tag:blogger.com,1999:blog-6740948454115443362024-03-12T19:25:58.588-07:00Ouch's Battle Pirates Help Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.comBlogger53125tag:blogger.com,1999:blog-674094845411544336.post-17830230223389847162017-04-09T21:23:00.001-07:002017-04-09T21:23:44.993-07:00Crew Rolling Experiment Results April 9th <h2>
Crew Rolling Experiment</h2>
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People have been complaining about the Random Number Generate of the Crew Roller has been 'fixed', with no BB or DoS crews popping up. So, to check the claims of this I set out doing 4 different roll experiments. With the following rules </div>
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<ul>
<li>No collecting crews until all uranium is spent </li>
<li>Must all be done in one session</li>
<li>If the game or computer crashes, restart </li>
<li>Only roll crews using the Advanced Crew option </li>
</ul>
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One with 170 rolls, one with 226, and one with 391, and the last with 403. I then complied all in a spreadsheet, and made a total one and an average one. </div>
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Here are the links to the 4 trials</div>
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<li><a href="https://docs.google.com/spreadsheets/d/1t0ZfdnCujCRaNa-TOA6P9gBz9XPxyXf9SuNHhWGJ6NM/edit?usp=sharing" target="_blank">February 20th </a></li>
<li><a href="https://docs.google.com/spreadsheets/d/1F9qwcqgaMCALgGLMJi8445_nDdmwUwy5QNV7B8KlP4U/edit?usp=sharing" target="_blank">March 12th</a></li>
<li><a href="https://docs.google.com/spreadsheets/d/1akl6cQyGwCgK8flAYvmfDloiunDAvyG6C8ngumaQnPQ/edit?usp=sharing" target="_blank">March 27th</a></li>
<li><a href="https://docs.google.com/spreadsheets/d/10pSYP6OWwJDTjhxGNtkdgjGYEyU3JrZSkafJrUCJCGk/edit?usp=sharing" target="_blank">April 9th</a></li>
</ul>
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Now that we have the basic data, here is the total between them all. </div>
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<li><a href="https://docs.google.com/spreadsheets/d/1eLgyAiqsnUHPGeoYQ3-9QXQwNrfdmQQDAnyETqvuVzU/edit?usp=sharing" target="_blank">Total</a> </li>
</ul>
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The average? </div>
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<ul>
<li><a href="https://docs.google.com/spreadsheets/d/1rexe5iHqaHNEU56cACvt8BvqGkKdz5lHMhPhVRM1zio/edit?usp=sharing" target="_blank">Average</a></li>
</ul>
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(Although these are the averages from 1447 rolls, some crews were never rolled. I will be doing another 403 rolls every week, so in a month new data will be available to compare.)</div>
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Here are the averages that matter </div>
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<li>37% for rol<span style="font-family: inherit;">ling a Common Crew </span></li>
<li><span style="font-family: inherit;">61% for rolling an Uncommon Crew</span></li>
<li><span style="font-family: inherit;">1.5% for rolling a Rare Crew </span></li>
<li><span style="font-family: inherit;">.41% for rolling a Legendary Crew </span></li>
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And for individual crews </div>
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<li><span style="font-family: inherit;">.21% for rol</span>ling a Bullseye Brigade</li>
<li>.138% for rolling Grease Monkeys</li>
<li>3.8% for Midnight Marauders </li>
<li>4.98% for Gearheads </li>
</ul>
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But the biggest shock from it all?</div>
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<li>The average chance of rolling a common crew is higher than an uncommon crew </li>
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What do you mean? </div>
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Well, if you take the number of times that you can roll a uncommon crew and divide it by the number of total crew rolls, and then compare to the number of common crews over total crews; you'll find that some common crews are easier to get than uncommon crews. Which crews? </div>
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You have a higher chance of rolling a Gearheads crew (4.98%) than you do </div>
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<li>Dragonslayers (4.35%)</li>
<li>Fearless Blitzers (4.28%)</li>
<li>Junkyard Dogs (3.39%)</li>
<li>Lucky Bastards (3.94%)</li>
<li>Midnight Marauders (3.8%)</li>
<li>Molotov Maidens (4.7%)</li>
<li>Motorheads (4.15%)</li>
<li>Salty Dogs (4.42%) </li>
<li>Sea Serpents (4.7%)</li>
<li>Silent Hunters (4.35%)</li>
<li>Steelheads (4.01%)</li>
<li>Wolfpack (4.63%) </li>
</ul>
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Holy shit that's a lot of crews. Gearheads isn't the most common crew either, its Lucky Bastards at 5.6%, more than any uncommon crew. Which, isn't right at all. </div>
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The chance of any given crew rolled being uncommon is 61%, and common is 37%; but you are more likely to roll common Lucky Bastards than you are any given uncommon crew! </div>
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What can be done to fix this? </div>
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Well, two things</div>
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<ol>
<li> Introduce a cap to where once a set number of the same crew is rolled, its taken out of the system for that session. Example? If you roll a Lucky Bastards crew 20 times in a single session, the chance of rolling another Lucky Bastard is 0%. This seems way too much in the player favor, but when you look back at the data; for every 361.75 rolls I only rolled a single crew 20 times, with 8 other crews being 5 rolls or closer. What would happen to the lost 5.6% of the LB crew? Give it to another crew, at random. What does it accomplish? It allows for rarer crews to come out of their shell, and have a higher player satisfaction at rolling crews. How often do you go on the forums are see people complaining about BB crews being gone?</li>
<li>Move more crews to common, but keep the tier percentage the same. Meaning with an average 37% to roll a common crew for the different 8 crews, giving 4.63% per crew is higher than the 61% for the 14 uncommon crews at 4.36%. By adding more common crews, but keeping the tier percentage the same at 37%, you would increase the number of uncommon crews rolled overall. What crews could you add to common? Dead-eye Destroyers, Radar Runners, and Dragonslayers. What would this do? Well, 37% over 11 crews is 3.36% per crew, while 61% for 13 crews is 4.69%. A difference of 1.33%! </li>
</ol>
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Either way, both changes would need a redo in the crew system. Maybe we need another change in the system. Keep the rarities as they are, just fix the roll chances or move some crews around.</div>
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I'm going to continue this for another month or two. Just depends when I get a chance to sit down and roll for an hour or two. <br />
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As always Film at 11</div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com12tag:blogger.com,1999:blog-674094845411544336.post-27810926564424906102017-03-15T13:55:00.005-07:002017-03-15T14:36:43.672-07:00Utopia Prizes and builds <h2>
<span style="font-size: x-large;">
Icebreaker</span> </h2>
The newest garrison hull for the next raid, following the format of the Hellwraith and Cannoneer as the go-to hull for the next 3 months. However, this a tier 6 hull, both the Hellwraith and Cannoneer were tier 5 hulls. Since tier 6 is the highest tier-currently-this can lead down two paths.<br />
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<li>The Icebreaker won't be getting a limited flagship </li>
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or </div>
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<li>Kixeye will be adding tier 6.5-7 soon</li>
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You think people have been complaining about the Pride and Liberator recently? Just wait until 6.5 and 7 tiered flagship versions of them. Enough about future gebuckel, what can we do with the Icebreaker now? </div>
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Well, looking at its stats only</div>
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<img src="https://us.v-cdn.net/5020171/uploads/editor/ry/dtcu9tpogovw.png" /></div>
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It's a <strike>fucking</strike> tank. </div>
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The starting defenses of 60%-strike that 66% because of it's FoE, and deflection of 600; already besting the punisher, with its 110% rocket reload leaving the base reload of the paired weapon, D-100S, at .48 seconds and with a BDPS of 13,900. Ranked at 57%, giving the rockets a minima reload of .2 seconds, boosts the BDPS up to 23,828.</div>
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But Ouch37, this is for the weapon not the ship! </div>
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Yeah I know, on to the ship now.</div>
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With a comparison chart of other worthwhile tanks to use in garrison. </div>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-6FWigUh-Gbs/WMjP1ndVKeI/AAAAAAAABM8/fnz_oeggkREHtpo2h6atINwD1CCyj-9oQCLcB/s1600/icebreaker.PNG" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="500" src="https://3.bp.blogspot.com/-6FWigUh-Gbs/WMjP1ndVKeI/AAAAAAAABM8/fnz_oeggkREHtpo2h6atINwD1CCyj-9oQCLcB/s640/icebreaker.PNG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">https://docs.google.com/spreadsheets/d/16y7-bfLTum-jVBb5lTltuAkNXAElxRx53TIvzeDcleI/edit?usp=sharing<br />
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<span style="font-size: small;">Green-best out of two or more</span></div>
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<span style="font-size: small;">Yellow-tied for best </span></div>
