Kol only good capital ship for TEC?

I tend only to build Kol, are the others TEC Cap ships good? What improvements are the best for them and the Kol?
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Reply #1 Top
Sova's! They have an embargo ability that is great, and their bombers (once upgraded) are fantastic for system superiority.
Reply #2 Top
I have only played 2 hours to learn the game but as I saw when building the capital ships that its good to get other ones. They all have different abilities such as EMP, Re-charge shields and so on. Its fine if u build all Kol's but you would be more superior if you had a mix of capital ships.
Reply #3 Top
Ok thanks
I like Sova's too but the others?
Reply #4 Top
i was very pleased to see how good a group with 1 Kol, 1 Sova,2 Dunov (?,the shield restore one)worked.
Im trying another setup with 1 Kol,1 Sova,1 Dunov and 1 Marza, too. The Marza should do great against capital ships and in big battles.
Reply #5 Top
What cruisers and frigates with all that?
Reply #6 Top
All of them are good :) I like Akkans.
Reply #7 Top
I'd like to know what peoples first TEC capital ship is and why they pick it instead of the others.

I've always gone Kol as I think its the most rounded but I've been thinking of trying Marzas.
Reply #8 Top
Sova! Or the Akkan. Usually the Akkan. Because I'm too lazy to build a colony ship. But Sova is good against things that get in the way of your colony ship, since pirates don't have proper anti-bomber.
Reply #9 Top
I began with Sova powerful but is fastly overwhelmed. Kol are more powerful and resistant.
Reply #10 Top
Always start with a Kol, its the one which becomes most increased in power (its guns actually hit hard at high levels) with xp and having a high level kol gives you something that might almost be described as an enemy capitol ship killer.A top level Kol is the only ship I've seen that the TEC has which offers a damage output which can genuinely be said to be high compared to eneamy armour and shields.

I usually go Kol -> Sova -> Shield Restore Guy.
Reply #11 Top
i Usually get the Kol as my first aswell, since its a good alround vessel, my second tends to be a carrier or mothership with its great support abilities. The Dread usually doesn't come out to play until i'm ready to start assaulting planets on a larger scale since those ships tend to excell in anti-planet warfare.
Reply #12 Top
My reasoning for switching to the Marza was at early levels it seems to out perform the Kol and I think Marzas can duke it out better with other Capital ships.

Akkans seem to be another good choice, I've seen some people go the carrier / bomber fleet route also.
Reply #13 Top
I like the one that kinda looks like a Hyperion class cruiser from Babylon 5. It has beam weapons...

I like beam weapons :HOT: 
Reply #14 Top
The truth: You need at least one of each (you could skip out on the carrier if you have a large fleet)

However, I feel that the Marza is the only capital ship that under performs, its fire power is relatively close (slightly better) to the Kol's but with a lot less survivability and when you're fighting either AI zerg or anything else for that matter living by a good margin is a lot more important than dealing the extra 100-200 damage.

If I am going for a cap ship build, it's generally : Kol , Kol , Support (the one with shield restore)

Carriers are pretty good (arguably better than everyone else's?) but you need them in packs to be really effective without support. If you have support chances are a Kol would still be better.

You want to most likely start off with a Kol because you're going to be fighting multiple encounters and god forbid you run into a planet guarded by flak militia which will dampen your carriers. You also want good dps/armor with self-sufficient abilities and that weeds out the support ship with the shield restore/emp. So, that leaves the Marza, Kol, and Akkan's.

Akkans might actually come close to the Kol because you may be able to colonize faster but you won't be doing much in the ways of harassment/damage and the other abilities (ion cannon / passive range/hit buff) do not make it a heavy hitter unless the 5% hit and range increase actually does more than what it says it does. That being said, the Akkans still has low armor and less hull/shielding which leads to a faster death.

So that leaves the Kol and the Marza. Marza is out because while it does good damage, it has crap for survivability and it seems (I am pretty sure it is) a lot slower.

Anti matter abilities early on aren't that great because you spend a lot of it phase jumping around. =(


I am not really sure if I can justify using a Marza even with a 16 fleet cap armada simply because I am expecting mass focus fire and the damage out put isn't serverely more than a Kol. You'll want as many of your cap ships to survive a massive encounter as possible thus most of your fleet will be taken by the Dunov / Kol with one or two Akkans for the passive buff. The rest of your fleet would be repair ships, kodiak cruisers, flak frigates, and all your flights are loaded with bombers. Most of your damage won't be from capital ships , their job is to survive provide extra support for your Kodiaks / whatevers. They also require the most grooming of your entire fleet so survivability is a must otherwise you can kiss that 3k credit 400 metal 300 crystal + time in experience good bye.
Reply #15 Top
Carriers are pretty good (arguably better than everyone else's?) but you need them in packs to be really effective without support. If you have support chances are a Kol would still be better.


