New Vasari Battleship Abilities

I think the assault nanites are kind of useless. Their role is covered by combat nanites. The assault nanites should be replaced with flak nanites or some kind of utility nanites that slow down ships or reduce weapon recharge.

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Reply #1 Top


I think the assault nanites are kind of useless. Their role is covered by combat nanites. The assault nanites should be replaced with flak nanites or some kind of utility nanites that slow down ships or reduce weapon recharge.

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Isn't one of them anti-ship and the other anti-structure?

Reply #2 Top

The assault nanites are super long range and can only attack structures. They're meant to be like the Orgrovs, and the Vasari seriously need them as they lack a conventional antistructure cruiser.

Reply #3 Top

Quoting GoaFan77, reply 2
The assault nanites are super long range and can only attack structures. They're meant to be like the Orgrovs, and the Vasari seriously need them as they lack a conventional antistructure cruiser.
End of GoaFan77's quote

 

The thing with Ogrovs is that you can get a ton of them and nuke all planet structures before the player realizes what happened. To make assault nanites useful, you would need like 10 of those capital ships. Plus they are on cooldown and use a ton of antimatter, so you can only have like 4 of them up at a time for each capital ship. 

Reply #4 Top

Quoting Khezef, reply 3
The thing with Ogrovs is that you can get a ton of them and nuke all planet structures before the player realizes what happened. To make assault nanites useful, you would need like 10 of those capital ships. Plus they are on cooldown and use a ton of antimatter, so you can only have like 4 of them up at a time for each capital ship.
End of Khezef's quote

1. Assault nanites are free and use no fleet supply.

2. They only cost 40 antimatter. You'll restore that before they expire.

Yeah, they won't have the assault power of massed Ogrovs, but they'll be a heck of a lot more useful than combat nanites at clearing out planets and they're great for clearing out the defenses of unimportant planets by themselves. I agree you should put more points on combat drones but it can be useful to get a point in assualt nanites for this situation.

Reply #5 Top

Quoting GoaFan77, reply 5

Quoting Khezef, reply 3The thing with Ogrovs is that you can get a ton of them and nuke all planet structures before the player realizes what happened. To make assault nanites useful, you would need like 10 of those capital ships. Plus they are on cooldown and use a ton of antimatter, so you can only have like 4 of them up at a time for each capital ship.

1. Assault nanites are free and use no fleet supply.

2. They only cost 40 antimatter. You'll restore that before they expire.

Yeah, they won't have the assault power of massed Ogrovs, but they'll be a heck of a lot more useful than combat nanites at clearing out planets and they're great for clearing out the defenses of unimportant planets by themselves. I agree you should put more points on combat drones but it can be useful to get a point in assualt nanites for this situation.
End of GoaFan77's quote

 

But if the Rankulas is there in enough numbers to supply a bunch of assault nanites, there is probably a large fleet supporting it. The fleet itself will do more damage than a crappy ability.

Reply #6 Top

Quoting Khezef, reply 6

 

But if the Rankulas is there in enough numbers to supply a bunch of assault nanites, there is probably a large fleet supporting it. The fleet itself will do more damage than a crappy ability.
End of Khezef's quote

You don't need more than one Rankulas. Either you use it for mop up duty so the rest of your fleet can attacking something else, or you use assault nanites while waiting for your bombers to snipe a starbase in which case you're fleet is probably just waiting around anyways.

Reply #7 Top

Quoting GoaFan77, reply 7
You don't need more than one Rankulas. Either you use it for mop up duty so the rest of your fleet can attacking something else, or you use assault nanites while waiting for your bombers to snipe a starbase in which case you're fleet is probably just waiting around anyways.
End of GoaFan77's quote

But I think the repairing nanites of Rankulas are useful... Especially I'm frustrated on Chastic Burst, The Maw and Nano Leech, and most of my regular ships are just sitting behind the capital ships.

Reply #8 Top

The Rankulas is a piece of shit. The skirantra can do everything it can do better.

Reply #9 Top

The Rankulas is advantageous early-game because it can produce its own frigates instead of having to rely on your precious early-game resource pool, delaying the point at which you have to upgrade your fleet capacity.

That said, despite how effective it is early on, it doesn't scale well into the late-game.

Reply #10 Top

Quoting Volt_Cruelerz, reply 10
The Rankulas is advantageous early-game because it can produce its own frigates instead of having to rely on your precious early-game resource pool, delaying the point at which you have to upgrade your fleet capacity.

That said, despite how effective it is early on, it doesn't scale well into the late-game.
End of Volt_Cruelerz's quote

I agree but those support nanites are good all game in my opinion.

Reply #11 Top

Quoting excartus, reply 9
verything it can do better.
End of excartus's quote

Really that just says more about the combat abilities of the Skinantra than the Rankulus.