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<span style="font-size: small;">Cyan-No stats <u>or</u> non applicable </span></div>
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<span style="font-size: small;">Red-Terrible, just wrong, </span></div>
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<span style="font-size: small;">Orange-Hopefully gets reduced (yes I know there is already a 50% armour repair reduction, but 3<br />hours for a blank hull is still a lot, people still add armour) </span></div>
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<span style="font-size: small;">The Icebreaker has the best deflection/DPS stats, best combat speed, and armour. All useful<br />thingsin garrison tanks/spotters. However, it is lacking countermeasure boosts, so a starting<br />build will need that; if you are putting countermeasures on it if not skip this. Along with<br />defense to pen and explosive, speed, and damage abilities. Let's build! </span></div>
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<span style="font-size: small;">Alright, this is what I got. I'll explain each component, and other substitutes-if available. </span></div>
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<li><span style="font-size: small;">Hailstorm-D - Anti-mortar as the Garrison targets are bi-focused on explosive damage, fully<br />ranked should be able to shoot down, at minimum without anti-mortar evasion, 1-2 mortars<br />shells. Having four of them should be more than enough to keep the mortars out of the sky.<br />Can be replaced withGale 3. </span></li>
<li><span style="font-size: small;">Phalanx 4 - The other half of the damage is penetrative, thus missiles. Two is minimal I say,<br />with the rhinos in current targets overwhelming a single one. Fully ranked, with FLCS, should<br />shoot down 13-14 missiles, without anti-missile evasion. Can be replaced with Phalanx 3, <br />but refit ASAP.</span></li>
<li><span style="font-size: small;">D98-U - 94 range without needing a special, just needed to spot for remote targeting hulls.<br />Can be replaced with any other long ranged special lacking weapon, including but not limited<br />to: any other launcher, Judgement mortar, or the D100-S. I would rather use the Antipode<br />over the D100-S, as for range, as getting too close could trigger other turrets on a different<br />platform, or<br />remote targeting by defending fleets-this is a personal opinion for your play style. </span></li>
<li><span style="font-size: small;">Speed System 5 - Adds to combat speed, map speed, and most important turn speed. For<br />example, testing the ranges of turrets you want to be able to retreat and get out of fire quickly,<br />not stuck under missile or rocket fire. This is the most basic and common speed upgrade for<br />higher level players, you don't need to change this out. </span></li>
<li><span style="font-size: small;">Agility System 4 - Adds to evade, for better defense against missiles, and adds to slow and<br />stun resistance, which we will encounter through drac ice mines, and/or possible new <br />coldsnap turret upgrades</span></li>
<li><span style="font-size: small;">High Velocity Rounds - Added this for the projectile speed, the faster you can shoot down<br />mortars, the less are coming down overall. If you replace the D98-U, keep this special<br />as it does increasebuilding damage. Can be replaced with Explosive Systems 4, for <br />projectile speed, or Cluster Warheards/Combustion System 1-2 if you replace the <br />D98-U with the D100-S, boosting the reload speed of rockets-ranking a tank is <br />always cumbersome- or increase the splash and spread of the rockets to increase the<br />area of damage, since maximum reload is reached at rank 57%. </span></li>
<li><span style="font-size: small;">MX-3 - To better the defense, pretty basic really, you will always need to boost the defense on <br />tanks. Can be replaced with D6-A, Heavy Plating 3, D5-X, or Fallout Armour 4. </span></li>
<li><span style="font-size: small;">FLCS - To increase the turret based defense, and boost countermeasure applications. Can be replaced with Countermeasure equipment 3, or Countermeasure Loaders 3. </span></li>
<li><span style="font-size: small;">C1-X - These targets will have mortars, and <i>coldsnaps</i>. Both of which has explosive damage, <br />you are gonna need some way to protect yourself. The downsides are the health pool scales <br />with your ship health-more on this below. Can be replaced with D5-X, but <br />I don't recommend-explained later on.</span></li>
<li><span style="font-size: small;">C1-M - Missiles will be prominent, this will take each incoming missiles and reduce the <br />damage to 25 <i style="font-weight: bold;">before resistances and deflection. </i>Health pool scales with ship health still; <br />can be replaced with D5-M, but I don't recommend for reasons below. </span></li>
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<span style="font-size: small;">^That^ was all for a spotter/tank build, let's do one for actually dealing damage. No chart <br />this time as there are no usable rocket garrison hulls. </span></div>
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<span style="font-size: small;">Built all around dealing damage, let me explain the modules. </span></div>
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<ul>
<li><span style="font-size: small;">Hailstorm D - You will probably need to make tight turns in these targets, anti-mortars will<br />lessen the damage if you get caught by mortars. Can be replaced with Gail 3 again</span></li>
<li><span style="font-size: small;">Phalanx 4 - To reduce the incoming volleys of missiles, Rhinos, if they are there, will have<br />remote targeting. You will be under missile fire, don't mess up and leave these out. <br />Can be replacedwith Phalanx 3, but refit ASAP </span></li>
<li><span style="font-size: small;">D100-S - The paired weapon with the Icebreaker, earlier I got the BDPS to be 13,900, <br />having 6 and then with bonus building damage, projectile speed, this will be a rocket sending <br />beast. If you have to replace it, I suggest using: Dragonfire rockets, inferno rockets, or<br />D95 siege rockets; you <br />could be bold and use coaxil, but with a much longer reload compared to the other <br />options. </span></li>
<li><span style="font-size: small;">Speed System 5, you will need greater turn speed, as explained above. </span></li>
<li><span style="font-size: small;">Combustion system 2 gives the better splash and spread combo than the explosive<br />systems 4, and with a difference of only 5% in projectile speed. Can be replaced with <br />Explosive system 4. </span></li>
<li><span style="font-size: small;">MX-3 - You don't want this thing to die immediately do you? </span></li>
<li><span style="font-size: small;">Garrison Battery MX-K - Adds turret defense, increasing your survivability by 50%, <br />and bonus building damage along with +18% explosive damage, doing the math the basic <br />building damage of the D100-S with MX-K verus that of Siege Battery 3 is 1300 points<br />higher. Can be replaced with: Siege Battery 3 without explosive bonus damage, Siege <br />Targeting or Siege Reloader for extra building damage, but at the cost of turret defense;<br />or with FLCS for countermeasure bonuses, but without the extra building damage. </span></li>
<li><span style="font-size: small;">High Velocity Rounds - Adds 100% projectile speed, along with 80% building damage. <br />This is special has become a fast staple on hulls, use it. If you don't have it, Siege <br />Targeting or Siege Reloader. </span></li>
<li><span style="font-size: small;">C1-M - Reasons as stated above</span></li>
<li><span style="font-size: small;">C1-X - Reasons as stated above</span></li>
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<span style="font-size: small;">Now that we have both builds, a tank and a fighter, I say we are wholly prepared for the next raid. <br />Expect that one build is a tank, and tanks are useless without a remote targeting hull to help out,<br />a remote taregting hull like the...</span><br />
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<h2>
<span style="font-size: x-large;">Empyrean</span></h2>
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<span style="font-size: small;">Built as the generalist version of the Citadel, it comes with a FoE that will activate resonance<br />trigger. Meaning you could replace the FLCS in our tank build with the resonance trigger, <br />at the cost of no countermeasure backing. Its a game of weighing pro's and con's, best to <br />leave it to you. </span></div>
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<span style="font-size: small;">Chart for comparison of a R5 Citadel versus that of a Empyrean; looking at which is better <br />at the basic job of shellin'. </span></div>
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<span style="font-size: small;"><br /></span><span style="font-size: small;"><br /><br /><br />Looking at stats only, the citadel is the better choice for remote targeting. A lower build time, <br />mortar reload, splash, better defenses if it gets caught by missile/mortar fire, and longer range. <br />The Empyrean does have its come back with the siege and assault DPS. For a weaponized<br />hull alone, with the same mortar on both, I would have to lean towards the Citadel. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">However, with the Generalist restricted weapon and special, Imperial D100-Z Mortar and <br />Trajectory Plotter, the Emyprean becomes the clear choice versus that of Citadel with<br />Judgement mortar and Explosive system 4. How? Lets build the empyrean first. </span><br />
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<span style="font-size: small;">I have no armour, as the perfect remote targeting hull driver never comes under fire. Besides, the countermeasures on the Icebreaker, if you pair them together, will stop any mortars. Explanation of<br />each part? Look below fellas </span><br />
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<ul>
