Hummer's Capital Ship Guide for Sins Rebellion. Part 1: TEC

Note:  Please add this guide to "pinned"


Foreword

The more I play the Multiplayer, the more I notice that many players, including the ICO frequenters, do not fully understand what capital ships are available, what they do, and how to use them effectively. This guide, or, to say better, a review, is mostly oriented for players who understand the game well enough. By the latter I mean players good enough to play in most 5v5 skilled games. However, newer players will also be able to gather some knowledge from this review.


That said, I would like to mention the ranking system I will use in the Guide. In all categories, the worst rating is one star (*) and the best is five stars (*****). Also, this Guide is about 5v5 games, but is applicable (with obvious reservations for map conditions) for any Sins game.

  • Hummer's Overall Rating, or HOR, is the general author's rating of a specific capital ship.
  • Agro Spot Rating (vs. TEC, Advent or Vasari), is the rating of ship for agressive position (where you have an ally on one side and an enemy on another) vs. Vasari, TEC or Advent, respectively.
  • Suicide Spot Rating, is the rating of a ship for a player in suicide position ("double" situation, an enemy on each side and both attack you).

The Agro Rating is divided into three subcategories: rank for early game, mid-game and end-game. The eco spot ranking is not provided because you always go the colonizer cap in eco spot for maximum efficiency.


Overview: the TEC Capital Ships

TEC capital ships are, generally, more straightforward than their alien counterparts. Whilst this, obviously, limits the "synergy" possibilies, especially later in the game, TEC capital ships are still very powerful if applied right. Their "ultimate" level 6 abilties are generally stronger than those of the other races. Moreover, human capital ships are tough. Add the cheap and early armor, best repair platforms and very cost-effective early repair cruisers, and you will get the flying tanks. On the other hand, most TEC capital ships are rather reliant on reaching level 6 to be effective and game-changing. So, let us look into them deeper


Kol Battleship

"No One Will Pass Through"


HOR: *****

Agro Spot Rating (vs. TEC): Early game: **** | Mid-game: ***** | End-game: ****

Agro Spot Rating (vs. Advent): Early game: **** | Mid-game: ***** | End-game: ****

Agro Spot Rating (vs. Vasari): Early game: *** | Mid-game: **** | End-game: *****

Suicide Spot Rating: ***


General:

A powerful warship who proves to be more than a match to the very popular Marza Dreadnought. Recommended to more skilled playes who are confident in their micro.


Abilities:

Gauss Rail Gun (****)

All battleships ingame, namely the Kol, the Kortul and the Radiance, have some sort of ability that cripple the enemy/increase the ship's firepower. Gauss Rail Gun inflicts less damage and the abilites of other ships mentioned above, but it has a very useful bonus. It decreases the speed of the target by 100% (referring to the game mechanics, by 50%) and it stacks for each shot. So, if you have the antimatter left,  you can slow down the target (usually the enemy capital ship you want to take down) to near-zero speed. If you can add the TEC Loyalist corvettes to it... Huh. Later in the game, when fleet grow, this bonus becomes more significant. Auto-use is OK, but mind that the ship will run out of AM in a few shots.


Flak Burst (****)

A very poweful late-game oriented ability. There is not so much strategy around it: move the Kol close to the strikecraft and activate. I strongly recommend manual use.


Adaptive Forcefield (*****)

In 99% of all cases, you shall prioritize this ability over the Rail Gun and the Flak Burst when your Kol gets another level. It makes an already tough ships even tougher, especially vs. Vasari bombers and, to lesser extent, corvettes, as both use Phase missiles. I recommend manual use in general, as the AI tends to activate the forcefield anytime the Kol is hit, even if the attacker is a fighter.


The Ultimate: The Finest Hour (*****)
One of the best, if not the best, ultimate ability in the game. Grants repair and AM regeneration, roughly quadruples the frontal damage output (for lasers and beams) and grants splash damage for Kol. The splash is very strong, but to use it, your Kol must be near the enemy. However, given the ship's unbelievable survivability, it is neither hard nor risky. Moreover, this ability cannot be interrupted (though the ship can be disabled or it's other abilties can be disabled while the Finest Hour acts). Manual activation is recommended, but is not crucial.


