OMEN CLASS BATTLESHIP
The Aeon Battleship is the ultimate extension of a single-minded purpose: aside from some tactical defenses to stop UEF cruisers and shoreline missiles, it relies solely on a trio of what are essentially T2 artillery pieces, plus armor that will take an entire fleet to destroy, at as cheap a price as possible. As Aeon, your early sea advantage will give you the cushion you need to get a battleship up long before they do, and when you do, your Oblivion Cannons will be able to clinch the seas and move in to pummel enemy T2 artillery on their own terms. It’s totally vulnerable to subs or air units, so you can’t just throw your fleet away to build one, but it’s still extremely effective.
Omen Stats
Armor: 55000hp
Abilities: Missile Defense – Tactical
Cost: M19000, E152000, T22800
Intel:
– sight: 70 (1.37km),
– radar: 110 (2.15km),
– sonar: 20 (391m),
– water sight: 50 (977m)
Physics:
– max speed: 4.675 (91.3m/s),
– turn rate: 15
Veterancy: 50, 100, 250, 500, 1000 kills
– veteran level 2: +13750 hp,
– veteran level 4: +13750 hp,
– veteran level 5: repair 3 hp/s
Omen Weapons
3x Oblivion Cannon (Direct Fire Naval):
159.38 dps,
area: 1 (19.5m),
range: 128 (2.50km)
projectile weapon: 2550 damage
rate of fire: 0.0625 (every 16s)
veteran level 1: +638 damage, veteran level 3: +638 damage
2x Will O Wisp Anti Missile (Defense):
9.00 dps,
range: 42 (820m)
projectile weapon: 30 damage x 3 projectiles = 90 damage per salvo
rate of fire: 0.2 (every 5s)
KEEFER CLASS AIRCRAFT CARRIER
An Aeon carrier has some token anti-air missiles so that it’s not entirely defenseless, and it has a surprisingly large amount of health allowing it to take several shots from gunships or whatever and survive to get kills, but it’s still basically for the purpose of transporting your aircraft across a large map. If you need to get past fighters, you might as well build more cruisers, as the fighters will be all over your carrier as soon as they spot you, but the carrier can come in handy especially given that your superior Aeon navy is likely to make the sea safe for the carrier already. As a floating air factory, the carrier can be useful even if you don’t have a horde of planes already.
Keefer Stats
Armor: 22000hp
Abilities: Air Staging, Construction
Cost: M4000, E40000, T8000, build rate: 20
Intel:
– sight: 60 (1.17km),
– radar: 150 (2.93km),
– sonar: 20 (391m),
– water sight: 36 (703m)
Physics:
– max speed: 3.4 (66.4m/s)
– turn rate: 10
Transport class: 10
Veterancy: 50, 100, 250, 500, 1000 kills
– veteran level 2: +5500 hp,
– veteran level 4: +5500 hp,
– veteran level 5: repair 3 hp/s
Keefer Weapons
2x Zealot AA Missile (Anti Air):
30.00 dps,
area: 1 (19.5m),
range: 75 (1.46km)
projectile weapon: 30 damage
rate of fire: 1 (every 1s)
veteran level 1: +8 damage
veteran level 3: +8 damage
SILENCER – STRATEGIC MISSILE SUBMARINE
Just because your nuclear weapon comes on a sub doesn’t mean it’s any less painful to build. Remember not to build this in your only naval factory, as you’ll shortly get overwhelmed. The tactical missile isn’t really able to kill other sea units, as their tactical missile defenses will just shoot it down, but it works wonderfully as a way to kill land units while you build your solution once their anti-naval defenses are gone.
Silencer Stats
Armor: 3000hp
Abilities: Submersible, Manual Build, Manual Launch
Cost: M10000, E60000, T15000
Intel:
– sight: 16 (313m),
– sonar: 90 (1.76km),
– water sight: 24 (469m)
Physics:
– max speed: 2.55 (49.8m/s),
– turn rate: 25
Veterancy: 50, 100, 250, 500, 1000 kills
– veteran level 2: +750 hp,
– veteran level 4: +750 hp,
– veteran level 5: repair 3 hp/s
Silencer Weapons
Long Range Cruise Missile (Missile):
200.00 dps,
area: 2 (39.1m),
range: 128 (2.50km)
projectile weapon: 2000 damage
rate of fire: 0.1 (every 10s)
veteran level 1: +750 damage, veteran level 3: +750 damage
Nuclear Warhead (Missile):
inner ring damage: 35000
inner ring radius: 30 (586m)
outer ring damage: 500
outer ring radius: 40 (781m)
stores 2 missiles