion.

Reply #30 Top

Also, if you have the researchable, artifacts can be free to look for.
End of quote

Well, not "free".  You pay for the research.  I did the math in my head awhile back, and I think the break-even point is about 5 1/2 planets you have to double-explore for artificacts before you start making the research back.  That's a little high. 

OTOH that time bonus from the research is interesting when stacked with Progen's colonize bonus (which is for a limited time). 
I still don't think it matters much, but...it might....

Reply #31 Top

but really it has two useful abilities
End of quote

Um, Progen has 3.  A second Progen without colonize at all is a kick-butt Cap.

Reply #32 Top

with two lvl 5 Progenitors and lvl 3 in Shield Healing you can tank a lvl 6 Marza using Missile Barrage. This is not to be underestimated!

Reply #33 Top

Lost a bunch of caps last night, but finally got a Progen to level six.  Opponents were not happy when that level 4 Halcyon and level 5 Progen they'd so painstaking killed showed up again.  Its ultimate is HIGHLY underrated.

Reply #34 Top

Quoting Darvin3, reply 33
Lost a bunch of caps last night, but finally got a Progen to level six.  Opponents were not happy when that level 4 Halcyon and level 5 Progen they'd so painstaking killed showed up again.  Its ultimate is HIGHLY underrated.
End of Darvin3's quote

Still not totally sure how the progen ultimate works, so if you use the progen ultimate and you have another ship in the grav well where some other cap of yours died, it gets the levels of that ship?

Reply #35 Top

A level 4 Halcyon was destroyed.  Once my Progen reached level six, I target another Halcyon with ressurrection.  This instantly promotes it to level 4.  I don't need to be in the same gravity well as the one where theoriginal Halcyon died.

Reply #36 Top

Once a high lvl cap dies can you use the spirit-revival on all of the following cap ships of the same class? I could imagine getting a halcy to lvl 10, let it die and use revival on the following 10 halcyons... does it work or not?

Reply #37 Top

A very good question...I shall test it now in an enemyless SP and get back to you...letting one get to level 2 should suffice, so i just need to get the progen up.  Get back to you on this in a couple hours.

-Exile(\/)

Reply #38 Top

Okay, the progen's level 6 is VERY case sensitive.  It works only once, so you cannot have multiple free high level caps.  Also, in case others didn't know, it only works on the same class of ship as the dead one.  Realistic, but it really puts the ability's overall usefulness into question.  THough in Darvin's case, it did prove invaluable, so maybe it's more than i give it credit for.

-Exile(\/)

Reply #39 Top

The biggest weakness of ressurrection is that if the dead capital ship is the Progen itself... well, you've lost the ability to ressurrect it.  Otherwise, if you had a high level Halcyon, chances are your entire fleet was built around the presumption that you had a high level Halcyon... in other words, there is no question that you will be replacing it with a new Halcyon.  In practice, the limitation of same-type capital ship is no limitation at all.

Reply #40 Top

Not true, if you found yourself facing an enemy who had built up an anti-strikecraft force, i, at lease, would be building something to defeat that, not build myself into the same corner that got my last cap killed.

I do see your point, though.  It would mean replacing a great many of your frigates.  But it is a necessity when your opponent has already beaten your last fleet. An identical one won't do better the second time.  Of course, with your cap ship dead, you probably aren't going to have much of your first fleet left anyway...

-Exile(\/)

Reply #41 Top

Quoting Commander_Exile, reply 40
Not true, if you found yourself facing an enemy who had built up an anti-strikecraft force, i, at lease, would be building something to defeat that, not build myself into the same corner that got my last cap killed.
End of Commander_Exile's quote

The Halcyon does much more than give you strikecraft.  In fact, I don't even choose the extra strikecraft ability until perhaps Level 7.  Rather, you want a Halcyon to protect against enemey strikecraft (Telekinetic Push) and also to increase your fleet's damage (I think it goes 8%, 15%, 22%.)  It's a very useful if not crucial capital ship for an Advent fleet for those reasons.  Imagine increasing the damage your Illuminator swarm can do.