<li><span style="font-size: small;">Imperial Mortar - 2 salvs every 4 seconds? Yes please, and when built like above with a <br />full ranking of 75% it goes down to .56 seconds? Fuck yeah! I worked out the basic <br />BDPS, without splash and spread and projectile speed, to 114.388. Thats huge for a <br />single, non-limited mortar hull. It could be replaced with judgment, but in reality, you<br />always get the weapon with the hull. </span></li>
<li><span style="font-size: small;">MX-K - Gives turret defense, building damage, and explosive damage. The turret defense<br />isnt needed, but siege targeting and reloader aren't possible with this build. Can be replaced <br />with Siege Battery 3, but MX-K gives better overall explosive damage. </span></li>
<li><span style="font-size: small;">High Velocity Rounds - Gives a bonus 100% projectile speed, and 80% building damage. <br />Both of which rank it high on my list for Garrison Targets. Could be replaced with<br />Seismic rounds if you don't have the Velo rounds, but the build above gives the same <br />splash, with higher building damage. </span></li>
<li><span style="font-size: small;">Viscosity Regulator - Gives the bonus splash that the Velocity rounds doesnt have in <br />comparison to the Seismic rounds. Can be replaced with Explosive Upgrade for bonus <br />damage, or Speed System 5 for extra speed; however, with a base speed of 26 adding <br />Speed System 5 will boost it up to 44, higher than our Icebreaker build. Always a hassle <br />when the ships you are trying to protect are faster than your protector ships. </span></li>
<li><span style="font-size: small;">Explosive Upgrade - Bonus explosive damage, what else can I say? Can be replaced with <br />Splash Upgrade, but the weapons already have a splash of 38, seems kinda redundant. </span></li>
<li><span style="font-size: small;">Trajectory Plotter - The special of which the Empyrean needs to live; giving bonus <br />splash, and projectile speed while increase mortar reload by 80%. With a fully ranked <br />ship, the paired mortar, D100-Z, will be firing every .56 seconds. </span></li>
</ul>
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<span style="font-size: small;">Paired with the Icebreaker, this hull should work wonders in the next raid cycle and in the <br />weekly. But what about for bases? Well, Kixeye has gone and released an overpowered hull <br />again, on par with Borbas's Goresaber. </span></div>
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<span style="font-size: small;">At first glance, Ferox's Fury doesn't really seem to be bestowed the title of 'overpowered'; but </span><br />
<span style="font-size: small;">looking at the last stat block, and Berserk, everything comes together. </span></div>
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<span style="font-size: small;">24,000 damage per second in a 60 radius range, coupled with a 3 second stun going off a</span><br />
<span style="font-size: small;"> minimum of 4 times, lasting 8 seconds of 200 per second damage; i.e. 1600 radioactive</span><br />
<span style="font-size: small;"> damage. During these 8 seconds, combat speed increase, and corrosive reload increases </span><br />
<span style="font-size: small;">by 75%. The original paired weapon with the Fury was the Conflagration Scattergun. </span><br />
<span style="font-size: small;">Taking the base reload of 9 seconds, halving it by 100% corrosive reload, then fully ranked</span><br />
<span style="font-size: small;"> give it a final reload of 1.13 seconds. Now, adding on the 75% bonus, the final firing </span><br />
<span style="font-size: small;">speed of the Conflagration on a Ferox's Fury during berserk is roughly .8 seconds. </span></div>
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<span style="font-size: small;">Leading to 12.5, for math I'm rounding down, shots within the berserk period. Now lets </span><br />
<span style="font-size: small;">find the total damage output during that time, of a Ferox Fury with all 7 spots having been </span><br />
<span style="font-size: small;">filled with Conflagration Scatterguns. </span></div>
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<span style="font-size: small;">4440 building damage x 1.25 bonus corrosive damage x 7 weapons = 38,850 listed damage for </span><br />
<span style="font-size: small;">every salvo. Multiply by 12, we get 466,200. Enough to take out a level 7 turret, without any</span><br />
<span style="font-size: small;"> armor. </span></div>
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<span style="font-size: small;">Reminder, this is just one ship. </span></div>
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<span style="font-size: small;">With a maximum weight of 45729 tons in dock 13, and 35107 in dock 12, having a full fleet </span><br />
<span style="font-size: small;">of 5 Furys (or furies?) is a very likely possibility. </span></div>
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<span style="font-size: small;">Assuming the berserk bonus applies to all ships in fleet, in this case furies (or furys?), the </span><br />
<span style="font-size: small;">total damage is multiplied by 5, leaving with 2,331,000. Almost enough to take down a level </span><br />
<span style="font-size: small;">8 turret with all permacrete armour. </span></div>
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<span style="font-size: small;">That's not the reason why I consider it overpowered though. The FoE is why. </span></div>
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<span style="font-size: small;">24,000 corrosive damage per second; though in a 60 range. Not affected by splash blocking </span><br />
<span style="font-size: small;">walls, </span><u style="font-size: medium;">this I assume</u><span style="font-size: small;">. Meaning that just driving through the base, damage is automatically </span><br />
<span style="font-size: small;">done within the 60 range. One could drive right past Enforcers, Vanquishers, Alpha Behemoths, <br />Harlock's Citadels, and any missile hulls, take almost null damage and sink without firing</span><br />
<span style="font-size: small;"> many a shot. </span></div>
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<span style="font-size: small;">Kixeye has brought back the blitz hull. It doesnt matter if you are taking fire, by just driving </span><br />
<span style="font-size: small;">right through it all, you will damage no matter what. </span></div>
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<span style="font-size: large;">Countering? </span></div>
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<ol>
<li><span style="font-size: small;">Demolish any non-essential buildings. Resource collectors and Radio tower. Both of <br />which add to the F-Fury's bloodthrist. Having less buildings keeps the enemy conqueror<br /> hulls from reaching bloodthrist, and retargeting for the liberator. </span></li>
<li><span style="font-size: small;">Have Maxim Gun Turrets, the F-Fury only has, at max bloodthrist, 600 deflection. <br />Take advantage of this. Specials to pair with include: Expanded Concussive Charge, <br />Eruption Pyre, and Fuel Tank D1-X. All of these increase splash, ECC boosts <br />concussive damage, EP boosts projectile speed, D1-X boosts explosive damage <br />which isn't needed but the splash upgrade is. Order of pairing would be<br /> ECC+EP, ECC+D1-X, EP+D1-X;<br /> for a levels 6-7. For level 8, use all.</span></li>
<li><span style="font-size: small;">Ballistic turrets, Blunderbuss and Ballista. Equip with Depleted uranium shells 3, for<br /> ballisitic damage and accuracy, and Supercharged EM Rails 3, for 300% damage<br />on a critical hit with a 25% chance of being a <br />critical hit. Guessing that critical hits depends on salvo/multi shot, there will be on<br /> average 3 critical hits per every Blunderbuss shot.<br /> Both of these specials are in the raid, for a combined price of 2 million points. </span></li>
<li><span style="font-size: small;">Ships can be useful too, Valiants with Calamity Scatterguns deal both corrosive and<br /> concussive, F-Fury is weak against both.</span></li>
<li><span style="font-size: small;">Chromium Overlays, boosts wall's defense by 20%-50% to corrosive damage. At best, <br />a level 9 wall has 175,000 health, add the 50% defense and its 262,500. Taking that<br /> number and dividing by half of the FoE (half because all damage is half of listed damage),<br /> we find the number of seconds it will survive under the field. Spoilers, it's 218 seconds.<br /> A good amount of time compared to a normal level 9 wall needing 145 seconds. <br />Seems unnecessary, but the longer the <a href="http://i1.kym-cdn.com/entries/icons/original/000/021/534/donald-trump-wall.jpg" target="_blank">wall</a> stays up, the longer it takes for the<br /> F-Fury to knock down the turrets or ships behind it. </span></li>
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<h2>
<span style="font-size: x-large;">My Personal thoughts</span></h2>
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<span style="font-size: small;">This raid has a lot going for it, with an insanely large prize pool, and three good ships coming<br />out of it. 6 Days should be good enough to get everything I want, needing about <br />50-60 million points. </span><span style="font-size: small;">There has been some dicussion about the overbearing costs, <br />which the Battle Pirates <br />Professor went over in his </span><a href="http://bpprof.blogspot.com/2017/03/navigating-utopias-big-ole-store.html" style="font-size: medium;" target="_blank"><span style="font-size: small;">latest post</span></a><span style="font-size: small;">. Its a good read per usual. </span></div>
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<span style="font-size: small;">Other people have been complaining about the build times going back up, with 4~ days for each<br />hull and 9~ for the F-Fury. I honestly agree with them, but we do have the weekly mission for<br />build tokens. </span></div>
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<ul>
<li><span style="font-size: small;">Tier 4 gives out 2-day build tokens </span></li>
