I was intrigued by a discussion on another topic about who would win: Kortul v. Kol, 1v1. But the Radiance was barely mentioned and there was never a final conclusion. This isn't asking which is best, per say (none of them is "best") but rather, which would win 1v1 versus each of its two peers. After a very long time, I now have the complete stats and a basic evaluation of each level 10 battleship with every tech researched. No artifacts included. Credit to the stats for the Kol and Kortul go completely to kyogre12, thank you very much.
Radiance Battleship (Level 10, max research)
Hull Strength - 3912
Shields - 4381
Antimatter - 546
Armor - 15
Squadrons - 2
Weapons (Fore) - x2 plasma cannons: 34 dps, x2 beam cannons: 44 dps
Weapons (Starboard/Port) x5 laser cannons: 39 dps on either side (correct this if I didn't understand the mechanics, it was listed in the stats as 78)
Weapons (Aft) - N/A
Abilities -
Detonate Antimatter ****
Antimatter cost: 60
Range: 4500
Cooldown: 20
Duration: 18
Effects: Disables all antimatter based abilities, and deals 33.3 dps, for a total of 600 damage (599.4)
Notes: Great anti-capital ship ability, capable of bringing one to its knees, as well as dealing effective damage
Anomosity ***/* (Fleet combat/One on One)
Antimatter cost: 65
Range: 5000
Max targets: 32
Duration: 20
Effects: Forces all affected targets to attack the battleship
Notes: Effective when strategicly used in fleet combat, but worthless in one on one combat
Energy Absorbitive Armor *****
Passive
Damage converted to antimatter: 15%
Added armor: 3
Notes: Great passive, except the antimatter conversion rate could've been better. Still adds defense and provides free antimatter
Cleansing Brilliance *****
Antimatter cost: 150
Cooldown: 120
Range: 8000
Duration: 8
Effects: Deals 250 dps to the main target, and 125 to targets within the beam's range, for a total of 2000 and 1000, respectively
Notes: A mighty weapon, especially combined with Malice, allowing the Radiance to destroy small fleets instantly. One on One combat does not limit its effectiveness, allowing the Radiance an instant edge in a war of attrition
Evaluation of the Radiance: An impressive offensive warship, it is designed to provide unmatched firepower without sacrificing any survivability. However, in one on one situations, Anomosity is utterly useless. It does have very high powered standard weaponry, but is edged out by the Kortul by a tiny margin, because half of the Radiance's firepower is facing to the sides. Though it is an amazing flagship, it is primarily geared toward solo or small fleet raids, hopefully with a Mothership in order to provide shields and Malice, and some Destra Crusaders or Illuminators. The Radiance also has the honor of having the highest single target damage attack in the game, with Cleansing Brilliance, and, with a Mothership, is quite capable of wiping out an entire fleet in one, devastating attack.
Kol Battleship (Level 10, max research)
Hull Strength - 5304
Shields - 2958
Antimatter - 486
Armor - 15
Weapons (Fore) - x4 beam cannons: 22 dps, x3 laser cannons: 20 dps, x3 Autocannons: (?) dps
Weapons (Starboard) - x3 Autocannons: (?) dps
Weapons (Port) - x2 Autocannons: (?) dps
Weapons (Aft) - x2 Autocannons: (?) dps
Squadrons - 2
Abilities -
Gauss Rail Gun ****
Antimatter cost: 75
Range: 6500
Cooldown: 6
Duration: 10 (?)
Damage: 9(?)75
Effects: 9(?)75 instant damage, and -100% max speed(?)
Notes: A great augment to the Kol's less than impressive damage output. It does guzzle antimatter, sadly. However, last I checked it had no speed lowering ability and did 875 instant damage at max level. This may be part of a new patch, however.
Flak Burst **
Antimatter cost: 100
Range: 3500
Cooldown: 8
Damage: 60
Effects: Instant damage to all Strike Craft in the radius of effect.
Notes: Less than stellar for the antimatter cost, and does not instantly kill strikecraft. This means it costs 200 antimatter to actually, truely dispose of enemy strike craft.
Adaptive Forcefield *****
Antimatter cost: 60
Cooldown: 35
Duration: 40
Damage Reduction: 35%
Phase Missile Block: 65%
Effects: Partially blocks Phase Missiles from going through shields, and decreases all enemy weapon damage on the Kol.
Notes: An excellent tool to keep the Kol alive, and able to be active without cooldown duration because it lasts longer than the cooldown. This is, however, a double edged sword, as it will quickly drain antimatter if used constantly.
Finest Hour ****
Antimatter cost: 150]
Range: 1000
Cooldown: 180
Duration: 60
Antimatter restored per second: 5
Hull restored a second: 10
Ability cooldown: 20%
Self damage: 60
Effects: Regens hull and antimatter for the Kol, lets it use its abilities 20% faster, in exchange for a small amount of damage.
