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Range 7 Cataclysm Cannon is still ridiculous though, I don't disagree.
But well, it's still better than some of the other Tier4 on pure damage output.
The cooldown on first turn is not very important, as it's a 24 move unit, it cannot reach the best fire position anyway.
The Dvar Dreadnought suffers from dropping from 32 move to 24 for the broadside and aoe cannon, comparing to other ships. And generally, navy units is stronger than land ones.
Tier 4 is locked on 24 move.
The mad preacher has 32 move, but it's combat capability is pretty meh. Most of its skills requires some one to get killed to be functional, while it's main attack is mainly a single unit control with to hit check.
So I think it's still fair. Zenith is one of the worthy tier 4 to me.
nah, it's fubar. you clearly haven't tried using it offensively. at 7 range, the accuracy is 55. no, really.
this thing is actually WORSE at doing damage than a fully upgraded t1 indentured. not at all kidding.
I built only one of it so far and used only in a couple of battle in final stage. It's just a music ship to me.
You're right, it's got dps options that are sub par compared to the dvar t4. But its map wide damage buff, potentially adding 25% damage to 24 units all at once, just makes it take a big fat dump all over every t4 in the game save the harbinger in terms of actual damage output
plus 20% damage buff isn't that great frankly. the reason the harbinger is a game changer is because of the guidance buff (if you don't already have a kirko hero doing it).
But the cosmite upkeep and 24 move range and tech requirements are where I have problems with it and all the other t4s. So many games I've won with only t1-2s
looking at it like another mod slot is a good way to look at it though.
the harbinger does guidance (25% accuracy, 2 extra distance - which also increases accuracy if you're already in range). and vengeance which is a separate buff that adds 25% damage. again, I rarely found the 25% bonus damage a game changer, but adding all that accuracy and range? that's an amazing power. if you have ranged heroes, even if kirko, it then frees them up to attack on their first turn instead of casting guidance themselves. if you DON'T have kirko heroes... it becomes a HUGE game changer if you can build even one to add to your army.
I never felt like that about the zenith.
Single stack vs single stack it becomes alot less ideal to waste the resources on the zenith
so if you have 3 x 30% mods on a 10 base damage weapon, that's 19 damage.
if you buff that unit for 20% more, that still only adds 2 more points of damage.
200 morale amounts to 10% increase in crit chance... provided you aren't already at 20% crit chance from morale, which is the cap for that, which you hit at 400 morale... which is what you get if you go to war with a faction with at least 10 points of causus beli, or you start two wars with moderate.
it's also the same you get from being friendly with your race (200 morale).