<li><span style="font-size: small;">Tier 5 gives out 2-day build tokens + 1-3 day build tokens, for a total of 3 days or 5 days<br /> build tokens </span></li>
</ul>
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<span style="font-size: small;">Adding together we have 5 days to 7 days of free build, and doing it again gets us 10 days to <br />14 days of free build. Adding to the natural week of the weekly, we have <i>17 days to 21 days<br /> </i><u style="font-style: italic;">per week</u>. Enough to build a single ship, rank it some and test it out and possibly some<br />refits, <i>all within the same week</i>. My builds above are 15 days, 15 days, 10 days. Leaving us a <br />minimum of 2 days to a maximum of 11 days to play with. </span></div>
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<h3>
<span style="font-size: large;">Charges Armour Conspiracy </span></h3>
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<span style="font-size: small;">Formal advice giving post is over, dawn the tin foil hats my friends. </span></div>
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<span style="font-size: small;">Both charged armours come with a reduction of 37,725 for penetration, and 10,000 for <br />explosive. Leaving a minimum of 25 and 35 pass through damage respectively. This is <br />all before resistances and normal deflection is added. Why would kixeye release armour <br />that would leave ships barely scratched? Is the damage in the next raid Tier 6 targets in <br />the high thousands? Doomrooster stated that the reduction is applied to each single<br /> projectile, and then resistances and deflection is added. If the reduced number from<br /> the charged armor is the minimum, resistances and deflection <u style="font-weight: bold;">aren't</u> added. </span></div>
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<span style="font-size: small;">These numbers don't work with Kixeye. Having players take barely any damage from <br />turrets, lowering the coining, doesn't seem like Harbin's plan for retirement. This can <br />go down two paths </span></div>
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<ul>
<li><span style="font-size: small;">The total damage from the turrets will be higher than the charged armour reduction, <br />leaving a normal amount to resistances and deflection<br /><br />or</span></li>
<li><span style="font-size: small;"> Kixeye is actually gonna have players take almost no damage, <i>for a while</i>, in order<br /> to increase playage of tier 6 targets. </span></li>
</ul>
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<span style="font-size: small;">Notice how I said 'take almost no damage, for a while'? The damage reduction from the<br /> Charged armour doesnt work on just one number, but rather two. The damage reduction,<br /> and the health pool. </span></div>
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<div>
<span style="font-size: small;">It works like this; for every point of damage deducted by the charged armour, the same <br />number is taken from the health pool. i.e., if you have a mortar dealing 10,000 damage, <br />and you have the C1-X equipped, you will only take 25 damage, but the health pool will<br />decrease by 10,000 damage. Any amount of damage you take from incoming fire, you <br />also take from your health pool. </span></div>
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<span style="font-size: small;"><br /></span></div>
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<span style="font-size: small;">For Doom's explaination, click <a href="https://www.kixeye.com/forum/discussion/687352" target="_blank">me</a>. </span></div>
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<span style="font-size: small;"><br /></span></div>
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<span style="font-size: small;">For C1-M, it reduces damage by a maximum of 37725, to a pool of 1,886,250. </span></div>
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<span style="font-size: small;">Meaning that you can take a total of 50 projectiles dealing 37,725 points of penetration<br />damage, receiving only 1250. </span></div>
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<span style="font-size: small;"><br /></span></div>
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<span style="font-size: small;">For C1-X, it reduces damage by a maximum of 10,000, to a pool of 500,000. </span></div>
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<span style="font-size: small;">Meaning you can take a total of 50 projectiles dealing 10,000 point of explosive damage, <br />receiving only 1750. </span></div>
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<span style="font-size: large;">Tips for using Charged Armour </span></div>
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<span style="font-size: large;"><br /></span></div>
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<span style="font-size: small;">Have ship wearing the Charged Armour be defend by countermeasures, <br />or have countermeasures equipped. <br />A minimum of 50 projectiles isn't large when you think <br />about the number of coldsnaps, firing at you in current garrison targets. </span></div>
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<span style="font-size: small;"><br /></span></div>
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<span style="font-size: small;">Count the number of projectiles hitting you. </span></div>
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<span style="font-size: small;"><br /></span></div>
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<span style="font-size: small;">This might seem like a cumbersome task, but it is very useful when you consider that<br /> the health pool is scaled with your ship health <u style="font-style: italic;">per</u> <u style="font-style: italic;">battle</u>. If you retreat after each little<br /> 'section' is destroyed, your health pool is back to full, or near full. </span></div>
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<div>
<span style="font-size: small;">Lets look at the 97 FM target for my explanation. </span></div>
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<span style="font-size: small;">Let's say that you enter from the south east, take out the platform, and then retreat. Your <br />ship has charged armour with a pool of 1000. During this advance, you take 900 damage in<br />the same type of charged armour you have. Your pool is left with 100. Your ship takes only<br />10 points of damage. </span></div>
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<span style="font-size: small;">Now, your Health Pool scales to ship health. If your ship has 100 health points total, and <br />after battle you have 90, then your pool would be 900. The pool resets after battle to a <br />scaled health of your ship.</span></div>
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<span style="font-size: small;">The amount of damage taken during that battle doesn't matter. All that matters is your<br />ship health percentage. Having a large amount of health, and a large health pool is key <br />to no damage. </span></div>
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<span style="font-size: small;">By retreating and reentering before your pool runs out, you refill it. With a large amount<br />of health, your percentage of health should stay around 95-99% after a battle. Scaling your<br />health pool to 95%, your ship health afterwards would be down to 80-89%. After each<br />battle you will have less and less health, and thus less health pool; but less damage <br />coming in. </span><span style="font-size: small;">Repairing the little lost health after the first battle seems like the best<br />way to save time or<br />coin. </span></div>
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<span style="font-size: small;">Overall, use the charged armour in tier 6, and try and maximize the armour on your ship. </span></div>
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<span style="font-size: small;">As always </span><span style="font-size: small;">Film at 11</span></div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com1tag:blogger.com,1999:blog-674094845411544336.post-39151677922131601022017-03-09T17:17:00.001-08:002017-03-09T17:17:50.484-08:00Base Parts and Mines <h2>
Base Parts </h2>
<div>
Here is a list to all of the available drac mines to hit, along with a chart showing the conversion between base parts per target to seconds. </div>
<h3>
Base Parts in Drac Mines Chart</h3>
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<a href="https://2.bp.blogspot.com/-WNGbOXtWySU/WLsg1tdY7GI/AAAAAAAABMU/8JItSrTW5kYQL4BK5stmMiWjp6p_4ODRgCLcB/s1600/base%2Bparts%2Bchart%2B3-4-17.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://2.bp.blogspot.com/-WNGbOXtWySU/WLsg1tdY7GI/AAAAAAAABMU/8JItSrTW5kYQL4BK5stmMiWjp6p_4ODRgCLcB/s400/base%2Bparts%2Bchart%2B3-4-17.PNG" width="400" /></a></div>
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<h3>
Base Parts Needed To Upgrade Turrets And Drac Mines Needed </h3>
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<a href="https://1.bp.blogspot.com/-G6WE9vjpTx0/WLswKCy_CcI/AAAAAAAABMk/jyB1yV7XJ0QIqG442_hYJJzML9jELICswCLcB/s1600/turret%2Bupgrades%2Bbase%2Bparts.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="180" src="https://1.bp.blogspot.com/-G6WE9vjpTx0/WLswKCy_CcI/AAAAAAAABMk/jyB1yV7XJ0QIqG442_hYJJzML9jELICswCLcB/s640/turret%2Bupgrades%2Bbase%2Bparts.PNG" width="640" /></a></div>
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</div>
<h2>
Drac Mines </h2>
<div>
<div>
Going through all the drac mines, and the drac base. </div>
<div>
The videos below all have links to sample builds for drac mines, and online timing site to see when the drac mines spawn. (Spoiler, it's <a href="http://frostler.com/bp/" target="_blank">http://frostler.com/bp/</a>) </div>
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<div>
<br /></div>
<h3>
Drac mine 30</h3>
<div>
Contains Tier 2 Siege fragments, and Vindicator fragments</div>
<div>
