TEC needs abilities that let it disrupt Advent's elaborate combos. The change to demo-bots was a great move on the part of the devs to help alleviate the problem by making this late-game ability more useable. Focus on giving more late-game utility to TEC's capital ships that allow them to be meaningful.
Any TEC player worth their salt would have multiple dunovs to EMP down the advent battle ball(if they were facing an advent player the whole game). 1 akkan, 3+ dunovs make a great fleet. The more dunovs you have, the less effective the ENTIRE advent fleet is. Dunovs also work well in TEC vs vasari and TEC vs TEC. It also allows you to stand up to the attrition rates of other endgame fleets better with its sheild restore(note, i'm not saying its going to work long term). Properly micro'd (and it isn't hard) the dunov can really save your ships HP so your hoshi's have time to heal up.
What about bomber spam, advents strongest assault arm? Make sure your dunovs get level 3 magnetize asap, and watch how quickly the fighter clouds disperse. If they are fielding enough bombers to one shot a cap, you will need 3 kols to deal with the "swarm". Magnetize in conjunction with flak will give you air superiority in the long term. combined with emp, and you could prevent their strike craft replenishment from occurring by chasing down carriers with a few dunovs + hoshi snare ability.
Also, another trick is positional alignment, keep a dunov with a few hoshi's in reserve, so if the advent try to repulse one and focus fire it down you will EMP the guardians incoming with the "threatened dunov" and then you will have a support ship coming in. The more dunovs you have to EMP, the more you can counter this threat and the less effective the entire advent fleet will become. late game, 3000 creds 400 metal and 250 crystal is a GREAT buy for the level of effectiveness a dunov brings to the field.
Dunovs can be a good opener in a close quarters advent showdown, But I would always recommend an akkan so your endgame fleet can run away effectively. The weakness of late game dunov spam is that they need to be high level to be effective. On that note, once they ARE of sufficient level (6+) You will have a serious fleet support ship that you will start winning battles with.
A quote from starplayer
A. Your micro is too pitiful to appreciate the good things about other capital ships. One of the caps you never mentioned was the Dunov which i believe to be the hidden gem of the capital ship fleet in sins. EMP charge is awesome.
on the first page. Read it, because it truly is the answer you seek. lol
Oh and the garda flak frigate isn't nearly as good as the advent defense vessel.
Also, darvin you said
Even missile barrage is crap against late-game Advent
If you EMP down the battle ball so the advent don't even have shields, a lvl 6 marza will ice their fleet faster then you can say HOLY SHIT W/BBQSAUCE!!!. As with all abilities, WHEN you use them is the most important aspect of the ability. Also, the dunovs can keep the marza alive quite well with shield restore. take away the shields and the advent will be all but destroyed. Then you focus their progenitors/halcyons down and their guardians won't have the AM or shields to do much mitigation or repulsion. Their sucky engame healer will have to be micro'd like crazy just to heal a few of their ships(which is why advent players don't waste their time building them, since advent fleet already takes a lot of micro). The advent player, if they are smart will attempt a retreat and use repulsion when it comes up to cover their retreat. If you have already closed range on the advent fleet you use your demo bots to full effect and bleed his fleet and possibly take out that progen you've been focusing down. Then you follow closely because your fleet hasn't used much AM thanks to Dunov lvl 6 ability rotation and then the advent fleet is truly screwed because they will be close to zero antimatter.
Truly, advent need an endgame buff against the awesome TEC fleet. Good Shield mitigation doesn't mean you "win".