Reply #42 Top

 

Regarding the Akkan, I think it's a fine capital ship now.  I did used to think that it was mediocre and not worth the opportunity cost of building before, but it's great now that it's been buffed.  You build an Akkan, of course, for colonization and it's colization eco bonus is now very good.  (Before it was kind of silly.)  Ion Bolt is a nice ability.  Armistice and really frustrate your opponent and save your fleet and caps.  Targetting Uplink is also useful.  No capital ship is going to have four awesome abilities, perhaps just one or two excellent ones and one or two more useful ones.  The Akkan is fine and gets its primary job--colonization and eco expansion--done.

I'd like to see some calculations for its eco bonus so we can compare it to the Progen.  The Akkan's Level 3 colonization saves you 750 credits for extractors (assuming you didn't research that extractor building tech) and, most importantly, you get the 3 extractors IMMEDIATELY--you don't have to wait to build them as you would with Vasari (don't have to wait as long with the Egg) and Advent (worst in these regards) and you get double the extraction rate with Colonize Level 3.  That's probably good enough to pay for the costs of upgrading the planet's population and then some.

 

 

Reply #43 Top

Okay, it WAS a bad example, but i hope you see my point.  Your opponent built a fleet designed to counter your capship to kill your fleet more easily.  Are you going to build that cap again?  Probably not, unless you were attacking them, and they are far enough off that you can redesign your own fleet, or that ship has a epic ability that is integral to your entire overall strategy.  Like TK.

-Exile(\/)

Reply #44 Top

The thing about the Advent fleet is that they're all about synergies.  If you have a Progenitor, you're comboing with either shield restore or malice and your fleet largely depends on these abilities either to deal decisive damage or to keep guardians in the game.  If you're running a Halcyon, it's probably the center of your counter to strike craft; if it gets taken out replacing it is top priority (plus energy amplification is big-time useful).  Rapture is used to boost carrier damage, again if you have lots of carriers it's a no-brainer to bring back the synergy.  Radiance is used to counter other capital ships... chances are they still need countering.  I personally don't use Revelation, but again if you're counting on Reverie you're still counting on it.

Advent uses its capital ships to empower the rest of its fleet with synergies.  Unless you're completely retooling your fleet from the ground up (totally impractical if we're late enough in the game that you have level 6 caps running around) you will almost always replace one cap with another of the same type.  For TEC and Vasari, yeah, you often will swap caps as your strategy changes, but Advent almost never.

Reply #45 Top

I'm running under the assumption that the death of said capitol ends in the death of the fleet it was with, unless you have only one fleet, in which case, yes, you will be replacing it with the same type.  I just think that you should have the option to change it.  It's not like the ability is used ridiculously often.

-Exile(\/)

Reply #46 Top

Akkan is an amazing cap ship. Heres a couple of examples of recent situations It saved the day.

 

Situation 1: I have lvl 6 Akkan, and lvl 6 Marza-

Enemy tries to FF my Marza to death, solution? Armistice and retreat. I come back, Missile barrage, Marzas health is getting low, Armistice again and retreat to safety. I've done this so many times that the Akkan has become almost as useful as the Marza.