Notes: An effective ability when used in fleet actions, but I'm not as sure in one on one. The Kol might not even be able to use it until it's too late. It's still a great ability.
Evaluation of the Kol: A decently powerful warship, it is everything the Radiance is not, and vice versa. The Radiance is the ultimate solo or small fleet raider, or fleet flagship that carries a large portion of the kills single handedly. The Kol is definitely geared toward being the leader of a large support fleet and being the juggernaught of that fleet. Able to take on numerous enemies when properly supported, it is sufficient to take on a medium fleet by itself with its ample health. However, it fails miserably as a solo ship, without any anti- antimatter abilities, no reliable antimatter-restoration abilities, and pitiful damage output for a main capital battleship, due to its unproportional damage spread across its various autocannon banks. Though port/starboard and aft weapons are great for fleet actions, they weaken the Kol significantly.
Kortul Devastator (Level 10, max research)
Hull strength - 4790
Shields - 3492
Antimatter - 526
Armor - 13
Weapons (Fore) - x2 plasma wave cannons: 31 dps, x4 phase missile launchers: 14 dps, x2 pulse beam projectors: 24 dps
Weapons (Starboard/Port) - x3 pulse beam projectors: 72 dps
Abilities -
Power Surge *****
Antimatter cost: 60
Cooldown: 40
Duration: 30
Shield restoration per second: 45
Weapons Cooldown: 75%
Effects: Restores shields and increases conventional weapon's damage per second by increasing rate of fire.
Notes: Impressive ability, screams broken but very good self buff. Causes no damage to the enemy, directly, but let's the Kortul's heavy weapons cause even more havok.
Jam Weapons **
Antimatter cost: 60
Range: 6500
Cooldown: 30
Duration: 20
Effects: Jams enemy Strike Craft weaponry, making them harmless for the duration.
Notes: Not as effective as the Kol's Flak Gun, but less antimatter intensive. Allows the Kortul's Strike Craft to compete with the superior Advent Fighter Craft, but not as useful against the inferior TEC Fighters. Also, it does not permanently dispose of enemy Fighters and Bombers, limiting its effectiveness on its own.
Disruptive Strikes ****
Passive
Duration: 15
Antimatter removed: 36
Ability cooldown increase: +50%
Chance to disrupt: 30%
Effects: Removes enemy antimatter and impairs their ability usage.
Notes: An impressive ability, arguably more effective than Detonate Antimatter, except it does not make the Kortul's weapons more powerful, nor does it leech antimatter, only removes it. If it did, it would be formidable indeed, but as it stands it is still highly dangerous.
Volitile Nanites ***
Antimatter cost: 150
Range: 6000
Cooldown time: 180
Duration: 60
Damage Reduction: 30%
Damage to surrounding enemies upon death: 150
Effects: Reduces enemy damage output and damages nearby enemies, able to cause a chain effect.
Notes: Although effective againt multiple weak enemies, such as LRM frigates, it is too weak to be useful against more durable enemies, and almost totally useless in one on one, except for the damage debuff. Decent ability if it did more chain damage.
Evaluation of the Kortul: The Kortul is primarily a damage dealing ship. Unlike the Radiance, however, it derives all of its damage from its weapons, and not from fantastically powerful abilities. It is very hard to kill with Power Surge and Disruptive Strikes, and its Jam Weapons lets it buy time against Strike Craft. However, its ultimate ability, Volitile Nanites, is borderline useless in one on one, and mostly useful against many very weak enemies. Still, in terms of direct damage, it utterly outclasses the Kol and edges out the Radiance by a decent margin. However, it lacks any direct offensive abilities, relying heavily on a combination of its Power Surge and Disruptive Strikes to impair the enemy and improve its survivability. If you take away Power Surge, its ability to outlast its enemy drops dramatically, though its passive is still deadly to enemy capital ships.
In my opinion, a Radiance would crush a Kol, without a doubt. This is without strike craft. With, and the Radiance's would crush the Kol's, assuming it had picked at least one Fighter squadron, but the Kol would defeat them with Flak Burst, in exchange for depleting large amounts of antimatter. The Kol, without abilities, would never be able to match the Radiance's massive damage per second, and its ultimate ability, though highly useful, is not as direct as Cleansing Brilliance, and Gauss Rail Gun, though able to outclass Cleansing Brilliance, would drain antimatter even more quickly combined with the Radiance's Detonate Antimatter.
As for the Kortul, I am not sure. Both are fairly well matched for damage output, ability utility, and overall power. However, this one is much more open to debate. Once again, if anyone has arguments for which would beat which, and why, they would be appreciated