TEC capital ship abilities are a pathetic *@#ing joke.
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-- Kol
Gauss - Sounds good, until you realize it's blocked by Shield Mitigation. In additon, the Kol has to ever-so-slowly turn to face the attacker to use it. One shot from the main laser array will send shield mitigation to at least 40-50%, the Gauss will almost never do more than half damage, meaning ONLY 400 at level 3. In addition, the antimatter cost of this ability is through the roof for how worthless it is. If you leave it on autocast, the Kol will drain its antimatter trying (and failing) to destroy just one ship.
Flak - This is without a doubt the most pathetic ability I've ever seen. If it were replaced with a button that would self-destruct the ship, I'd probably use it more. Seriously, I've probably destroyed one or two fighters with this (that were speedily replaced). I don't even purchase it any more, or even bother to turn it on auto activate. All it'll do is waste antimatter trying to destroy one fighter, and I'm pretty sure at level 3, it can't even destroy a fighter from 100% health.
Antimatter Shield - Wow, a semi-decent ability. The fact that it consumes more and more antimatter at higher levels is pretty sad though - I thought the point of higher levels was to make the ability better.
Finest Hour - A pretty good ability, as far as level 6's go, I suppose. There's better. It'd be nice if the Kol's perimeter guns did a bit more damage to make this more useful. I can't complain about it, except for the fact that it's one of only two non-shit abilities of the Kol.
-- Sova
Missile Batteries - They're a nice boon to an otherwise defenseless carrier. A decent choice.
Embargo - An ability that becomes more and more useless as the game goes on. Early game it can cripple the enemy and provide a huge boon to your own economy. Late-game it really doesnt' affect the enemy much (as they have many planets, losing one isn't too bad) and you won't notice much income (you can't see how MUCH you're bringing in, which is disappointing at any rate)
Heavy Strike Craft - Every race has something that makes their strikecraft better, and I'm pretty sure that the TEC have the worst strike craft by design. The shit part is that their 'improvement' is a capital ship ability, whereas the Advent are done by research (unsure about the Vasari), meaning ONLY Sova strikecraft get what is effectively a mild improvement. The end result is that it's a DECENT ability as far as the Sova's upgrades, it's really the ONLY ability that helps it do its job better, but in the big picture it's pretty stupid.
Heavy Manufacturing - Really? A level 6 ability that's designed around what? Helping my carrier just in case I'm a retard and got the swarms of strikecraft killed? Are you serious? Oh, my bad, it improves my planets somewhat too - give me a break. One of the most ridiculous level 6 abilities.
-- Akkan
Colonize - Whatever. Every faction has one of these.
Ion Bolt - Oh here we go. The second worst ability in the game, right in front of Flak. Sounds great doesn't it? Paralyze an enemy ship and get some real damage on it - oh what's that? At Level 3, it ONLY LASTS 7 SECONDS? ARE YOU SERIOUS? Hahhahahahahahh! The only reason it's better than the Flak ability is because it can disable a phase jump. Aside from that, this is a complete joke. For comparison, the Advent's "Reverie" ability does the exact same thing, consumes less antimatter, and lasts 4x longer.
Targetting Uplink - It sounds like a good passive ability, until you realize that the base accuracy of all ships is pretty damn high to begin with, and the bonus is pretty low. I've never noticed an improvement whatsoever with this.
Armistice - I've never found a good use for this except running away. This is like Heavy Manufacturing - an ability designed not to help the ship do its job, but to help you in case you're a schmuck and you're about to die. I'd rather NOT have abilities based around RETREATING, thank you. The only other purpose this could have is a temporary delay to bring in reinforcements, but if you're playing on a big map, chancese are this will be a minor boon, at best.
-- Dunov
Shield Restore - Wow, the first ability so far that is actually rather good. The Dunov itself is the only TEC capital ship worth a flying fuck. You can't diss Shield Restore, especially if there's two Dunov's.
EMP Charge - A 'decent' ability. It really doesn't do that much even at level 3, however. It's only really useful for burning Antimatter. The shield portion is pretty damn weak.