Base Parts 15,249~3 Hours 27 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/x6z0mJm--pU/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/x6z0mJm--pU?feature=player_embedded" width="320"></iframe></div>
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<h3>
Drac Mine 40 </h3>
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<div>
Contains Tier 2 Siege fragments, and Vindicator fragments</div>
<div>
Base Parts 21,000~5 Hours 50 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Z4MSI3YDFWM/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/Z4MSI3YDFWM?feature=player_embedded" width="320"></iframe></div>
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<h3>
Drac Mine 60 </h3>
<div>
Contains Tier 3 Siege fragments, and Crusader fragments </div>
<div>
Base Parts 23,000~6 Hours 23 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/BCFKmDoymMc/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/BCFKmDoymMc?feature=player_embedded" width="320"></iframe></div>
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<h3>
Drac Mine 70</h3>
<div>
Contains Tier 4 Siege fragments, and Centurion fragments </div>
<div>
Base Parts 26,229~7 Hours 17 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/cBmYciVLeMI/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/cBmYciVLeMI?feature=player_embedded" width="320"></iframe></div>
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Drac Mine 80</h3>
<div>
Contains Tier 4 Siege fragments, and Centurion fragments </div>
<div>
Base Parts 32,000~8 Hours 53 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/GXJhmcVf1wc/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/GXJhmcVf1wc?feature=player_embedded" width="320"></iframe></div>
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Drac Mine 90</h3>
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Contains Tier 5 Siege fragments </div>
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Base Parts 43,714~12 Hours 8 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/YIwGqehlQyw/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/YIwGqehlQyw?feature=player_embedded" width="320"></iframe></div>
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Drac Mine 95</h3>
<div>
Contains Tier 5 Siege fragments </div>
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Base Parts 60,000~16 Hours 40 Minutes </div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/eGa6NSdKeL4/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/eGa6NSdKeL4?feature=player_embedded" width="320"></iframe></div>
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Drac Mine 97</h3>
<div>
Contains Harlock's Centurion fragments </div>
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Base Parts 120,000~1 Day 9 Hours 20 Minutes </div>
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/JtcbkOzoRo8/0.jpg" src="https://www.youtube.com/embed/JtcbkOzoRo8?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Drac Base 101</h3>
<div>
Contains Drac Base Blueprints </div>
<div>
Base Parts 65,571~18 Hours 12 Minutes<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/-2M468KDN1g/0.jpg" src="https://www.youtube.com/embed/-2M468KDN1g?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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<h2>
Base Building </h2>
</div>
</div>
<div>
I'm starting a new video series of looking at low level and high level bases, showing what to do and more importantly what not to do in these bases. The <a href="https://www.youtube.com/watch?v=C54dlDLvoXE" target="_blank">first video</a> is already on my YouTube account, the second one will be coming out during the weekend. </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-10029305285263822192017-02-01T15:02:00.002-08:002017-02-01T16:31:19.425-08:00Daily Campaigns <h2>
Streaming </h2>
<div>
I've found software for streaming and recording videos, will have a posted schedule up soon for me playing. Will be doing either base hits, weekly, campaigns, builds, or base defense. The first stream was right before I started typing this, but I will upload the recorded video to my YouTube. </div>
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/rIFObj6Ud7c/0.jpg" src="https://www.youtube.com/embed/rIFObj6Ud7c?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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https://www.youtube.com/channel/UCLtSw2KFpiRiCeUXkpp24JQ </div>
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Yes, I know I need a better mic. </div>
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<h2>
Daily Campaigns </h2>
<div>
Basic Info:<a href="https://www.kixeye.com/forum/discussion/680734" target="_blank">https://www.kixeye.com/forum/discussion/680734</a></div>
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<div>
Daily Campaigns are here for the higher up, 80+ currently. With 50-79 coming next week, and 50- the week following. Each campaign has 3 encounters, and changes every 24 hours from Assault to Base Defense. Prizes include Res, Uranium or Tokens or Base Parts. </div>
<div>
<br /></div>
<div>
My first daily campaign, DC for short, was the base defense. Same as the TLC we had a while back getting the Malice. Three waves of reavers, with the second wave coming at all directions. </div>
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<div>
The assault I have not tried, but will record tomorrow and update when I get to. </div>
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<h2>
Personal Thoughts </h2>
<div>
I personally like the addition of DC. They allow for extra uranium or base parts or tokens, and don't have to be completed every time to stay relevant in the game. </div>
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<br /></div>
<div>
I was able to finish the base defense version in ~15 minutes, without coin or crews. The Assault version will be similar to the Apollo raid series, but easier because of non-raid importance. Think of the Legion Assault Forces. </div>
<div>
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<div>
I see a potential of the DC as an opportunity to log on complete in 15 minutes, maybe on auto, get the uranium/tokens/baseparts, and then log off or do the main way of getting those items. This could be a great time saver. </div>
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<div>
As Always, Film at 11 </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-41730509976413460202016-12-29T00:32:00.001-08:002016-12-29T00:32:42.892-08:00The Next Raid <h2>
Happy New Year </h2>
<div>
I'm very sorry I was unable to cover the last raid, and the recent State of Game. </div>
<div>
However, I will be changing my blog view point from coverage of events and news, to opinion posts and help for players, such as getting points in raids and engaging targets. Starting off this new version of Ouch's Battle Pirates Help, this one is for kixeye and how they can improve low level player relations. </div>
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<br /></div>
<h2>
Low Leveled players and Kixeye </h2>
<div>
For this past raid cycle, and the one before certainly, we have had scores of anger players lashing out in the forums, or on Facebook. Complaining about targets being too hard, higher leveled players stealing the tier 3 (C sets) targets for easy completion bonus points from lower levels. </div>
<div>
<br /></div>
<div>
Now, as this past raid did have around 36,914 players in this who were able to achieve over 4000 points. However, the lowest costing prize was the 1-Hour Ship Build token, at 120,000 points. What can we infer directly from these numbers? Nothing really, except the fact that it would take a combined 30 players, all with 4000 points to earn 1 hour ship build. </div>
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<div>
30 times, think about it </div>
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<div>
A player would need to increase his play time by 3000% in order to afford the lowest priced prize. </div>
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<div>
Now, Kixeye being a for profit gaming company that is desperately trying to grow it's player base and improve the player's perception of the game. How do we know this? </div>
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<br /></div>
<div>
The new features of VXP weekend, Shard drop weekend, TLC's, and the failed Arena. All we made to increase player play time, and expand the player base, by pulling old players back in with new features and try to introduce new players with ways to catch up quickly, the Foundry. </div>
<div>
<br /></div>
<div>
But, looking back at <a href="https://www.facebook.com/battlepiratesnexus/" target="_blank">Battle Pirates Nexus's</a> photo album, expanding all the way back to May of 2014, Kixeye is losing players each raid cycle. </div>
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<a href="https://4.bp.blogspot.com/-VRLww6hyCX0/WGR5dKOcTaI/AAAAAAAABKo/2CshJb9NQT8Oaqbpr8XYZON-7FzXnE8cQCLcB/s1600/points%2Btimeline.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://4.bp.blogspot.com/-VRLww6hyCX0/WGR5dKOcTaI/AAAAAAAABKo/2CshJb9NQT8Oaqbpr8XYZON-7FzXnE8cQCLcB/s400/points%2Btimeline.jpg" width="218" /></a></div>
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Now, since the start of this wonderful campaign, kixeye has lost an estimated 61,280 players. Or rather 61,280 players who didn't earn a low point count of 1,000 points to 4,700 points. </div>
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The most common problem I have seen on forums, and as a player myself? </div>
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Raid targets too hard for the lower levels. </div>
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The last level locked targets were in the January Revenge Raid 3 event. The player count for the month? 62,371 </div>
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Check out the dicussion forum for that raid <a href="https://www.kixeye.com/forum/discussion/604942/p5" target="_blank">https://www.kixeye.com/forum/discussion/604942/p5</a></div>
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14 pages.</div>
