Kol Battle ship points

I usually plays Advent.  Kol battleship seem pretty decent.  What points should I put in when playing against AI?  I tried Gauss Rail Gun, but it seem like waste of mana.  It is not impressive at all.  I was thinking maybe adaptive forcefield (flakburst on the side and finest hour at 6).

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Reply #1 Top

Flak Burst and Adaptive Forcefield are definitely the Kol's strong points. Finest Hour at 6 is also immensely useful. The Kol is a tank, not the most dangerous combat cap but it can take one hell of a beating.

Reply #2 Top

I tried Gauss Rail Gun, but it seem like waste of mana
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People seem to get that impression, because its an instant 300/550/800 damage (depending upon level, reduced by sheild mitigation), and it only has a 6 second cooldown!  So its easy to exhaust your mana in 12 seconds!  Especially after jumping into a system, already reduced mana by 100.

The gun's usage of 75 Antimatter is not out of line, compared to other ships abilities.  In fact, Flak Burst has a higher Antimatter cost (-100) with each use!  Much like many TEC characteristics (and unlike Advent), its a simple, straightforward, easy to understand ability.

Reply #3 Top

It's great later on when you have antimatter regeneration boosts plus a higher level Kol.  Early on though, the railgun is a pretty big waste of command points in my experience.  The forcefield has been infinitely more useful for me in the early game.

Reply #4 Top

Keep in mind structures don't have mitigation.  A couple Kol railgun shots can do tremendous damage to structures, which is handy when trying to take out a repair bay or frigate factory.  I almost never use the railgun on ships.