General_Fear

TEC: How do I master this faction?

TEC: How do I master this faction?

 

Okay. I wanted to try TEC. So if you are a fan of the TEC maybe you all can help. I have a couple of questions.

 

1.) What ships and combo of ships do you focus on? What does you TEC fleet looks like?

 

2.) Economy. What do you research. In what order? What do you do to get that economy roaring.

 

3.) What do you do with diplomacy as TEC? If anything?

 

4.) I keep hearing that TEC is a fast starter? How so?

 

Any help will be greatly appriciated. I stink at TEC.

178,096 views 102 replies
Reply #101 Top

Quoting Wrath89, reply 100
Quoting Rovert10, reply 99
Quoting Wrath89, reply 98Yeah, if you're playing decent opponents, Kols are pretty ineffective unless you really know how to use them. Its most powerful ability is Flak Burst, which can take out very large numbers of enemy strike craft quickly. If you aren't building it for that you'd be better off starting with a different capital ship.

Quoting TEC_commander, reply 96hey i always use a kol for openers and it works awesome

To be honest, any sort of opener can work well if you're only playing AI.

The Kol either needs better abilities or it needs a much larger antimatter pool and possibly a speed buff.

Flak burst is the only thing that isn't useless on the Kol since by the mid-late game you can rest assured that the emeny has quite a number of carriers both frigate and capital thus they will have a considerable amount of strike craft. Gauss cannon and adaptive forcefield is too high an antimatter cost to keep it in use so it has no real effect.

I actually think that, when used by skilled players, the Kol isn't all that bad. Sire in particular really knows how to use it, well. A couple level 3 Kols with level 2 GRG, combined with a moderate supporting fleet (a few HCs? LRM?) can pretty easily take out an even slightly damaged enemy capital ship, especially in combination with the speed nerf GRG applies and with good pursuit micro. Even with my cap at mostly full strength, I know I probably have to run quickly if I see a couple enemy Kols closing in and want to survive.

And Finest Hour's splash damage can completely shred enemy fleets: the Kol's durability is also quite impressive.

It's not that the Kol is bad or underpowered, it's that newer players have no idea how to use it halfway decently, but build it anyway because they hear "BATTLESHIP".

Lol I remember that. When I first got the game and saw the description of the Kol being the "well-balanced" ship I was like "OMG must have" sort of deal.

Problem is I have never used a Kol online and had it survive long enough for me to attempt finest hour and stuff like that nor have I've ever seen one used online in the first place (making it hard to make a good determination for me). Its ablities are still a bit lack luster to me since well compared to the other ships of the same class. Durablity is nice but if the emeny is spamming like 200 frigates agianst yah and focusing on the capitals than I would think that bonus is a bit negliable. Thing is I suck at micro so I can't direct my hoshis to just target my Kol all the time.

I always wondered what would happened if the GRG was just a regular weapon and not an AM ablity. I would assume the Kol would be sniping capital ships and maybe starbases like nothing especially after its weapon upgrades.

Reply #102 Top

Quoting Rovert10, reply 101
I always wondered what would happened if the GRG was just a regular weapon and not an AM ablity. I would assume the Kol would be sniping capital ships and maybe starbases like nothing especially after its weapon upgrades.

Haha indeed.

Actually, fixing Kol is easy and has been discussed extensively. The most consistently agreed upon problem with the Kol is demand on its AM reserves. Rather than grossly buffing the amount of AM it has, which would be out of character in relation to the other Battleships, I favor the passive ability solution, which is much more in line with the character and feel of the Kortul & Radiance Battleships.

I would make Adaptive Forcefield a passive ability with a slight nerf to its effects to compensate for the lack of AM requirements. Something along the lines of the following

Effects: L1- 10% Damage Reduction, 15% Phase Missile Block

           L2- 15% Damage Reduction, 20% Phase Missile Block

           L3- 20% Damage Reduction, 25% Phase Missile Block

This would greatly balance the Kol making it have a true niche role of damage sink/Anti-SC. GRG would still be it's weakest link but I would feel OK with the Kol in relation to the other Battleships with this change as they would each have a passive, weak active, strong active and strong supreme.