Sins Of A Solar Empire Capital Ship Guide: TEC Capital Ships

Written by:  • Edited by: Eric Stallsworth
Published Mar 30, 2009

Does slabs and slabs of armor sound appealing? Do you like the idea of massive cannon batteries firing through empty space? Would you rather rely on old-fashioned steel than fancy-pants shields? Then good news - TEC's capital ships are exactly what you've dreamed of.

Intergalactic Body-Slam? You Betcha!

The TEC, being the most technologically inept race in Sins Of A Solar Empire, don't get as many fancy tricks as the Vasari and the Advent. Shields are barely-there, providing no more protection than a set of lacy underwear, and the weapons are the sci-fi equivalent of a blunderbuss. With Frigates and Cruisers, the TEC make up for this advantage with numbers and with their economy. But capital ships are, well, capital ships - it usually isn't a good idea to build them to a budget.

You'd expect then, that TEC capital ships would be a little weak. In fact, they're not. Although they remain no more advanced than a ham sandwich, they make up for it with massive slabs of good-old-fashioned armor and big, nasty broadside batteries ready to unleash a torrent of lead into anything that goes near. Generally, this means you need to be careful not to over-extend TEC capital ships, as though their hitpoints will rebuild itself, you'll generally not want to get too far away from a repair cruiser. On the other hand, TEC's capital ships are great at toe-to-toe slugfests. If you want to field a "ship of the line" then you need look no further.

Kol Battleship

The Kol Battleship is the de-facto general of the TEC fleet, bristling with a variety of weapons in a variety of arcs and protected with slab upon slab of thick armor. The Kol is a good choice for a first capital ship, as it excels at clearing pirates out of planets so that they can be peacefully settled, and it is also good at tacking on large fleets of enemy vessels in close-range combat. It is a battleship, after all - if you don't have Kol in the thick of the fight, then you're doing something wrong.

The Kol's special abilities veer towards directly damaging enemy vessels. It comes equipped with a Rail Gun ability which will do a base of 300 damage at first level and up to 800 damage at third level, which is a fairly serious amount. This ability also has a mere six second cool-down, so it can be chain-fired. On the downside, the rail gun does not penetrate shields in any way. It is best used to finish off enemies which have already lost shields. The Kol's other combat ability is Flak Burst, which covers a radius around the cool with flak, doing serious damage to enemy strike-craft. This is incredibly useful, particularly against the Advent, which will probably be fielding fighter squadrons before you field flak frigates.

Besides those abilities, the Kol gets an Adaptive Forcefield which reduces damage done to the ship and reduces the chance that Vasari phase missiles will penetrate the shield. Fully upgraded, this force-field can be used for as long as you have the anti-matter, as its cooldown will be shorter than the shield's duration. Finally, the Kol's ultimate ability is Finest Hour - an insane combat buff. Finest Hour increases the hull and shield regeneration rates of the ship, decreases cooldown on all weapons, and adds a splash damage effect to the Kol's autocannons. This is very useful in the middle of a large battle that appears to be going against you.

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Raveln Feb 23, 2011 7:46 PM
I would think that could be countered easily
Just a thought. Flying near a planet would counter the Sova running circles. Capitals tend to get hung up pretty quick on planets.
Ehecatl Jan 13, 2011 1:57 PM
Some problems
Your analysis of the Kol and Sova couldn't be more wrong. You pretty much hold up the Kol a sound early game ship while the Sova you make look worthless.

Are you aware that the Sova is the BEST 1v1 capital ship in the game and one of the best early game choices? Are you aware that the Kol is one of the WORST choices early game? Let me explain.

The Sova doesn't look outstanding at first. However, it has all its weapons mounted on the side. This means its capable of firing while orbiting an opponent. Most capital ships have the majority of their weapons mounted on the nose. With the Sova, you can move faster around most capital ships than they can turn and constantly hit them on their sides or back with near impunity as they won't be able to hit the Sova with the strongest of their weapons. In the event of the Marz, ALL its weapons are frontal and it can't turn faster than the Sova can move around it. So a Sova can destroy it without ever taking a shot if done right. Also, The missle barrages are DAMN good early game. Often, in a confrontation, the Sova deploys 2 to 4 throughout a fight. That's like 2 to 4 extra Javalis's early game. The anti-matter is cheap on them and they have great longevity. They're really good. And we're not even talking about the squadrons.

Now, to the Kol. Yes, the Kol has some good abilities and it has the highest armor of any ship in the game. But is it good early on? NO. Why? It has no antimatter. Oh its abilities are great but with the rails/ flak burst, you'll get two shots off max early game and then the Kol is out of juice. Once out of anti-matter, its little better than a regular ship with good armor. The flak burst damages squads but they won't stop them early game before the Kol runs out of juice and the rails aren't enough to spell the end of conflicts starting out. Early game, the Sova runs rings around the Kol easily. It only shines late game when supported by a Dunov. Do you play at all online?
 
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