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The numbers would stay until May, when they dropped 6,158. May was the first raid in the Civil War cycle. </div>
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Check out the discussion forum for that raid, <a href="https://www.kixeye.com/forum/discussion/632978/p1" target="_blank">https://www.kixeye.com/forum/discussion/632978/p1</a> </div>
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144 pages. </div>
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Most of which were complaining about the difficulty level, per norm, with the specialized targets and general difficulty increase due to power creep. What else was a major topic in those 144 pages? </div>
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People complaining about the lack of C sets, as they were hunted down because of the difficulty of the raid. I very distinctively remember my sector chat being filled with people hunting down C sets, most of whom were level 75+ players autoing. Eventually, they were able to reach the Apollos, and build in time for the next raid. Proof of this? </div>
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Amount of players in May Raid-56,798</div>
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Highest points in May Raid-195,060,792</div>
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Amount of players in June Raid-54,662</div>
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Highest points in June Raid-624,647,756</div>
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Lower amount of total players, but a 3.2x increase in points. With the second raid in the cycle, players would have been able to use the critical Apollo hull in the June Raid, at the cost of lower level players not willing to participate because of the mass exodus of C sets from low levels hands to that of high levels. </div>
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What can Kixeye do to increase the lower level's engagement in the raids, but still allow the higher levels to grind low level sets to gain powerful hulls needed for the cycle? </div>
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<h2 style="clear: both; text-align: left;">
Level locks </h2>
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Wait a second there, this could be good. Give me a chance, okay? </div>
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<h4 style="clear: both; text-align: left;">
<b>A hull tier dependent level lock system, levels 50 under only , no co-operative...with a separate raid store with ratio reduced prices to fit the prizes. </b></h4>
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Lets break that down into pieces, starting with 'Hull Tier dependent'. For this, lets look at the December briefing. <a href="https://www.kixeye.com/forum/discussion/673464" target="_blank">https://www.kixeye.com/forum/discussion/673464</a></div>
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<a href="https://1.bp.blogspot.com/-DzO3z5kv0zY/WGSYQHDyJnI/AAAAAAAABK4/_mahtpHqSO0rNzu86F4e9YdbVIkdmm4yQCLcB/s1600/tier%2B3%2Bdecember%2Braid.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="107" src="https://1.bp.blogspot.com/-DzO3z5kv0zY/WGSYQHDyJnI/AAAAAAAABK4/_mahtpHqSO0rNzu86F4e9YdbVIkdmm4yQCLcB/s320/tier%2B3%2Bdecember%2Braid.PNG" width="320" /></a></div>
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Pay attention to the last sentence of that snip, 'Should be viable with Nighthawks' </div>
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Nighthawks are tier 3 tech, and this is the lowest level targets. For reference, the highest used researchable ship, the Seawolf, is tier 0.75, and the highest tiered submarine in the Naval lab is the Stalker at 0.75. </div>
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How does one get the Nighthawk anyways? Well, there is the foundry, but to unlock this hull that 'should be viable' with the lowest level raid targets, you need </div>
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<a href="https://3.bp.blogspot.com/-io3SmaUiQI0/WGSbXW8aCVI/AAAAAAAABLE/AUHPdKZLjXwpsM_dO8BVQYeB1LHgIr0WACLcB/s1600/nighthawk%2Brequierments.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="293" src="https://3.bp.blogspot.com/-io3SmaUiQI0/WGSbXW8aCVI/AAAAAAAABLE/AUHPdKZLjXwpsM_dO8BVQYeB1LHgIr0WACLcB/s400/nighthawk%2Brequierments.PNG" width="400" /></a></div>
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<br /></div>
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Those tier 3 skirmish fragments are found in Level 60 Reaver Armadas, soon to be 57, hitting a minimum of 102 in order to fulfill that need. Then, you need to reach tier 3 in the weekly, 4 times in order to get the tech, then also have the Spectre blueprint. </div>
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Requirements for the Spectre blueprint? </div>
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<a href="https://2.bp.blogspot.com/-oHuQ_uj2ex4/WGSevZ3J3KI/AAAAAAAABLQ/tNTlM0aIDdEYO_1B2ZW8jw8XNIstrRe3gCLcB/s1600/spectre%2Brequirements.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="https://2.bp.blogspot.com/-oHuQ_uj2ex4/WGSevZ3J3KI/AAAAAAAABLQ/tNTlM0aIDdEYO_1B2ZW8jw8XNIstrRe3gCLcB/s320/spectre%2Brequirements.PNG" width="320" /></a></div>
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<br /></div>
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oh, you need the Barracuda for that. What do you need for it? </div>
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<a href="https://4.bp.blogspot.com/-K3KpNqvhCak/WGSe2LP06sI/AAAAAAAABLU/ZucZ_5e2_mUHu26KogfXQ5p3wo7RHc0dwCEw/s1600/cuda%2Brequirements.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232" src="https://4.bp.blogspot.com/-K3KpNqvhCak/WGSe2LP06sI/AAAAAAAABLU/ZucZ_5e2_mUHu26KogfXQ5p3wo7RHc0dwCEw/s320/cuda%2Brequirements.PNG" width="320" /></a></div>
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So, in total to craft the Nighthawk, you need to have destroyed a minimum of 230 targets, and complete the weekly 4 times up to tier 3. Sounds like a tall order, and it is for newer players </div>
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<br /></div>
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But, once they finish it all, its payed off right? Nope, now you have to deal with high levels stealing the targets, and then again Nighthawks, 'should be viable'. </div>
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<br /></div>
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Okay, back on target of Hull Tier dependency. If you have a hull, of the class the raid falls under, tiered 3 or higher that is already built, you will not be able to attack the level locked targets. </div>
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<br /></div>
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For reference, these are the following hulls that are tier 3 or higher, in their respective class. </div>
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<br /></div>
<h4>
List of Assault Class ships </h4>
<strike>Harlock's Atlas Carrier-3</strike><br />
<br />
<strike>Harlock's Triton-3</strike><br />
<br />
<strike>Warbird Carrier-3</strike><br />
<br />
Mastodon-3<br />
<br />
<strike>Grimshine's Berserker-3.25</strike><br />
<br />
Kodiak-3.25<br />
<br />
Savage Kodiak-3.5<br />
<br />
Interceptor V2-C-3.75<br />
<br />
<strike>Valkyrie Carrier-3.75</strike><br />
<br />
Aegis-3.75<br />
<br />
Proto-Mastodon-3.75<br />
<br />
Rhino-4<br />
<br />
Grimshine's Wrath-4.25<br />
<br />
Harlock's Aegis-4.25<br />
<br />
Heavy Cruiser-4.25<br />
<br />
Zoe's Rhino-4.25<br />
<br />
Neptune-4.25<br />
<br />
Apollo-5<br />
<br />
Zoe's Apollo-5<br />
<div>
<h4>
List of Garrison Class ships </h4>
Novastorm-3<br />
<br />
Dante's Novastorm-3.25<br />
<br />
<strike>Spader's DNX-3.5</strike><br />
<br />
Hellstrike-3.75<br />
<br />
Goresaber-4<br />
<br />
Berserker-4<br />
<br />
Monarch-4.25<br />
<br />
Borbas' Goresaber-4.5<br />
<br />
Draconian Carrier-4.5<br />
<br />
Citadel-5<br />
<br />
Harlock's Citadel-5<br />
<br />
Hellstar-99<br />
<h3>
List of Siege Class ships </h3>
<div>
</div>
Greta's Nuclear Cruiser-3<br />
<br />
Crusader-3<br />
<br />
<strike>Avenger-3.25</strike><br />
<br />
<strike>Vanguard-3.25</strike><br />
<br />
Hellhound-3.5<br />
<br />
<strike>Templar-3.5</strike><br />
<br />
Hellblazer-3.75<br />
<br />
High-Lander's Nuclear Cruiser-3.75<br />
<br />
Unshackled Hellhound-3.75<br />
<br />
Fusion Cruiser-4<br />
<br />
Centurion-4<br />
<br />
Harlock's Centurion-4.5<br />
<br />
Punisher-4.5<br />
<br />
Vassago's Punisher-5<br />
<br />
Cannoneer-5</div>
<h4>
List of Skirmish Class ships </h4>
<strike>Vassago's Interdictor-3</strike><br />
<br />
Nighthawk-3<br />
<br />
Phantom Nighthawk-3.25<br />
<br />
Banshee-3.5<br />
<br />
Prototype Hunter-3.75<br />
<br />
Frostburn Interceptor-4<br />
<br />
Tiger Shark-4<br />
<br />
Artemis-4.25<br />
<br />
Phantom Tiger Shark-4.5<br />
<br />
Vassago's Prototype Hunter-4.5<br />
<br />
Tideseeker-4.5<br />
<br />
Harlock's Tideseeker<strike>-</strike>5<br />
<br />
Hellwraith-5<br />
<br />
Phantom Hellwraith-5<br />
<br />
Ghostcrawler-99<br />
<br />
Proto-Nemesis-99<br />
<br />
Man-O-War-99<br />
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The ones with lines dashed through are ships that don't fit into day's game play, either due to lost of use, or outdated weapons/defenses. Comment below a ship if you want the reasoning btw. </div>
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Now, If the player in question, has one of those hulls built, then they will not be able to hit the level locked targets. </div>
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<br /></div>
<h3 style="clear: both; text-align: left;">
On to the next part... </h3>
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"A hull tier dependent level lock system, levels 50 under, no co-operative...with a separate raid store with ratio reduced prices to fit the prizes."</div>
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Alright, 'levels 50 under, no op-operative' </div>
