Yay I roused the crowds.
Too many posts to respond individually I am afraid and I'm at work, so in short:
@ why animosity is bad and useless and radiance is weak and can't tank it forever and it doesn't deal enough damage with vengeance and ...
You guys really all sound as if you expected Animosty + Vengeance to be about as strong as The Maw; as if you expected the Radiance should be able to wipe the whole enemy fleet alone with animosity and vengeance, tank them all forever until they're dead, with the rest of your fleet being completely unnecessary other than to use Perseverance and/or SR and/or SP. If that was the case, this shit would be retardedly overpowered, don't you think?
I promise I will give Advent a thorough look again soon enough - I haven't played it for a some time, so my knowledge may be a little eroded. But this ability does redirect all damage from a high number of enemy ships to your toughest ship in the fleet. Yes, radiance is your toughest ship; it's not a Kol, it's not a Kortul, but it's still your toughest ship. In my opinion, forcefully redirecting all guns to the tank from your other crucial units has its merits, it HAS TO have its merits. Maybe it should not be used all the time, in every fight and immediately, maybe it should not even be expected to; maybe it should instead be used at crucial moments, to save another key ship like another cap ship or your important frigates and let SR patch them up a little bit.
Or maybe one should even consider getting one Radiance purely to act as a Taunt Tank? Radiances have the super strong DA and everybody thinks they're made for this ability, but you pick various caps for various purposes... maybe one should consider getting a second radiance not for DA (1 points or even none at all), but solely for Animosity taunting? It would serve a whole new purpose of taking most enemy guns off your fleet, as if you actually had a seventh cap ship to choose from. It would be a ship nobody would actually want to shoot cause there wouldn't be a reason for it, but one they would have to shoot because you said so.
So I will look at it again, but I'm pretty sure, confident, that it has its uses... if only you stop expecting it to be an "I win button". I know that I'm always pretty pissed off when I tell my Kortuls to shoot a SB or a Titan or anything else that I really want dead, but my Kortuls instead decide to shoot the Radiance... and so the SB get's to put another meteor shower in, or the enemy eradica gets another CB in, etc.
@ The Maw
Indeed, the ability was changed to work only vs frigs and has a target cap on the convert (kill), but no cap on the pull; I recently saw the ability fling a large number of enemy ships behind itself without killing them, but I thought it was a bug like a couple others I found recently.
I admit the ability doesn't look as good as it used to, but
I guess you didn't read the infocard. The Maw once worked the way you imply, but it has been nerfed to have a max target number of 15/30,
I'm pretty sure the infocard does not imply a target cap. It does say that it targets frigates and cruisers, iirc, but then again - it used to target frigates and cruisers only, while it also pulled in corvettes as well. I didn't own the game in before the latest version, so I couldn't tell if that's no longer the case. I know for certain that whenever I used the Maw, no corvettes were left alive, but it's hard to tell if it was the regular guns (of titan or else) that wiped them shortly after the maw killed all the bigger targets.
Either way, the ability is no longer as strong as I thought indeed.
Regarding the aiming difficulties, however, I still believe it can easily catch its target cap unless you are facing all carriers (which don't really need to be in any sensible formation to be effective). I repeatedly managed to catch desired enemy targets (moving or not) with this ability almost instantaneously, by turning the vorastra in advance and teleporting to a place where it would end up facing the enemy target exactly. Usually the vorastra aims less than one second after the jump unless I fuck it up (agreed, it does happen sometimes). It takes some skill and expertise to do properly and is probably harder in multiplayer than it is against AI, but if I manage to do it almost every time after ~5 tries of practice (whether the AI is charging at me or trying to retreat or stationary, all the same), then multiplayer pros should be able to do it every time no problem.
It's all about the jump; every second of aiming the vorastra has to do comes from you doing the jump poorly.
Resurrection, the clear winner of the "Worst Cap Ability" award.... ?
This is the one cap ability that I have never once had the opportunity to use, even once. Anyone else?
I am actually not sure how to use it. Do I have to have the progenitor and new cap in the same well? In the well the original cap was destroyed?
This sounds like "I hate potatoes, they taste bad and smell bad and... what's a potato, btw?"
1. I don't like to lose high level capital ships, it is a rare event if I lose one,
If you've (almost) never lost a high level cap, you've (almost) never been in a tight game. Statistically in even games, you win 50% of your games, so in 50% of them you lose everything
, including high level caps. Moreover, even if you win but the game was really even, both sides should suffer casualties, including high level caps falling from time to time.
Just plain DPS-wise, it's impossible that you have the DPS and survivability to kill every enemy ship, while he hasn't even got the dps to kill a single cap. It's like playing chess and never losing as single piece that's not a pawn. You can achieve it against your 5 year old sister who's just now learning how pieces move, but any respectable opponent is bound to force at least several exchanges between the high-value pieces.