Seleuceia's separate opinion on the Kol:

GRG has a short duration and requires you to face target. Both of these make it rather difficult to effectively slow an enemy ship for a decent amount of time. I don't really think this tactic is particularly viable without a high level Kol -- you have to line up several shots, have the AM to fire lots of times, and you aren't actually resetting the speed of the ship or preventing it from turning/jumping. This ability mainly is just a small contributor to DPS, and can be helpful at sniping an Orky while it's constructing.
Also, Adaptive Force Field is terrible until lvl 3 and lvl 4. Not only are the damage reductions pathetically low (especially with Sins math), but the duration to cooldown ratio is terrible at low levels. Do the number crunching, you will find this ability does not really contribute that much to the survivability of the ship until you have a lvl 6 Kol that can combine the HP/AM regen of Finest Hour with lvl 3 AFF. I would definitely not rate this ability at 5 stars.
If I were to rank this ship, I would put it at around 3/2/5 stars for early/middle/late game (it actually should be higher vs. Vasari because of Orkies) and I would rate GRG/FB/AFF/FH at 2/5/3/5 stars. It has a DPS edge in the very early game when fleets are small and sniping Orkies is crucial, but beyond that you are using this ship solely for flak burst in the late game. It has to be high level (at least 5 or 6) to be a factor in a decent size battle, which further relegates it exclusively to the late game.

Sova Carrier

"The Nightmare of the Early Eco"

 

HOR: ***

Agro Spot Rating (vs. TEC): Early game: ***** | Mid-game: *** | End-game: **

Agro Spot Rating (vs. Advent): Early game: *****| Mid-game: *** | End-game: **

Agro Spot Rating (vs. Vasari): Early game: **| Mid-game: **| End-game: **

Suicide Spot Rating: ***


General:

A good ship for very early rush, as it can decrease a planet's income and has LR Missile Batteries. Besides that, a very average capship at best. It needs a buff and a big one.


Abilities:

Missile Batteries (***)

This ability is great early, but as the fleets grow, these batteries become just another drop in the ocean. AI uses this ability OK, given its low potential, there is no real need to use it manually.


Embargo (***)

Again, great early but rather useless later game, when the enemy eco grows. Rather good for doubling, as it slows down the enemy construction rates.


Heavy Strikecraft (**)

Oh, if it applied to the entire strikecraft fleet in the gravity well, than it would have been the one of the best abilities in the game. Hence it affects only the Sova's fighters and bombers, it is useless.


The Ultimate: Rapid Manufacturing (**)

Good, but definitely not for the ultimate. The times of Sova Carrier have gone dark in Sins Diplomacy, this ability is just another sign of that.


Seleuceia's separate opinion on the Sova's ultimate ability:

I would however rate the ultimate higher, maybe 3 or 4 stars, because of how it boosts planet build rates. 250% boost to ship production can allow you to amass a massive fleet in a very short period of time; it's not game-changing, but it is definitely worthy of more than 2 stars.


 

Akkan Battlecruiser

"Deep Space Worker"

 

HOR: *****

Agro Spot Rating (vs. TEC): Early game: **** | Mid-game: ***** | End-game: *****

Agro Spot Rating (vs. Advent): Early game: ****| Mid-game: ***** | End-game: *****

Agro Spot Rating (vs. Vasari): Early game: *****| Mid-game: *****| End-game: *****

Suicide Spot Rating: *****

 

General:

The TEC Colonizer capital ships is probably the best in the game. The colonization ability itself isn't very good for the eco spot, but is excellent for agro, as it gives free extractor(s) and increases the income from them. That is great for contested planets!

 

Abilities:

Colonize

Ion Bolt (*****)

Disables anything but starbase and titan for a short time. The target becomes non-functional. I don't think I need to explain what bonuses it might give, with skilled use. Dead capital ships, disabled abilties, etc. Strictly (!) manual use.

 

Targeting Uplink (*****)

Increases weapon range and chance to hit (Read: damage) of all ships in the area of effect. The bigger the fleets grow, the greater the effect becomes, which is, basically, a very rare situation. I recommend prioritizing it over Ion Bolt after you got a level of the latter.


