Monday, September 5, 2016

September WIP and Plasma

Posting schedule

Hey you, it's been a while. I have my plate full with school, so posts wont be coming in as regular as they used to.  Expect one every week either on tuesday or wednesdays, and of course the days before the raid and during the raid itself. If I do miss a major happening, such as WIP or intro of new targets or *gasp* a raid, head over to Doxy's page or Wim's facebook group. I highly recommend those pages for everything.

Now, on to the WIP

WIP

Pssst buddy, Hey buddy! Click me for the offical WIP

Previews and what we have learned from them 

Kixeye had the preview(s) for the next raid on last Thursday and Friday. With the first day for the Prizes and the second day for the Targets. Good choice on letting the player base test both the prizes and targets, helpful no? 

This way is extremely beneficial for selective players. For example, if you wanted to see only the targets, go on the second day and save space for people who wanted the see the prizes on the first day. Breaking up the preview also allows for more feedback. If you have 200 people do feedback, and half do prizes and the other half targets, you have 100 each. However, if you have 400 people over two days, you are guaranteed at least 200 feedback responses for either targets or prize. 

Oh, and speaking of people within the server. Kixeye has now allowed certain groups of people, most likely the most vocal people of the community, to join the server starting at 11:30am. With the streamers unable to share the passwords, this is a major upgrade to before. 

How is it an upgrade? 

Well, recording the preview allows for more players to see what to expect in the raid, instead of keeping it within the 400 lucky souls that got to play it. 

But Ouch37, normal players stream it too and record and upload to Youtube. 

Yes they do, however, how many people will be watching your stream or recording? Especially if they could go and play themselves, god forbid? Allowing the big names, like Liam99 or Price for example, to stream it allows for far more people to see what they should be expecting come the 15th. 

I'm gonna be going over the targets found in the preview on a late date, too much to cover today. 

Phantom Warfare

It's finally here! After a literal month of waiting for it. Kinda weird how it comes out only a week before the raid, with technology you absolutely need for the raid, weird. With the Phantom versions of the Barracuda, Spectra, Nighthawk and Tigershark available again. Torpedoes and specials should hopefully coming with them, no word yet. The prize limit for the NH and Tigershark hasn't been changes, far as I know. 

Raid-Rise of the Warlords! 

Borbas died sadly, RIP-Reavers in Painduetolostofdearleader. Reavers split into warlords, bah bah, attacking anyone, bah bah, it's now Kevin Costner's Waterworld, bah bah. 

Kixeye is all of their infinite wisdom and love of Borderlands, has changed the names of the target groups from A, B, C sets into tiers! 

S set into Tier 5 

A set into Tier 4 

B set into Tier 3 

C set into Tier 1+2 

The prizes for the next raid are as follows... 

Fury 


Conqueror, best weapon to use is Scatterguns. 

Conflagration Scattergun

Surface Scattergun that explodes targets upon destruction. 
(If this doesnt have a salvo of 13, i'm gonna complain to the kixeye's art department) 

Hydroxide Injector


Think of the Hydroxide Barrels

Hiving 'dem Megashippers 

Hiving is coming to fruition, along with it a new drone module. 

Here is the original text from the forums 

"With the coming of Mega Ships, we’ve already seen an increase in player vs. player combat in some sectors. Now, Mega Ship owners in the same Alliance will be able to join forces to create a “hive”. A Megaship can start a ‘Hive’ on a Hive node on the World map. Nodes can be found in the corners of sub sector bases. Other Mega Ships from the same Alliance can ‘link’ to the first Mega Ship or the Hive node, and other Mega Ships can subsequently link to these Megas, creating a Hive grid. Mega Ships on the outside of the Hive must be attacked before those on the inside, allowing Alliances to strategically configure their defenses. Once a Megaship is linked, it can send and receive support to nearby Hive Megaships, provided the appropriate bridge is equipped. Megaships in a Hive with these bridge modules can provide protection and boosts to each other, up to the specified link distance.


The first phase of this will be the introduction of Drone Modules to Mega Ships, which will aid you in combat against enemy fleets. Additionally, a Drone Bridge will allow your Drone Modules to join an allies’ Mega Ship battle so long as they are linked in proximity. More details to follow soon!"