Situation 2: Im in the pocket, I start Eco. 4 planets in I spy an enemy Marza escorted by a handful of javs claiming an asteroid 3 jumps from my frontlinemans Hw. Its one of the enemies pocket players. I switch to military and start pumping out Javs. Enemy Marza strikes my allies HW escorted by a fast increasing number of Javs, well into the 70s, I dont have the fleet to match, so I increase production trying to catch up. I send my starter Sova in to try and drive off the Marza with bombers before the HW is lost. Sova is killed and Marza reaches lvl 5 as allies Hw dies. I realize I need an Akkan. While his Hw was being bombed, my ally built an Orky at his neighboring planet and upgraded it with feed from our other eco spot. Enemy Marza attacks and his javs start ripping into the starbase. I finally catch up and then exceed in javs as my fleet jumps in to protect the starbase. Marza reaches lvl6 but is weakened and flees, I send half to chase it, other half to help the starbase widdle down the javs. Stabase gets destroyed, enemy javs retreat, Marza gets away. I continue pumping out javs, knowing full well they could all be destroyed with the click of a button. I reach about 110 before the enemy Marza hits my allies planet again with 80 javs. I send in my javs set to hold position and lure the Marza to the edge of the well, MB goes off, but my Akkan is jumping in and disables it before it can do critical damage, then keeps the Marza pinned down while my Javs turn it to junk. No escape. Marza is destroyed along with enemy javs. Enemy eco spot leaves game. Game won by Akkan. I love that little ship.

 

Reply #47 Top

I'm running under the assumption that the death of said capitol ends in the death of the fleet it was with
End of quote

Not at all; it's entirely possible to lose a capital ship but win the battle, and even if you do lose you should have gotten a fair chunk of your remaining forces out alive by retreating.  If you're still have a fighting chance, it's unlikely you were completely wiped out.

It's not like the ability is used ridiculously often.
End of quote

That's because you need a level 6 Progen and another high level capital ship for this ability to have any application.  Since most games end before you can get multiple high level capital ships, this isn't exactly a commonplace ability.  As well, if a player managed to keep multiple capital ships alive long enough for them to actually reach these levels, it's unlikely he'll just allow them to die.  Moreover, if it's the Progen that dies you're out of luck.

Of course, if the game runs late, fleets start to balloon and high level capital ships (and deaths thereof) are quite frequent.  Heck, I had a massive illuminator swarm battle just last week.  The enemy began to focus fire on my capital ship when it was level 1... and it died as a level 5.  I replaced it with another Progen, and within ten minutes that one was level 6, and I began to build more caps which I intended to promote via ressurrection (enemy called the game as I was doing this, since I'd just turned that entire front around).

So, it's a highly specific skill that's often useless.  However, when it is useful, this is easily one of the most powerful skills in the game.

Reply #48 Top

I can agree with you there.  And i suppose it's mostly a lore problem keeping it so specific.  A Radiance crew reincarnated into a Halcyon would be pretty screwed, after all...

-Exile(\/)

Reply #49 Top

One should note in SP, resurrection is probably the most powerful ability in the game. Oh I lost a lvl 10 cap ship! Thats ok I can just make a lvl 1 a lvl 10 instantly. And last time I checked, it does not have to be the same cap ship type, Ive done it to different cap ships before (though it was a few patches ago). What it does is record the XP amount of the cap ship that died and just changes the cap ship XP you cast it on to the XP of the dead ship, beginning with the largest amount of XP (so if you had a lvl6,lvl8 and lvl 10 die, the first time you cast resurrection it will be for the lvl10, then the lvl 8 then the lvl6). And as far as the lore goes, the infocard says it transfers the experiences of the dead crew into the crew of the new ship. I don think that means the dead crew "posseses" the new crews body, I think its more like the Matrix where it just uploads combat experience into their brains.

Reply #50 Top

Has to be the same.  I tested this, too.  I got a Halcyon to lvl 6, sent it to the Pirate base alone, with all squadrons docked, parked it in the middle of 5-7 gauss turrets for good messure, then built a Halcyon again, after i saved, and reincarnated it.  The next Halcyon refused to level, therefore confirming the one-ship limit.  THen i reloaded and tried to do the same to a battleship, and the ability effectively dry-fired, doing nothing but wasting the Progen's Antimatter.

Refreshing out look on the lore, though.  I hadn't thought of it like that.  THough "Reincarnation" does seems to imply possession in this case.  The ability is reincarnate, right?  I forget...

-Exile(\/)