Seleuceia's separate opinion:

I think Targetting Uplink is overrated; it buffs range and accuracy, which actually are only relevant in a select few situations. Range is only going to help if you have ogrovs or LRMs and you are facing a starbase, and even then some of the AoEs can hit you unless you have really high level. The accuracy is only useful for flak or corvettes shooting at SC or if you are suffering from an accuracy debuff (vertigo or asteroid belt). While the flak/corvette thing is nice, the range is kind of a killer since your frigates may easily be outside it while hunting down SC. The ability isn't useless, but definitely not 5 stars, maybe 3 at best.

 

The Ultimate: Armistice (*****)

Unfortunately, I wasn't able to find the gold colour to highlight this ability. It is the best (I repeat, the best) capital ship ability in the game. It renders the ship and everyone near it invulnerable for a minute (a bit more on level 2), so it cannot be disabled, interrupted or interfered with by anything.


Xenoceptor's separate opinion: It is worth to get Targeting Uplink before Ion Bolt, as it helps early game, particularly vs. Vasari starbase rushes, and you will probably not need Ion Bolt that early.


Dunov Battlecruiser

"Sipporting the Right Cause:

 

HOR: *****

Agro Spot Rating (vs. TEC): Early game: *** | Mid-game: **** | End-game: *****

Agro Spot Rating (vs. Advent): Early game: ****| Mid-game: ***** | End-game: *****

Agro Spot Rating (vs. Vasari): Early game: ***| Mid-game: ***| End-game: *****

Suicide Spot Rating: ****

 

General:

Dunov is a great support ship, useful from the start till the end. It also allows you to be more unpredictable and grows stronger as the fleets become bigger. A very important feature. Moreover, this ship is rarely a priority target!

 

Abilities:

Shield Restore (****)

This ability becomes really useful later in the game, at lvl. 3-4. Then Dunov can keep your and allied capital ships, starbases and titans for very long, thanks to good range and Dunov's giant AM restore rate. OK on auto-use.


EMP Charge (*****)

The best ability on that great ship, has massive AoE. Kills shields and antimatter, very useful when you fight Advent. Renders Malice inoperable with the right use. Auto-use is usually sufficient.

 

Magnetize (*****)

Disables abilties, but also make the target ship a "magnet", which causes the nearby strikecraft to collide into it. Can deal extreme damage late game, but requires high micro to be fully efficient. Manual use is strongly recommended.

Seleuceia's separate opinion:

I think Magnetize is overrated, it has a target limit of 8/11/15/18 (at 25 damage per hit), and is prone to simply distorting the motion of SC rather than successfully flinging them into the target. Late game, the damage is negligible even if you are lucky to get the max amount with lvl 4 Magnetize.

 

The Ultimate: Flux Field (****)

Decreases all abilties' antimatter cost by four (~ five on lvl. 2) times. Very nice for Ragnarov titan, Kol Battleships and basically any unit with powerful, antimatter-costly abilities with low cooldown.

 

 

Marza Dreadnought

"Wait... How did my HW die sooo fast?!"

 

HOR: ****

Agro Spot Rating (vs. TEC): Early game: ***** | Mid-game: *** | End-game: ***

Agro Spot Rating (vs. Advent): Early game: *****| Mid-game: ***** | End-game: ***

Agro Spot Rating (vs. Vasari): Early game: *****| Mid-game: ****| End-game: ****

Suicide Spot Rating: ***

 

General:

A dreadnought with incredibly high frontal damage output, planet-killing ability and a good ultimate, which can kill the entire fleet in half-minute if the enemy isn't careful. It isn't really tough, which is the main weakness of Marza and the reason why it got four stars on HOR rating.

 

Abilities:

Radiaton Bomb (***)

Does some damage, and AoE DPS, but costs 85 AM, which is much for an antimatter-starving ship. Still, most players use the Bomb, as Marza doesn't have any "active ability" to use for space combat before level 6.

 

Raze Planet (*****)

Absolutely levels planets, very fast. Nothing more to say!

 

Incendiary Shells (***)

Great vs. Vasari starbases or in other long-term 1v1 fights, otherwise it is rather useless. I have never seen this to have a big effect on the battlefield.

 

The Ultimate: Missile Barrage (****)

The Missile Barrage can do incredible damage, but it is channelling. It can be disabled, you can run away from it. Marza can't move while this works. However, if you don't face a pro player, the Barrage is the best way to finish the game fast.

