TheKoopa wrote:In naval maps that are not sentons the moment you get a bc the game is over, you just won navy. They just dominate destroyers I really doubt the opponent will get a bs in time to counter it if you play it properly.
Besides the fact that you usually get a 2nd and a 3rd bc like 10 seconds after your first
So.
Neptune needs a T3 factory.
Galaxy needs a T3 factory.
Neptune has a buildtime of 25.2k
Galaxy has a buildtime of 25.2k
How exactly doesn't he have time to build one?
IceDreamer wrote:It may be different up the top ranks where kiting is perfect, but once a BC gets in range of a BS it's over.
To put things into perspective, the BC costs 7000 mass and has 626.8 DPS, of which 0 is wasted. The most powerful direct-combat BS is the Aeon, with 9000 mass for 508.5 DPS. The Galaxy is 8000 mass for 450 DPS. They have more range, and more HP, but if the kiting isn't perfect and they can get into range, you should be able to dodge their shots and tear them to bits with that insane DPS.
Right, let's math then. It takes 75 seconds for a BC to kill a Galaxy. It takes 55 seconds for the Galaxy to kill a Neptune. 136% effectiveness for 114% price. Galaxy is just plain better. Even without the range.
And if you have a game where players know how to dodge battleship shots, they sure know how to kite with battleships. After all, it's one click behind your own lines vs constant micro with angle limitations amongst other ships.
TheKoopa wrote:JoonasTo wrote:@biass:
The aeon destroyer actually has longer effective range than the BC does because of how the mechanics work in this game, you can kite BCs with aeon destroyers(plus t2 hover shields are OP as ****.)
Also bc and exodus have same range so also wrong.
You see, effective range, is different than the range in the stats page. Both Exodus and Neptune have a
target acquisition range of 80. That is, once a target enters that range, they start aiming at it. After this point they differ.
The Neptune has a direct fire weapon, that has an absolute range of 80. If the target is still in range after it finishes aiming with the cannons(independent aiming, some cannons take longer so not full alpha.) If it is not, it will not fire. This means a maximum effective range of 80.
The Exodus, however, has no such limitation. If target is in range, they start aiming, while leading the target if moving and fire(one-shot, full alpha.) If the target leaves range after target acquisition, say both Exodus and the target are moving away from each other fullsteam(like a kiting Neptune, for example,) it still aims while leading the target, and fires. This can lead to a hit well beyond the stated maximum range of 80. This means an effective range longer than 80. Even 90 is possible.