I wouldn't call the TEC carrier better than anyone else's. The Vasari carrier using its repair-cloud ability when parked with a group of frigates and cruisers really ruins anyone's day. And the Microphasic Aura really helps close support fighters and bombers survive. But unlike the TEC carrier the ship needs to stay fairly close to the action to do its job. I haven't played the Advent that much yet, so i can't really comment on the Advent Carriers abilities, except that it packs quite a punch with its beamlasers.

Reply #16 Top
At above. Vasari carrier sucks because of this. To maximize the repair ability you need to put it in with the other ships which makes it a big target :/ While other carriers can hand out on the edge of gravity well and jump out when the little bastard frigates are gunning for them. I suppose if u made a bunch of carriers you could pull it off with all carrier fleet. But it would be jump in hit whatever jump out.
Reply #17 Top
I always go for the Akkan as my first ship, then about 3 Kols :).
Akkan because it has colonisation, allows me to colonise planets a lot faster than having a colony frigate do it and this way I don't have to bother with colony frigates. ;)

On top of that, it gets "Targetting uplink", which is a GREAT ability to support the fleet. Not to mention Armistice which is perfect if you're in trouble ;)

Imho it's one of the better support ships and a perfect start-game unit as long as you keep it well escorted.
Reply #18 Top
I love Sovas, myself. Embargo is great, and a few missile platforms add up that damage quite nicely! Kols are pretty nifty, and it's tough to justify any serious fleet without Dunovs. I actually don't use Marzas as much, but they help with their AEs once the number of ships starts piling up :)
Reply #19 Top
The only TEC capital ship i haven't seen much is the Akkan. The most overpowered i've seen was the dunov (multiple dunovs kick the butts out of multiple Kols)
Reply #20 Top
Though I always build the Kol first (when firepower is at a premium), I consider the Akkan to be an absolutely crucial part of a big fleet. It's usually very easy for the enemy to retreat from any battle they can't win. I can usually only catch up with them for a few seconds at the edge of the gravity well, and the ion bolt ability means I can stop a capship from fleeing and my fleet can kill it.

This was key to my only victory so far, that, and restarting over and over until I had some securable bottlenecks so I could compete for resources without siege-frig rape :p. Anyway, once I was ready to go to war I chased down and destroyed all the high-level capital ships of each enemy I took on, thus denying their potent abilities that would've given me a bad day. If I couldn't shut them down with ion bolt that would've been very difficult to do.

It's also an effective colonizer that I don't need to babysit. I quite appreciated I rarely had to track down a colony ship as I swept across the solar system.

I actually considered the carrier and the siege-capship to be the useless ones. I may try out the carrier now that its gotten so many endorsements, but it seemed to me it requires too much resources to reach a critical mass where it can decide battles.

The only endorsement I could give the siege capship is that it's much much better at razing planets than other capships are, and very cost-effective compared to siege frigates. I certainly wouldn't choose it to go into battle, but you need some sort of siege ability to properly go to war.
Reply #21 Top
The advent carrier is amazing. squads of up to ten fighters, a boost to the cooldown of all nearby ships, loads more fighters as an ability, and surprisingly good power for the early game.
Reply #22 Top

At above. Vasari carrier sucks because of this. To maximize the repair ability you need to put it in with the other ships which makes it a big target :/ While other carriers can hand out on the edge of gravity well and jump out when the little bastard frigates are gunning for them. I suppose if u made a bunch of carriers you could pull it off with all carrier fleet. But it would be jump in hit whatever jump out.


Unlike the other carriers though the Vasari one can more than handle itself in a fight. It has massive armor and with repair cloud triggering as often as possible they're very hard targets. I actually managed to beat of an entire enemy fleet once with just a carrier and a dreadnought because of that ability. Having 2 enemy capships pounding that carrier for several minutes while its bombers and the dreadnought slowly killed both of them off.

Reply #23 Top
The advent carrier is amazing. squads of up to ten fighters, a boost to the cooldown of all nearby ships, loads more fighters as an ability, and surprisingly good power for the early game.


Yeah, but the post is about the TEC ;)
Reply #25 Top
Cielo cruisers are useful especially if you like focus firing. They have an ability that makes a targeted ship/structure take 25% more damage from everything - pretty handy.

They also offer small shield recharge boosts to your own ships.