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The old level locked targets were restricted to 40 and below, but since bases open up for attacking for anyone at 50, 50 makes more sense as a common goal. With the 40 barrier, it leave 10 levels during which the typical player can't progress in the raids, and is constantly hammered by higher players for easy res, or ally points. </div>
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<br /></div>
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Non op lets only the player under level hit the target, and with the hull tier restriction, no low levels with strong tech can prep. This directly allows for the player to build to the best of their hull's potential. </div>
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<br /></div>
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Next!</h3>
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<br /></div>
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"Separate raid store with ratio reduced prices to fit the prizes." </div>
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<br /></div>
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This is the biggest problem with having level locked targets, its way too much work for the player to reach decent prizes. Best way to fix this? </div>
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<br /></div>
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Ratioed prize prices. </div>
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<br /></div>
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Lets check some data </div>
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<br /></div>
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This last raid, Dec 2016, the main prize was the Zelos hull, plus the Squall Launcher and Flechette Feeder. This amounted to a total cost of 30 million points. </div>
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<br /></div>
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Doing a single Tier 5 gives you 2,690,000 points, 2.69 million. </div>
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<br /></div>
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It will take you 11.16 completions to get the Zelos, Squall and Feeder. </div>
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<br /></div>
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5.58 for the Zelos alone </div>
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<br /></div>
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Doing the Tier 4 gives you 662,000 points, .66 million. </div>
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<br /></div>
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You would need 45.32 completions to get the Zelos, Squall and Feeder</div>
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<br /></div>
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22.66 for the Zelos alone. </div>
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<br /></div>
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(For a list of common prizes with ratio done with tier 4 and tier 5, check out my other post <a href="http://ouchbattlepirates.blogspot.com/2016/12/ratio-for-prizes-december-raid.html" target="_blank">here</a>)</div>
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<br /></div>
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Now, an average ratio between tier 4 and tier 5, is 28.24 for Hull and others, and 14.12 for hull alone. Average of those two is 21.18. </div>
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<br /></div>
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In terms of tier 4, that would be 14 million points. Tier 5 would have 57 million points. A very far difference. </div>
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<br /></div>
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Mhm, we can't use the ratio of the current set up. What about the first level locked raid of the last cycle that had it? Revenge raid </div>
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<br /></div>
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Comparing the A Set to Tier 5, there is a .73445936 ratio. Meaning for every point earned in the Revenge raid, you would earn .73445936 point in the Dec raid, Uprising. </div>
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<br /></div>
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Using this ratio applied to the level locked total point per set completion, which was 66,446, we should get around 48,823 points for every completion. </div>
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<br /></div>
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Now, taking this 48,823 and multiplying it by the ratio of A sets for the main prizes, in this case the Zelos, Squall and Feeder. </div>
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<br /></div>
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48,823*5.58=272,432~280,000 points for the Zelos, </div>
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48,823*11.16=544,865~550,000 points for the Zelos, Squall and Feeder. </div>
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<br /></div>
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This may seem like such a small number for such prizes, but its following the same ratio as the A sets and normal pricing. </div>
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<br /></div>
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Keep in mind this is for players under level 50, with tech under tier 3. </div>
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<br /></div>
<h2 style="clear: both; text-align: left;">
Conclusion </h2>
<div>
Level locked targets, carefully designed as stated above, will be able to provide lower leveled players a chance to perform at their level to the raid, and start to make headway into becoming stronger. With more players at tech level, more fights, more wars, more enjoyment. After all, the most people miss about Blackwater days was the amount of people playing. This would seriously propel the lower levels into the frey. </div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
As always, Film at 11 </div>
<div>
<span style="text-align: center;"><br /></span></div>
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</div>
</div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com3tag:blogger.com,1999:blog-674094845411544336.post-79082031344873608302016-12-28T22:57:00.006-08:002016-12-28T23:01:59.779-08:00Ratio for prizes-December raid <h2>
<span style="font-size: x-large;">Tier 5 </span></h2>
<br />
<br />
5.576-Zelos ratio for A sets <br />
11.15-Zelos, squall, feeder ratio for A sets <br />
10.04-Zelos, squall, emisson <br />
<br />
<div>
2.788-citadel, ratio for a sets <br />
7.06-Citadel, judgment mortar, incin shells, ratio for A sets <br />
<br />
2.788-fury <br />
4.833-Fury, scatter, hydroxide;<br />
<br />
2.788-revenge <br />
4.089-revenge, ccg <br />
<br />
2.788-vendetta <br />
5.948- vendetta with firestorm, incin shells <br />
<br />
2.788-vanquisher<br />
5.76-vanquisher, cyclone, emisson <br />
6.88-vanquisher, cyclone, feeder </div>
<div>
4.6468-hellwraith <br />
10.22-hellwraith, ftt, sfc <br />
<br />
4.6468-apollo<br />
<br />
1.8587-tide <br />
3.15985-tide with ccg, <br />
<br />
<h2>
<span style="font-size: x-large;">Tier 4 </span></h2>
<br />
4.53-punisher ratio for b sets <br />
12.08-Punisher and Arbalest and AP Shells, ratio for B sets <br />
12.86-pun, drac arbalest, AP shells <br />
6.43-pun, drac arb <br />
<br />
10.048-cent, reaver cannon <br />
4.26-cent, pac <br />
<br />
8.038585-tide <br />
13.66559-tide, ccg <br />
<br />
2.8135-zerk <br />
8.44-zerk with firestrom <br />
13.26-zerk with judgement <br />
4.42-zerk with pand <br />
3.46-zerk with SBM <br />
14.48-zerk with firestrom, incin<br />
21.30-zerk with judgement, incin<br />
12.46-zerk with pand, incin <br />
11.5-zerk with SBM, incin <br />
<br />
1.20-nova <br />
6.83-nova with firestorm <br />
11.66-nova with judgement <br />
2.81-nova with pand <br />
1.85-nova with SBM <br />
14.87-nova with firestorm, incin<br />
19.7-nova with judgement, incin <br />
10.85-nova with pand, incin<br />
9.89-nova with SBM, incin <br />
<br />
1.20-crusader <br />
2.01-crusader with arb <br />
8.44-crusader, arb, AP shells <br />
2.8135-crusader with drac arb <br />
9.2435-crusader, drac arb, AP shells <br />
8.44-crusader with reaver cannon <br />
2.65-crusader with pac </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com1tag:blogger.com,1999:blog-674094845411544336.post-80514943717228667882016-11-12T22:44:00.002-08:002016-11-12T22:47:28.704-08:00HellBorn 2 days in <h2>
Videos </h2>
Some raid videos of me playing through, and playlists of other players have been added/created. Yeah, I know this is late. But think of this post as a precursor to next raid, where you will have 6 days.<br />
<h2>
General Tips</h2>
The Thermal on the Motherships is now less than the scouts. The scout's thermal range is still at a constant 85. Meaning, once you get the change take them out using subs. Be very careful of the drones though, as there sonar seems to vary in some tiers. Namely tier 4 and tier 5.<br />
<br />
The drones are still the most dangerous thing to subs that are using FTT and/or have low cloak. The drones have a sonar ranging from 100 to 150. Now, my subs are very basic, and only have a cloak of 60. How do we find where the drones will find us? Plug it into this equation!<br />
<br />
(Submarine Visible Range + Ship Detection Range)*(1 - Cloak Efficiency) = Actual Visible Range<br />
<div>
<br />
Let us use the very so common Tigershark for these. Assuming the enemy sonar is 100, and the cloak is a starting 60. For refence, the visible range of the TS is 60. For the Cloak Efficiency in the Equation, divide it by 100 first. Thus, 60 becomes .6.<br />
<br />
(60+100)*(1-.6)= 64<br />
<br />
Now if you don't know the Submarine Visible Range, you can alternatively use <a href="http://frostler.com/bp/" target="_blank">http://frostler.com/bp/</a> to find the Actual Visible Range. Just scroll down, click on the tab marked "Cloak Vs. Sonar Calculator"<br />
<br />