Magnetize - Here's the irony of the TEC. Their main battleship has the most pathetic, shit ability in the entire game for destroying fighters, but this big, lumbering, nearly defenseless freighter is armed with the best anti-strikecraft weapon in the game. It not only does damage to enemy ships AND instantly destroy strikecraft, but you can target it at a DISTANCE (so it doesn't only ever hit that ONE fighter cruising past like Flak does), and it lasts quite a while.
Flux Field - Again, a great, solid ability. The Dunov has some of the greatest abilities, but it's a shame that they're all support abilities for OTHER ships, not itself, so even though you have Dunov's, you still have to rely on the other shit capitals.
-- Marza
Radiation Bomb - This is a first for the TEC, a capital ship with abilities that augment what its supposed to do, and do so well. Radiation Bomb isn't the greatest, at any rate, but it's a start for them. The DOT isn't mitigated, but I'm pretty sure the explosion is, so it's really not that lethal. It does last quite a while, but the blast is EXTREMELY small.
Raze Planet - An ability that sounds great until you realize that it's pretty worthless. Populations already die pretty fast, to a barrage, and even at level 3, taking a couple hundred HP off of a 5000 HP target is a sad joke. The cooldown is long, it's pretty much in-line with the other 90% of the TEC abilities, in that you could never use it and you'd never miss it.
Incendiary Rounds - Oh snap. No complaints here. Passive ability that adds a little more unmitigated damage is always nice. Why the TEC didn't think to equip their BATTLESHIP with something that doesn't totally suck is beyond me.
Missile Barrage - *sigh* What exactly is 150 MITIGATED damage going to do? To ANYTHING? It looks pretty, that's about it. I'm pretty sure I'll save the 150 antimatter (or however much it costs) and use Radiation Bomb instead, since it does damn-near the EXACT SAME THING.
--
Seriously, whoever designed these abilities needs to be shot out of a cannon into a wall.
Ion Bolt and Flak are without a doubt the two biggest jokes in line here - Ion Bolt especially since Reverie can be chain-cast almost indefinitely and wipe out a capital one-on-one, but Ion Bolt will just make your enemy laugh at what a worthless douchebag you are.
Gauss - Sounds good, until you realize it's blocked by Shield Mitigation. In additon, the Kol has to ever-so-slowly turn to face the attacker to use it. One shot from the main laser array will send shield mitigation to at least 40-50%, the Gauss will almost never do more than half damage, meaning ONLY 400 at level 3. In addition, the antimatter cost of this ability is through the roof for how worthless it is. If you leave it on autocast, the Kol will drain its antimatter trying (and failing) to destroy just one ship.
Flak - This is without a doubt the most pathetic ability I've ever seen. If it were replaced with a button that would self-destruct the ship, I'd probably use it more. Seriously, I've probably destroyed one or two fighters with this (that were speedily replaced). I don't even purchase it any more, or even bother to turn it on auto activate. All it'll do is waste antimatter trying to destroy one fighter, and I'm pretty sure at level 3, it can't even destroy a fighter from 100% health.
Antimatter Shield - Wow, a semi-decent ability. The fact that it consumes more and more antimatter at higher levels is pretty sad though - I thought the point of higher levels was to make the ability better.
Finest Hour - A pretty good ability, as far as level 6's go, I suppose. There's better. It'd be nice if the Kol's perimeter guns did a bit more damage to make this more useful. I can't complain about it, except for the fact that it's one of only two non-shit abilities of the Kol.
-- Sova
Missile Batteries - They're a nice boon to an otherwise defenseless carrier. A decent choice.
Embargo - An ability that becomes more and more useless as the game goes on. Early game it can cripple the enemy and provide a huge boon to your own economy. Late-game it really doesnt' affect the enemy much (as they have many planets, losing one isn't too bad) and you won't notice much income (you can't see how MUCH you're bringing in, which is disappointing at any rate)
Heavy Strike Craft - Every race has something that makes their strikecraft better, and I'm pretty sure that the TEC have the worst strike craft by design. The shit part is that their 'improvement' is a capital ship ability, whereas the Advent are done by research (unsure about the Vasari), meaning ONLY Sova strikecraft get what is effectively a mild improvement. The end result is that it's a DECENT ability as far as the Sova's upgrades, it's really the ONLY ability that helps it do its job better, but in the big picture it's pretty stupid.