 

Corsev Battlecruiser

"The Ship for "Industrial Espionage"

 

HOR: **

Agro Spot Rating (vs. TEC): Early game: *** | Mid-game: **** | End-game: **

Agro Spot Rating (vs. Advent): Early game: ***| Mid-game: **** | End-game: **

Agro Spot Rating (vs. Vasari): Early game: **| Mid-game: **| End-game: **

Suicide Spot Rating: **

 

General:

Vulnerable, too reliant on Demolition Team and with weak ultimate ability. However, it can capture the enemy frigates permanently; they will not have any "researched" abilities available for you to use.

 

Abilities:

Boarding Party (***)

It allows to capture enemy frigates and cruisers, but, unlike Advent Rapture's Domination, it requires a hell of a micro to do it. That said, you better focus on microing your LF in combat.

 

Demolition Team (****)

With right use, it can kill enemy frigates instantly and massively. Unfortunately, has a target cap.

 

Salvage Operations (**)

Repairs the Corsev from the debris of your killed frigates. But generally the cap needs such repair when it is attacked, and not when the frigates are attacked. This ability isn't too weak or useless, but it can hardly be micro'ed to full potential.

 

BigWeirdo's separate opinion: You can scuttle your own ships to heal the Corsev, that makes Salvage Opeartions much more useful than I write.

 

The Ultimate: Elite Crews (**)

In the navy, when a vessel has Elite Crews, they basically stay there longer than 75 seconds. That said, this ability could have been good if these crews would be given to the target either permanently or for a very long duration. Otherwise, this ability is a sad excuse even for a frigate.

 


I am open to your comments and welcome feedback!

Sincerely yours, Hummer!


NB: Opinions of skilled players will be added to the guide. Feel free to write one!

46,712 views 11 replies
Reply #1 Top

I think you have the Kol severely overrated, especially for early and mid-game...

GRG has a short duration and requires you to face target...both of these make it rather difficult to effectively slow an enemy ship for a decent amount of time...I don't really think this tactic is particularly viable without a high level Kol -- you have to line up several shots, have the AM to fire lots of times, and you aren't actually resetting the speed of the ship or preventing it from turning/jumping...this ability mainly is just a small contributor to DPS, and can be helpful at sniping an Orky while it's constructing...

Also, Adaptive Force Field is terrible until lvl 3 and lvl 4...not only are the damage reductions pathetically low (especially with Sins math), but the duration to cooldown ratio is terrible at low levels...do the number crunching, you will find this ability does not really contribute that much to the survivability of the ship until you have a lvl 6 Kol that can combine the HP/AM regen of Finest Hour with lvl 3 AFF...I would definitely not rate this ability at 5 stars...

If I were to rank this ship, I would put it at around 3/2/5 stars for early/middle/late game (it actually should be higher vs. Vasari because of Orkies) and I would rate GRG/FB/AFF/FH at 2/5/3/5 stars...it has a DPS edge in the very early game when fleets are small and sniping Orkies is crucial, but beyond that you are using this ship solely for flak burst in the late game....it has to be high level (at least 5 or 6) to be a factor in a decent size battle, which further relegates it exclusively to the late game....

I think your analysis of the Sova is pretty accurate...I would however rate the ultimate higher, maybe 3 or 4 stars, because of how it boosts planet build rates...250% boost to ship production can allow you to amass a massive fleet in a very short period of time...it's not game-changing, but it is definitely worthy of more than 2 stars...

Akkan is mostly fine, however I think Targetting Uplink is overrated...it buffs range and accuracy, which actually are only relevant in a select few situations....range is only going to help if you have ogrovs or LRMs and you are facing a starbase, and even then some of the AoEs can hit you unless you have really high level...the accuracy is only useful for flak or corvettes shooting at SC or if you are suffering from an accuracy debuff (vertigo or asteroid belt)...while the flak/corvette thing is nice, the range is kind of a killer since your frigates may easily be outside it while hunting down SC...the ability isn't useless, but definitely not 5 stars, maybe 3 at best...

Dunov is mostly fine, however I think Magnetize is overrated...it has a target limit of 8/11/15/18 (at 25 damage per hit), and is prone to simply distorting the motion of SC rather than successfully flinging them into the target...late game, the damage is negligible even if you are lucky to get the max amount with lvl 4 Magnetize...

Marza is mostly fine...surprised you don't have MB at 5 stars...even though it can be avoided and interrupted, it is still one of the most powerful abilities in the game and can easily change a whole front...