Let's deconstruct this into several points.
  • Megaships will be able to join together into a Hive 
  • You must be in the same alliance to create a Hive 
  • When attacking the Hive, you must attack in order of last added, i.e. if you created the hive and other people attached onto your hive, you will be attacked last. (really good thing actually, I'll explain later)
  • Each Hived ship can boost the defenses of other hived ships within a certain distance 
  • Drone Modules are coming, sending out drones of ?regular ships? 
Now, why is the creator the last being attacked helpful? 

A smaller and newer Megaship owner can create the hive, other stronger players who have A-10 styled Megaships. This allows for the new owner to collect resources to upgrade his megaship easier without the risk of losing the resources. Basically a safer way of mining for res without people stealing them. 

September Forsaken Mission 

There is a new 102 test targets to, um..., test. Only for a week, then changed then added for good. 
Taking 13 hits to reach tier 5, taking less than the 87 to reach tier 5. Citadels (Explosive damage, Mortars) will be most effective. Kixeye pinky promised it will be easily then 107's. Video of my playthrough of it will be up soon. 

The 109's are coming back, after some tweaking. 

The 87's are also being tweaked to up the damage 

The 107's are going out of style, and Kixeye being the hip-cutlure savvy company is phasing them out. By October, they will be gone. To prepare for this, they are spawning less. 

I highly recommend that you start hitting the 109's and 102's instead of the 107's. Think back to the change of targets, and kixeye was allowing us to hit the new targets before they became the only targets. You can still hit the old targets, 107's, but they will be gone soon sadly. 

New Prizes 

3 new prizes into Tier 5, and 1 each into tier 3 and 4. 


Tier 3 
  • Splash Dispersion System I-Thinking this will increase the splash and damage at the edge of the splash radius. 
Tier 4 
  • Shockwave Plate III-The successor to the Shockwave Plate II, with 2285 armor, 457 weight, 4000 shockwave deflection, and 21 hour build time without Officer-already in Huggy's

Tier 5
  • Shockwave Plates IV-The successor to the Shockwave Plate III, with 2775 armor, 555 weight, 5000 Shockwave deflection, and 1 day and 2 hour build time without Officer-already in Huggy's
  • Splash Dispersion System II-Upgrade to the SDS1, but with higher stats. 
  • Solar Reinforcements-Thinking its gonna be like the Solar Panels, but not entirely sure. 

VXP Weekend+VXP Bulk Buy+Increased Fragment drop

Coming soon to a weekend near you! 

Tier 5 Assault Class Foundry

The Apollo is being added to the Foundry, at Tier 5. costing at an estimated 196 fragments total. The prerequisite blueprints are being added to the Weekly. (Switchblade and Counter Missile Extender) 

No news on R1-5 sadly, nor paint jobs. 

Plasma 

Now that I have finished with the WIP, time for another edition of 
"Speculation With Ouch!"


(Link to see in better size-http://i.imgur.com/V3WWLWP.jpg) 
(Credit to RobertJr of TheDarkAlliance.org, used without permission, I am a pirate) 

Plasma damage is the new Corrosive damage, and deals damage equal to listed on everything except ships with  Assault, Siege, and/or Turret defense, which deflections it until a minimum passthrough damage. . The only way to counter this is to use those deflections I just mentioned. 

Remember back to the introduction of Radioactive damage, and how we had no way to counter it, or Concussive, or Corrosive. The best advice I have for you is to upgrade the D4-M,X,C into D5-M,X,C, CT, CO. Whatever fits best to your liking. Will having an extra, let's say, 60 deflection by use of  3 D5-M help against the Executioner Missile in the old 109's, versus 3 D4-M 

The missile delivers 8,990 damage Penetration and 899 Plasma between 4 salvos. 

Each salvo will then do 2,247.5 damage Pen and 224.75 Pla. 

Lets use a ship without resistance first to find the base damage difference and then on a Punisher. 

Having 3 D4-M provides a Pen defense of 27.1% and no deflection. 