Heavy Manufacturing - Really? A level 6 ability that's designed around what? Helping my carrier just in case I'm a retard and got the swarms of strikecraft killed? Are you serious? Oh, my bad, it improves my planets somewhat too - give me a break. One of the most ridiculous level 6 abilities.
-- Akkan
Colonize - Whatever. Every faction has one of these.
Ion Bolt - Oh here we go. The second worst ability in the game, right in front of Flak. Sounds great doesn't it? Paralyze an enemy ship and get some real damage on it - oh what's that? At Level 3, it ONLY LASTS 7 SECONDS? ARE YOU SERIOUS? Hahhahahahahahh! The only reason it's better than the Flak ability is because it can disable a phase jump. Aside from that, this is a complete joke. For comparison, the Advent's "Reverie" ability does the exact same thing, consumes less antimatter, and lasts 4x longer.
Targetting Uplink - It sounds like a good passive ability, until you realize that the base accuracy of all ships is pretty damn high to begin with, and the bonus is pretty low. I've never noticed an improvement whatsoever with this.
Armistice - I've never found a good use for this except running away. This is like Heavy Manufacturing - an ability designed not to help the ship do its job, but to help you in case you're a schmuck and you're about to die. I'd rather NOT have abilities based around RETREATING, thank you. The only other purpose this could have is a temporary delay to bring in reinforcements, but if you're playing on a big map, chancese are this will be a minor boon, at best.
-- Dunov
Shield Restore - Wow, the first ability so far that is actually rather good. The Dunov itself is the only TEC capital ship worth a flying fuck. You can't diss Shield Restore, especially if there's two Dunov's.
EMP Charge - A 'decent' ability. It really doesn't do that much even at level 3, however. It's only really useful for burning Antimatter. The shield portion is pretty damn weak.
Magnetize - Here's the irony of the TEC. Their main battleship has the most pathetic, shit ability in the entire game for destroying fighters, but this big, lumbering, nearly defenseless freighter is armed with the best anti-strikecraft weapon in the game. It not only does damage to enemy ships AND instantly destroy strikecraft, but you can target it at a DISTANCE (so it doesn't only ever hit that ONE fighter cruising past like Flak does), and it lasts quite a while.
Flux Field - Again, a great, solid ability. The Dunov has some of the greatest abilities, but it's a shame that they're all support abilities for OTHER ships, not itself, so even though you have Dunov's, you still have to rely on the other shit capitals.
-- Marza
Radiation Bomb - This is a first for the TEC, a capital ship with abilities that augment what its supposed to do, and do so well. Radiation Bomb isn't the greatest, at any rate, but it's a start for them. The DOT isn't mitigated, but I'm pretty sure the explosion is, so it's really not that lethal. It does last quite a while, but the blast is EXTREMELY small.
Raze Planet - An ability that sounds great until you realize that it's pretty worthless. Populations already die pretty fast, to a barrage, and even at level 3, taking a couple hundred HP off of a 5000 HP target is a sad joke. The cooldown is long, it's pretty much in-line with the other 90% of the TEC abilities, in that you could never use it and you'd never miss it.
Incendiary Rounds - Oh snap. No complaints here. Passive ability that adds a little more unmitigated damage is always nice. Why the TEC didn't think to equip their BATTLESHIP with something that doesn't totally suck is beyond me.
Missile Barrage - *sigh* What exactly is 150 MITIGATED damage going to do? To ANYTHING? It looks pretty, that's about it. I'm pretty sure I'll save the 150 antimatter (or however much it costs) and use Radiation Bomb instead, since it does damn-near the EXACT SAME THING.
--
Seriously, whoever designed these abilities needs to be shot out of a cannon into a wall.
Ion Bolt and Flak are without a doubt the two biggest jokes in line here - Ion Bolt especially since Reverie can be chain-cast almost indefinitely and wipe out a capital one-on-one, but Ion Bolt will just make your enemy laugh at what a worthless douchebag you are.

