Complete TEC Guide
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Before you start any game as TEC you will also have to make a choice: if you want to be Enclave or Primacy. This choice is more than just pledging your loyalty to a cause; it will determine your play style a lot, as each faction gets access to unique features. Enclave has a more defensive play style: Their garrisons are extra strong; their gravity wells can have double starbases and their titan gets stronger when defending. In contrast Primacy is all about offense. They can get credits from bombing a planet, their titan is a killing machine, and they get to strike an alliance with pirates - including the ability to recruit them! You start at a Terran class planet with only few upgrades, several structures and 2 scouts. Your scouts will have auto-scout on, so no need to worry about them. Your first decision as a freshly assigned commander will be to pick a capital ship. In fact, it will be the capital ship, so picking the right one is extremely important. Your first capital ship will be free, and every capital ship costs same, so it's really about the utility you want to get out of it. There are 5 capital ships to choose from. Historically, many players like to go with the Kol Battleship because of how this ship appears in trailers and even some logos. It is a fine choice if you are a skilled player, but for your first few runs I recommend going with the Akkan Battlecruiser. The Akkan Battlecruiser has a colonization ability and a trade port ability, which will help your economy quite a lot in the early game. This early game boost scales quickly into major income in later game stages and helps you to build a proper fleet. The downside of an Akkan is less firepower when compared to the Kol, so that you will need some cobalt frigates for planets with bigger militia. With your first capital ship built, it will take time till you gather enough exotics for a second capital ship. However, knowing the basics of other capital ships is mandatory, as AI could field them against you. Kol Battleship – This is your best combat capital ship; it has the highest DPS with good pierce. From level one you can skill the beam ability, which does high pierce damage to a single target and is best used against capital ships. This ability can also be used against smaller ships with great effect however, it drains antimatter so fast that you'll be able to kill only a few frigates with it. When facing swarms of smaller ships, the Kol’s other abilities may prove to be more effective. The second Kol ability increases the fire rate of your normal weapons and the rotation speed of the gun turrets. With this, not only will you be able to shoot enemies faster, but as you maneuver your Kol around the battlefield, your guns will rotate faster than those of your enemies! The third ability reduces the damage the Kol receives, making it even sturdier than other capital ships. Finally, its ultimate ability provides the Kol with regeneration and make every shot do a tiny amount of AOE damage. Dunov Battlecruiser – This is your best support capital ship. Nevertheless, you should not expect the Dunov to be your healer; for that you have Hoshiko Cruisers. The Dunov does have a shield heal ability, which also regenerates some antimatter, however this heal is not enough to keep your other capital ships alive in mid-late game battles. The Dunov's true purpose is to prevent enemy capital ships from using their abilities, as the Dunov can both burn enemy antimatter reserves and deny abilities for a short period of time. Sova Carrier – The Sova carries only few squadrons from the start, but that number grows very quickly as you level up. The Sova is often overseen by beginners, but it can be in fact used as your starting capital ship. It's initial stats do not appear intimidating, but when you realize how many PD autocannons are installed on a Sova the perception changes a lot. With 9 autocannons, the Sova is able to take on any militia during the colonization phase, as you will be able to shoot down almost every single Javelis missile. With most of the militia firepower neutralized, your bombers along with the Missile Battery ability will do the job of destroying enemy ships. Another unique ability allows the Sova to produce corvettes directly on the battlefield, which will help you a lot in early engagements. Marza Dreadnought – The Marza is your alternative to the Kol, if you want to get more planet bombing potential and an extremely deadly AOE ultimate. The Marza can deal great damage to individual targets, akin to the Kol, however since half of its damage is from missiles, those can be intercepted, which makes the Marza less reliable. The Marza also lacks the beam ability to kill enemy capital ships but is better equipped to deal with swarms of smaller ships. When it reaches level 6 the Marza gets very deadly thanks to its ultimate ability, however this can be denied in several ways. After selecting your first capital ship, you will begin your colonization endeavor in order to boost your economy and expand your territory. However, there is another important tool to boost your early game economy, and that's your homeworld. Your homeworld starts with only a few upgrades and looks like this: Having a lot of credits in later game stages is an easy task for TEC. However, this is very different in the early game stages. I recommend grabbing commerce upgrades first and only then go for mining upgrades. The income shown already accounts for your bonuses, including the homeworld income bonus. So having just 6.2 credits/second is really a low value, but once you max it out, it will go up to 17 credits per second. That's more than double! Asteroids will only give you 1.2 credits/second, but they will give more in metal and crystal. In fact, it takes only 3.5 asteroids to produce the same amount of metal and crystal as your maxed out homeworld, so your commerce investment in the early game provides you with a healthy economy, since you will be colonizing mostly asteroids in this stage of the game. Technically corvettes are their own class, but since they are built from the light factory, we will handle them in this section. As TEC you have 7 light units to choose from. In the early game the choice will be easy, since you will only have the scout, light frigate, and colony frigate unlocked. Both the scout and colony ships lack any weaponry and can perform only 1 job, defined by their name - to scout/colonize. Therefore, your only military choice from the first minute is limited to Cobalt light frigate. Even though the Cobalt is a basic military vessel, it is a good one. In big numbers Cobalts will be scary even to capital ships, so never underestimate those guys. It has enough pierce to deal with most frigates and even some cruisers. Overall, it is good at everything but excellent at nothing. In order to build any other frigate, you will have to conduct research. Let's look at the Shriken corvette first. It requires T1 military to be researched, which makes it really accessible from the start of the game. The Shriken has slightly more DPS on paper, but it has less pierce; and its guns are spread across its hull so that actual firepower is often slightly less than that of a Cobalt. The Shriken has less hit points, but it also costs less resources and supply as well. The main strength of the corvette lies within its speed and maneuverability. This allows 2 things: intercept high value targets and disengage from an unfavorable combat. Their low health pool may lead to their quick demise if you do not pay attention to them, but in skilled hands, those ships are irreplaceable. The Garda flak frigate requires you to have T1 military, just as the corvette does. The Garda fulfills the role of a defender. At first glance it has rather small DPS and no pierce damage, which may lead you to question why you’d ever build it. The trick lies within the type of weapon it houses. PD autocannons are the only weapon cla
ИсточникGHub Platform · автор06.09.2026, 06:00:04
Before you start any game as TEC you will also have to make a choice: if you want to be Enclave or Primacy. This choice is more than just pledging your loyalty to a cause; it will determine your play style a lot, as each faction gets access to unique features. Enclave has a more…
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