27.1% defense against a single salvo will end with 1768.3 damage per salvo and 224 plasma. Ending with 1992 total damage. 

PEN-(salvo damage)/(defense bonus)-(deflection)=(finial damage) 
2247.5/1.271-0=1768.3

PLA-(salvo damage)-(deflection)=(finial damage) 
224-0=224

Total damage comes to 1992

Having 3 D5-M provides a Pen defense of 38.6% and 60 deflection 

38.6% defense and 60 deflection against a single salvo will end with 1561 damage per salvo and 164 plasma. Ending with 1725 total damage 

PEN-(salvo damage)/(defense bonus)-(deflection)=(final damage) 
2247.5/1.386-0=1561

PLA-(salvo damage)-(deflection)=(final damage) 
224-60=164

Total damage comes to 1725

The difference between those two? 

1992/1725= .865 

An 86% less damage taken. Doesn't seem too much of a difference, but let's apply this to a fictitious ship with 20k armor. 

The ship with D4-M will survive 10 salvos. 

The ship with D5-M will survive 11 salvos. 

Not too much of a difference, how about a ship with inert 50% missile protection? 

(2247)/(1.636-1.693)-(20-60)=total damage Pen
(224)-(0-60)=total damage Pla
Total damage Pen+Total Damage Pla=Final damage 
20,000/final damage=survivability 

The ship with D4-M will survive 12 salvos 

The ship with D5-M will survive 13 salvos

What?!?!? Adding stronger armor and deflection will only net you a betterment of one more salvo hit? Yeap. 

Now lets try it out on empty punishers! Note the deflection of the punisher is a base of 500, already over the plasma damage. As we don't know the minimum passthrough damage, let's just use 20 damage. 

(2247)/(1.708-1.754)-(500-560)=Total Damage Pen 
20=total damage Pla
Total damage Pen+20=Final Damage
(12470-13970)/final damage=survivability  

Punisher with D4-M at 12470 armor will survive 15 salvo shots 

Punisher with D5-M at 13970 armor will survive 18 salvo shots 

Mhm... Lets try this a couple more times the armor all the same, constant at 13970 during all tries, and let's change the defense to 70.8% one time then 75.4%, deflection to 500 one time, and another one at 560. 

Starting with the defense change 

(2247)/(1.754)-(500-560)=Total Damage Pen+20=Final Damage
(13970)/Final Damage=Survivability

Punisher with D4-M at 13970 armor will survive 17 salvo shots 

Punisher with D5-M at 13970 armor will survive 19 salvo shots 

The higher Deflection wins, makes sense.

The better deflection wins, what about when the defense is changed to 70.8% 

(2247)/(1.708)-(500-560)=Total Damage Pen+20=Final Damage
(13970)/Final Damage=Survivability

Punisher with D4-M at 13970 armor will survive 17 salvo shots 

Punisher with D5-M at 13970 armor will survive 18 salvo shots 

The high deflection wins again, but the first Pun is the same for the first one in the last test. Showing that 4.6% difference doesnt add much when deflection is at 500, but does matter when there is a 60 difference.

Now for the Deflection set to 500

(2247)/(1.708-1.754)-(500)=Total Damage Pen+20=Final Damage
(13970)/Final Damage=Survivability

Punisher with D4-M at 13970 armor will survive 17 salvo shots 

Punisher with D5-M at 13970 armor will survive 17 salvo shots 

No matter the resistance, the deflection looks to be the deciding matter here.

Once more with Deflection to 560

(2247)/(1.708-1.754)-(560)=Total Damage Pen+20=Final Damage
(13970)/Final Damage=Survivability 

Punisher with D4-M at 13970 armor will survive 18 salvo shots 

Punisher with D5-M at 13970 armor will survive 19 salvo shots 

Yeap, a 60 deflection difference, gives you 2 extra salvos of protection. 

So at the end of the day, Deflection is the most worthwhile thing to have on your ships. Overall, if you can fit D5 into your ship, fit it in there. The boosted defense bonus doesnt matter much, but if you could improve upon the armor in the same resistance field, do it.


Another post coming, hopefully, on either Wednesday or Thursday.

Film at 11 

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