Corsev seems fine...

 

 

Reply #2 Top

Xenoceptor's separate opinion: It is worth to get Targeting Uplink before Ion Bolt, as it helps early game, particularly vs. Vasari starbase rushes, and you will probably not need Ion Bolt that early.
The only reason to get targeting uplink is to outrange sb and increase flak power against strikecraft. Thats it. 95% of ships dont benefit much from TU. Also you have the corsev too low and the kol too high. Plus rad bomb is incredibly underrated, if your opponent doesnt split his ships to minimize the AOE it can be as good or even better than malice in lf spam battles.

 

And dont deny it lol, the only reason you have the kol high up the there is because doci/grimm like it and you want to stay in that little circle. I have never seen it used as a starter cap outside of troll/new player strats.

Reply #3 Top

I agree with Sel, 5 star rating for the Missile Barrage ability of the marza.  

The survivability of the corsev is actually very high, I find this ship to be the toughest late game capital ship to kill because of the the healing ability.  The target cap is still high enough to be quite deadly, and for a recurring capital ability its quite powerful, making the corsev a real consistent threat.

A massed Kol fleet is highly deadly, mixed with a few dunovs and the TEC fleet really doesn't need any other capitals for an endgame fleet, aside from maybe 1 akkan.

Reply #4 Top

Quoting Seleuceia, reply 1

I think you have the Kol severely overrated, especially for early and mid-game...

 

This is based on my experience, if you don't like Kol, tell me what you want to be added as your separate opinion.

Quoting Stilat, reply 2
And dont deny it lol, the only reason you have the kol high up the there is because doci/grimm like it and you want to stay in that little circle. I have never seen it used as a starter cap outside of troll/new player strats.

LMAO, I didnt even think about it when I wrote the guide.

Quoting Seleuceia, reply 1
Dunov is mostly fine, however I think Magnetize is overrated...it has a target limit of 8/11/15/18 (at 25 damage per hit), and is prone to simply distorting the motion of SC rather than successfully flinging them into the target...late game, the damage is negligible even if you are lucky to get the max amount with lvl 4 Magnetize...

Sel, you are definitely more skilled as a troll than as a player.

 

Quoting Seleuceia, reply 1
Akkan is mostly fine, however I think Targetting Uplink is overrated...it buffs range and accuracy, which actually are only relevant in a select few situations....range is only going to help if you have ogrovs or LRMs and you are facing a starbase, and even then some of the AoEs can hit you unless you have really high level...the accuracy is only useful for flak or corvettes shooting at SC or if you are suffering from an accuracy debuff (vertigo or asteroid belt)...while the flak/corvette thing is nice, the range is kind of a killer since your frigates may easily be outside it while hunting down SC...the ability isn't useless, but definitely not 5 stars, maybe 3 at best...

 

You will need chance to hit vs. moving ships, man.

Quoting sareth01, reply 3
A massed Kol fleet is highly deadly, mixed with a few dunovs and the TEC fleet really doesn't need any other capitals for an endgame fleet, aside from maybe 1 akkan.

 

true that, especially if you can make them all level 6

Reply #5 Top

Quoting HummerX, reply 4
This is based on my experience, if you don't like Kol, tell me what you want to be added as your separate opinion.

I detailed my opinion in my response, but I will repost it here for your convenience...

Quoting Seleuceia, reply 1
GRG has a short duration and requires you to face target...both of these make it rather difficult to effectively slow an enemy ship for a decent amount of time...I don't really think this tactic is particularly viable without a high level Kol -- you have to line up several shots, have the AM to fire lots of times, and you aren't actually resetting the speed of the ship or preventing it from turning/jumping...this ability mainly is just a small contributor to DPS, and can be helpful at sniping an Orky while it's constructing...
Also, Adaptive Force Field is terrible until lvl 3 and lvl 4...not only are the damage reductions pathetically low (especially with Sins math), but the duration to cooldown ratio is terrible at low levels...do the number crunching, you will find this ability does not really contribute that much to the survivability of the ship until you have a lvl 6 Kol that can combine the HP/AM regen of Finest Hour with lvl 3 AFF...I would definitely not rate this ability at 5 stars...
If I were to rank this ship, I would put it at around 3/2/5 stars for early/middle/late game (it actually should be higher vs. Vasari because of Orkies) and I would rate GRG/FB/AFF/FH at 2/5/3/5 stars...it has a DPS edge in the very early game when fleets are small and sniping Orkies is crucial, but beyond that you are using this ship solely for flak burst in the late game....it has to be high level (at least 5 or 6) to be a factor in a decent size battle, which further relegates it exclusively to the late game....

