

In the late game, Telekinetic Push is also a useful anti-strikecraft crowd control that can buy time for fighters to clean up an enemy bomber swarm. With the many, many squadrons this thing can carry it is the only capital that can actually become worth its cost in terms of DPS. Halcyon Carrier: Glass cannon that you could open with, but is also useful in the late game. But yeah, can't really go wrong with this ship. It's a bit flimsy so be careful about keeping it alive and don't be too greedy with Malice. Shield Regen is good vs Vasari to protect your Disciple blob from the many weapons of the Orkulus. Malice makes it good in fleet battles vs Advent and TEC as a damage booster for your Disciple blob. Colonize makes it the best econ option Advent have. Progenitor Mothership: Very very good opener in all situations, pretty much the meta opener for Advent. Flak Burst is strongest against Advent strikecraft since there are more of them but they're flimsy, and less good against Vasari strikecraft since there are fewer of them but they're tougher. Kol Battleship: Build this late game if there are large swarms of strikecraft flying around, since Flak Burst is a good uncapped-AoE area defense tool against them. Magnetize is also a nice interrupt vs capital ships and starbases but doesn't work on Titans.

Good vs clumped support cruisers too, like Guardians that aren't being micro'd. It's not amazing as an AM drain compared to Advent and Vasari counterparts but it's something. Finally, late game Armistice is a nice ultimate which allows some fancy tactics.ĭunov Battlecruiser: Build this late game if there are Titans on the field and you need some way of draining their antimatter. It also has an interrupt in the form of Ion Bolt so if you're 1v1ing another TEC (and know beforehand that it's a TEC) you might want to go Akkan to gain a little econ edge since Missile Barrage is sort of already countered.
Antorak class marauder free#
Fast colonization and free extractors are the Akkan's game. And if they can't attack the Marza and its fleet, you can steamroll their planets.Īkkan Battlecruiser: Build this as an economic opener if you have allies on either side of you and are thus defended, but now have the job of feeding them credits and resources. Against Advent and TEC the Marza is a growing threat / high-value target since if it can get to Level 6 the Missile Barrage means that frigate/corvette fleets cannot fight near the Marza without an interrupt since they will get obliterated en masse.
.jpg)
You can bomb out Vasari planets early on to slow Orkulus construction, and if the Vasari don't have any support the Marza alone can take on an unupgraded Orkulus (since Orkulus can't put much firepower on 1 target, and are designed to fight fleets of 16+ ships at once). It's good at bombing fast so if the enemy fleet retreats you can take planets quickly. Marza Dreadnought: Build this as an aggressive opener if there's an enemy nearby (or in 1v1). The first one is part of your opening 'build order' but beyond that additional ones aren't worth building until late game, and the ones you build in the late game are created for specific purposes based on what spells they have and never for general-purpose DPS. Does anyone have anything to add to my conjecture?Ĭapital Ships are like fat support cruisers, they're not a primary combat unit. But I realize that there may be many factors I might not be considering. After seeing these numbers, I’ve come under the impression that the real reason to keep a capital ship around is for the particular case where its abilities become necessary. Damage output for LFs equates to around 80-90 DPS depending on the faction and around 100-110 for corvettes (this does not account for damage versus certain armor types!) Cost for both these blobs falls somewhere between 2000-2400 credits, an amount of metal, and little to no crystal! Your average level one battleship takes up exactly 50 supply, has a base HP pool of 5100, does around 40-50 DPS, and costs at least 20% more than a frigate blob of the same supply (not including the fact cap ships require crystal to build!). For corvettes, HP comes out between 6-7k and a little bit more for LFs. So I added up the total HP, DPS, and cost of LF and corvette blobs equal to 50 fleet supply. I found out very quickly that capital ships are not the strong arm I once thought them to be, especially in the early game! Rather, more competitive players rely mostly on corvettes, LFs, and LRFs.
Antorak class marauder Offline#
I recently made the switch from playing against offline AI to real people on the internet.
