Great question, cause no one really knows the answer. I've heard guesses, but as of the moment I along with most really don't know how or if it's been significantly changed.
Raging Amish
You can change them, and it's one of the strengths of the unit. You can right click on the squadron you selected and it will all self destruct, opening a slot for you to pick the other type of ship. This applies for anything that can make fighters/bombers. Caps, carriers, or hangars. This is great because when you have 10 squadrons of fighters and HC's show up, you can go back in, scuttle (but get no resources unfortunately) and choose the other type.
I have to disagree Manty. Level 1 Kol and Level 1 Devastator: Armor 5 Level 1 Radiance: Armor 4.5 Not too much of a difference. The radiance has better abilities imo, especially if you couple animosity with vengeance and energy absorbtion. I'm not calling the Kol or Devastator's abilities bad, cause they aren't by a long shot, but I think the Radiance abilities win here. All caps can be helped by the early health point upgrades. TEC focus on armor and it
I think so, and thankfully it will cure a lot of the lrm woes. It's not going to stop people from making lrf spams though. I know I'm still going to be making lrf's, because even with the 1.1 fix, lrfs are still the backbone of early fleets for the amounts of damage they'll do. What I do think is going to happen is instead of doing heavy lrf spams, people will start making carriers, flak, or both to support the fleet and make it more balanced. Pure lrf spams will be easily counterable now.
As the game stands, Assailants are the ship of choice early, as lrf's are the ship of choice for all races in early stages of the game. Even in 1.1 I think this is going to stay at the minimum semi-true. Since everyone makes lrf's, the light frigates (aka skirmishers) are fodder and will go down quicker than a pizza at a weight watchers convention. They have medium armor and lrf's do anti-medium damage. Assailants, however, are not weak. They get phase missles. You must get p
The clear cut answer is that each is better in different situations. Fighters do anti-light damage. This means the get a bonus against bombers, colony frigates, long range frigates, and scouts. They are ok against other fighters. Fighters, however, suck against anything with medium armor and up. In the upcoming patch, they're going to do 50% instead of 25% against medium and up, but still, it's godawful. Bombers do anti-very heavy damage. They are good against buildi
The marauder is at best semi-useful, and it's rare to see it anymore unless it's a long game. I would say it's at best the third capital ship that should be built. It's not that it's useless, but until it gets the buff, the others are a better choice. I have a hunch the Nano DoT doesn't stack. I think it's meant to, and I won't be surprised if it does as the game stands pre 1.1. I think it doesn't because the 1.1 update mentions that some abilities don't stack but should, like the mali
I don't consider any deletable. They all serve some sort of purpose, whatever that may be. All capital ships are great for something.
Oy Ninja. I don't agree with everything in your first post. First, Vasari economy is very good. What throws people off is that it's a resource focus, not a credit focus. You get more resources as vasari. When necessary, you trade resources away for credits. Second, Advent economy may be decent, but it's the worst in the game. Advent cannot upgrade their income of credits from tradeports, they don't get good extractors, although they can switch trade ports to a resource focus.
Dead on man. Great post. I do have one clarification to make. The Battleship's armor ability does two things. Raises the ship's armor and converts a percentage of damage taken to antimatter. I know it's called energy absorbtion but this passive buff applies to any damage the ship takes.
Oy, I read my post from before. It has grammatical errors like crazy. Thx to those of you who bare with it.
Now children, am I going to have to separate you two? I'll pull this intergalactic spaceship over if I have to.
O, and imo the cielo needs to have an op ability. Vasari has the subverter, Advent has the guardian, they better give something good to the TEC. Looks like the Cielo is their answer.
They're just giving fighters the role they deserve. As the game stands, fighters are not a good investment because of the effectiveness of flak. THis is going to give a sufficient buff, and really, it's meant as the counter to the illustrious lrf. The Illum was only debuffed slightly to put in on par with the lrm. What's happened now is that the fighter will actually be able to counter the lrf. I don't fear fighters. Every race has some ability that screws them up bad, well, except Vas
Dude See: 1/4 of the rest of the posts on the forum
Vasari is kinda the middle ground between Advent and TEC. TEC Capital ships are very direct in what they do. Advent capital ships are the nexus of support for an Advent fleet. Vasari are right in the middle. Still critical to a fleet, but still pretty direct. An ability like Nano-disassembler, the nanite bomb on the Egg, is a good example. It deals direct damage to a ship, but lowers its armor too so it's a better target for the rest of the fleet. Advent easily have the best caps in th
I say TEC because the Marza is a very effective 1 vs. 1 ship
Go Big or Go home is damn near impossible on a large map. I did it on Point Blank. Pick TEC and send a Marza over to your enemie's homeworld. It can get his constructors and take on your opponent's cap early. What you must do is not upgrade your homeworld, and instead, invest your early resources in a second cap. Say, a Kol or an Akkan. What this does is it alows you to destory your computer opponent early. This task is frankly a little ridiculous. Only Capital ship fleets lose damn qui
Repulse does the trick. It's more a game of cat and mouse, seeing if you can repulse before it gets in range. You need enough capital ships. By the time a player has subverters, you should have a minimum of 2, hopefully 4 capital ships. They can defeat subverters as subverters are very fragile. As of the moment it's overpowered. 1.1 is bringing a heavy nerf to this ability.
@Octopus You're right...except you miss one thing. One Jikara scout ( the worst scout in the game, Vasari really should be making assailants early, not scouts ) is not the equivalent of 1 assailant. 2 are Ship Slots: 6 DPS:16 vs 13 The story changes. Still, I agree that there are better answers. It really shouldn't be this way, but as the game stands, lrf's are the hardest to counter besides HC's because there's nothing they're really bad against. Focus f
I like to think about it this way. Heavy Cruisers --> Bombers --> Fighters --> Flak --> Light Frigates --> Long Range Frigates --> Scouts --> Fighters --> Flak --> Light Frigates The arrow is pointing to its counter. Subjagators (Assuming you mean the other Advent support cruiser besides the Guardian) -They're designed as a support cruiser that's designed for use against other support cruisers. They freeze a target for 40 seconds (Caps are immune) Microma
The probelm I have caps is that if you lose them, they're very hard to replace. And your strategy is very good on a larger map where your opponent is 6-7 jumps away. I don't see anything against ur idea there. I'd say probably cut the Illum damage in half because side beams can't aim at the kol too, but then again, you have to consider that Illuminators are normally paired with Guardians, Halycons, and Motherships, all of which make them stronger. And while the Illums are microing the
@ Inferfectus So you were listening :CONGRAT: TEC is by far the race I'm most likely to pick something besides the colonizing capital ship, mainly because the first really useful ability it gives besides Colonize is Armistice (Ion bolt's only good if your opponent's retreating) What I don't like though is that you got two caps very early. In the first half hour of the game, a second cap realllllllllly isn't advisable. That's what my problem with your strategy was. Th
No doubt range is an advantage, but scouts turn the quickest of any ship in the game. Very helpful for taking out lrms. If I'm using scouts, I'm not focusing on them. I only make like say 20-25 to start a match until I can start making lrf's non-stop, and I mean make them and never have to stop making them. They're nice cause I think you'll agree everyone uses lrf fleets early, so I have lrf's + a small contingent of stuff that counters the lrf's. The scouts help me expand early like l
O, I almost forgot, the Dunov has an ability that disables other ships abilities. I think it has an area of effect, but don't hold me to that. It also makes fighters crash into that target because it magnetizs the target. O, an by huge ass fleet, I mean much bigger than your opponents, preferably 3 ships for every 2 he has.