Quoting HummerX, reply 4
Sel, you are definitely more skilled as a troll than as a player.

Do you dispute my claims?  Or are you simply embarrassed you didn't know these things?  Technically speaking, lvl 4 can kill 32 SC per use, but only 18 can be pulled at a time and often the magnetize ends up veering them off course rather than actually colliding them into the target...if you get even half of that I'd consider you lucky...

If you did kill the max number of SC, that would result in 12/19/25/32 SC per use or 300/475/625/800 damage...given a cooldown of 15s, your max DPS would be 20/32/42/53...that is the absolute max, which you won't get close to at all...when I tested this a while ago, you were lucky to get even half of the affected SC (which is less than the max kill number) to collide, which means about 10 collisions at lvl 4 is par...with that in mind, your damage is more like 7/11/14/18....compare that to radiation bomb which would do 7/13/18/24 as an AoE or incendiary shells which (with stacking limit) does 9/12.9/16.8/20.7 as a passive, and the damage is pretty underwhelming...you are putting magnetize as a 5 star ability even though it effectively does less damage than 2 abilities you put as 3 stars...

BUT WAIT!  What about the ability suppression and interrupt?  Well here's the catch...even if you did a test and showed that a late game use of magnetize really does eat SC for breakfast, that would also mean the ability suppression doesn't last as long...as soon as you hit the max kill number, the buff stops...

If you argue it excels at killing SC, then you must acknowledge it actually will hardly suppress ability usage....if you argue it suppresses ability usage, that inherently implies it sucks at killing SC...the only thing this really offers is an interrupt that can also affect SBs -- the other things are just icing on the cake...a nice thing to have, but hardly a 5 star ability...

Quoting HummerX, reply 4
You will need chance to hit vs. moving ships, man.

There is no such thing as this in Sins...chance to hit has nothing to do with motion, only on the entity type of the attacker and defender...

Reply #6 Top
Hummer's know-it-all elitist attitude is really tiring. Its not a bad guide by any means but if you want people to take your guide seriously you need to drop that kind of mentality.
Reply #7 Top

I'm no skilled player, but just wanted to chime in on a couple things.

  1. Corsev Salvage is bugged... it does not heal the Cap for the listed percentage of the destroyed frigate's health... it heals the Cap for the listed percentage of the Cap itself.
  2. A plug at Kol's GRG (not advocating either up or down in * rating... just noted this was not mentioned in your description) is that GRG bypasses shields and mitigation (essentially a phase missile with 100% chance to bypass).  This means it does damage at listed value (barring special buffs), which I believe 90% of everything else does not.
Reply #8 Top

Quoting furyofthestars, reply 7
Corsev Salvage is bugged... it does not heal the Cap for the listed percentage of the destroyed frigate's health... it heals the Cap for the listed percentage of the Cap itself.

Heck, that's actually MUCH better.

 

Reply #9 Top

I know... that's why I was pointing it out. :P

Reply #10 Top

Corsev is artificially very powerful due to those bugs.

Reply #11 Top

Does some damage, and AoE DPS, but costs 85 AM, which is much for an antimatter-starving ship. Still, most players use the Bomb, as Marza doesn't have any "active ability" to use for space combat before level 6.

You are severely underestimating the power of this ability. The anti-matter cost is not that much of a handicap given raze planet only applies when you are in hostile territory. I find I can continually spam rad bomb w/o any AM troubles in LF spam battles. Also, 99% of frontline players do not split up their light frigates, so that AoE has ZERO cap on the number of ships. It actually requires some micro to use as if the ship targeted with rad bomb is destroyed, then the AoE damage disappears.

Xenoceptor's separate opinion: It is worth to get Targeting Uplink before Ion Bolt, as it helps early game, particularly vs. Vasari starbase rushes, and you will probably not need Ion Bolt that early.

This makes absolutely zero sense. No ships benefit from TU against starbases.

 

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