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<a href="https://3.bp.blogspot.com/-11YG_XTeDAo/WCfZ_KYI_PI/AAAAAAAABJM/nPv1CuLWKVcO31EvzRjMD3Wf1zD6WdLDQCLcB/s1600/cloak%2Bv%2Bsonar.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="115" src="https://3.bp.blogspot.com/-11YG_XTeDAo/WCfZ_KYI_PI/AAAAAAAABJM/nPv1CuLWKVcO31EvzRjMD3Wf1zD6WdLDQCLcB/s320/cloak%2Bv%2Bsonar.PNG" width="320" /></a></div>
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<br /></div>
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I highly recommend that you either Bookmark or Favorite this site, as it contains numerous assets, many of which are needed. </div>
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<br /></div>
<h3 style="clear: both; text-align: left;">
Crews to use </h3>
<div>
Molotov Maidens-Uncommon </div>
<div>
Steelheads-Common/Uncommon </div>
Sea Serpents-Common/Uncommon<br />
Dead eye Destroyers-Common/Rare<br />
Silent Hunters-Common/Uncommon<br />
Gearheads-Common<br />
Grease Monkey-Legendary<br />
Midnight Marauders-Uncommon<br />
<h2>
My experience </h2>
<div>
So far in the raid, I have just hit 18 million points. Redeemed the Valiant and now working on the Harlock's Tideseeker or the Calamity and build tokens. Depending on my total pointage at the end of the raid, I choose then. </div>
<div>
<br /></div>
<div>
I have been using my <a href="https://www.dahippo.com/bp/ship/#!000100001KLI50000000O4140AQAQAQAQAQAQAQMLI50000000O4140AQAQAQAQAQAQAQMLI50000000O4140AQAQAQAQAQAQAQ5LI50000000O4140AQAQAQAQAQAQAQdC" target="_blank">Sub</a> fleet to prep Tier 4, level 50's, targets. Finishing it off with my <a href="https://www.dahippo.com/bp/ship/#!4D7E029290000060C4842342H2H2H2H2H2H2H2H2H2H2H2HD7E026282827060C4842342H2H2H2H2H2H2H2H2H2H2H2H0ZZ0ZZ0ZZdC" target="_blank">Tideseeker</a> fleet. Giving me about 30 minutes repair total; even less with crews. </div>
<div>
<br /></div>
<div>
How so? </div>
<div>
<br /></div>
<div>
First, I use the subs to take out the Reaver Enforcers, which have only surface weapons and no thermal. Once I take out as many as I possibly could for no damage, I let the timer run and send in my seekers to finish it off. Alternatively, if you do not have Seeker's, you can still do this method, just use subs both times. This will net you at least half of the targets points. </div>
</div>
<div>
<br /></div>
<div>
Check out the video of me doing a 53 below for a basic guide. </div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/2B0g5wXVP-E/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/2B0g5wXVP-E?feature=player_embedded" width="320"></iframe></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
This method can be applied to Tier 5 as well, however the damage is gonna be more significant. </div>
<div>
<br /></div>
<h2>
Overall Thoughts </h2>
<div>
This raid is hard for those who don't have 'good enough' equipment; such as Draconian torps. Lets take my second account for example, and it's main sub build </div>
<div>
<span style="font-size: xx-small;"><a href="https://www.dahippo.com/bp/ship/#!0A2U50000001D1G1S4H4H4H4H4H4H02U50000001D1G1S4H4H4H4H4H4H0ZZA2U50000001D1G1S4H4H4H4H4H4H0ZZdC" target="_blank">https://www.dahippo.com/bp/ship/#!0A2U50000001D1G1S4H4H4H4H4H4H02U50000001D1G1S4H4H4H4H4H4H0ZZA2U50000001D1G1S4H4H4H4H4H4H0ZZdC</a></span></div>
<div>
<br /></div>
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<a href="https://4.bp.blogspot.com/-XydVlJVY23Q/WCftfi33wOI/AAAAAAAABJs/6UOnMABkhIwX4l5wCPMrqtYuq3ki7hcQgCLcB/s1600/spectra%2Bbuild%252C%2Bouch37.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="230" src="https://4.bp.blogspot.com/-XydVlJVY23Q/WCftfi33wOI/AAAAAAAABJs/6UOnMABkhIwX4l5wCPMrqtYuq3ki7hcQgCLcB/s400/spectra%2Bbuild%252C%2Bouch37.PNG" width="400" /></a></div>
<div>
<br /></div>
<div>
Now, this hull is built entirely from the Forsaken Mission, Campaigns, and researchable tech. With a max range of 78, and current dps of 1,135. Lets see how it does in a 31. </div>
<div>
<br /></div>
<div>
<br /></div>
<div>
Now, looking past my shitty driving and timing. You might be able to see one very noticeable thing coming from the scouts. Torpedoes. Yes, Torpedoes. As soon as I come into range of the scouts, torps are coming. Now, you could chalk it up to a very small difference and human error. But, lets try hitting scouts again, this time with Havok 4 Torps, a range of 75; a 3 difference between the Drac torps. I'll edit the video to where we are within range of the scout, and slow it down to 1/4th speed to better spot the torps. </div>
<div>
</div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/jUHkiAwrI-I/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/jUHkiAwrI-I?feature=player_embedded" width="320"></iframe></div>
<div>
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<br /></div>
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<br /></div>
<div>
Now, setting the video quality to the highest we can and going frame by frame, we find at what times the torps fire. </div>
<div>
<br /></div>
<div>
The Scout's torps fire at 9:07 in game, and 0:39 in video. </div>
<div>
The Pred's torps fire at 9:07 in game, and :042 in video. </div>
<div>
<br /></div>
<div>
Now, what can we learn from this? That the Scouts in tier 3 have thermal which can spot you at, an estimated 78. Now, this is kinda major. </div>
<div>
<br /></div>
<div>
Going in order of FM tiers, first you get the Assault Torp B, then Z, then Skirmish R, then finally the Charon. </div>
<div>
<br /></div>
<div>
Their ranges? 78, 78, 80 and 88. </div>
<div>
<br /></div>
<div>
Mhm, needing to get 7.5 million in the weekly to get a torp that out ranges the thermal in the raid targets. What levels is tier 3 designed for again? </div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
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<a href="https://3.bp.blogspot.com/-Whlce1mBTDY/WCf7pQ2u3bI/AAAAAAAABKA/uZOH-Dt5NMs091eUVUJn1MoNodmXEMWYQCLcB/s1600/tier%2B3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://3.bp.blogspot.com/-Whlce1mBTDY/WCf7pQ2u3bI/AAAAAAAABKA/uZOH-Dt5NMs091eUVUJn1MoNodmXEMWYQCLcB/s400/tier%2B3.PNG" width="400" /></a></div>
<div>
<br /></div>
<div>
Oh yeah, its for Nighthawks... </div>
<div>
The easiest targets the raid has to often, is tiered 3. Something many players can't get outside of raids or that one campaign where you needed subs... </div>
<div>
<br /></div>
<div>
Does anyone see what I am getting at? </div>
<div>
<br /></div>
<div>
The <i>by design easiest targets, can only be done with tech that the player doesn't have, but s/he needs the tech to get the tech. </i></div>
<div>
<i><br /></i></div>
<div>
It's kinda like signing up to dig holes with your own shovel, but you need to dig some holes first in order to get your shovel. </div>
<div>
<br /></div>
<div>
See what I mean now? This is why the last two raids had the lowest turnouts, since Battle Pirates Nexus began recording. Only 38,061 came for the first sub raid, the last one was 32,288. The last raid cycle? It had an average of 55,436 peoples. Damn<br />
<br />
Going to the Official Battle Pirate Facebook page, and looking at events we get another type of stat. People who actually cared enough to say that they were interested or going to the 'event'. This raid cycle so far we have an average of 3,700 people who went or going. Compared to last raid cycle's 4,700 people who went. A good 1000 people difference. Lets boil this down.<br />
<br />
1000 people were more willing to click on the "going" button, last raid then this raid. What can Kixeye do to boost the player levels, and make it more attractive for lower leveled players?<br />
<br />
Carefully designed level locks.<br />
<br />
Think to level 30 Armadas, level 30 and 40 Drac mining bases. Were those level locked to players under a certain level, and did they successfully allow the younger players to hit those targets, and get the base parts/uranium they need? Without constant asking for help in comms? Yes, because those targets were the easiest targets possible, but still presenting a level of difficulty to the player.<br />
<br />
Bonus side to this type of level locking also, you can hit higher if you have the right equipment. Allowing the player to branch out, and develop his fleets faster and with an end goal foreseen<br />
<br />
Level locked targets gave the player stepping stones to build their fleets out of. The mining bases contained super weak versions of the stronger bases, giving the player some idea of what to expect.<br />
<br />
Level 30 Armadas were way too fucking far left field there Kix.<br />
<br />
But, these level locked targets. They provide for the lower player, give her/im a chance to advance in the game.<br />
<br />
Instead of digging holes to buy a shovel to dig holes. You already have the head part of the shovel, its up to you, the player, how it is applied. Keeping on digging to get what you want, or toss it aside and do it the hard way.<br />
<br />
Level locked targets Kixeye, that's how you get the lower leveled players back. That, and...<br />
<br />
<br />
<br />
<br />
<img alt="Image result for more cowbell" src="http://www.bathroomreader.com/wp-content/uploads/2014/03/Walken-Cowbell_DS.jpg" /><br />
<br />
<br />
As Always, Film at 11 </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-63635441939697873002016-11-08T22:13:00.002-08:002016-11-08T22:13:08.012-08:00Hellborn Raid <h2>
Hellborn and Videos </h2>
<div>
The raid is finally here, and the name fits for what America is about to go through. This raid I will be posting videos to my <a href="https://www.youtube.com/channel/UCLtSw2KFpiRiCeUXkpp24JQ" target="_blank">Youtube Channel</a>. Alternately, if you dont have strong enough fleets to reach what you want during this raid, but still want to build your base defense, do the Boiling Seas campaign. I have uploaded a video on it, on my channel. </div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/01JuQKYM_WU/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/01JuQKYM_WU?feature=player_embedded" width="320"></iframe></div>
<div>
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<br /></div>
<h2>
Actual Hellborn stuff </h2>
Hellborn begins November 10th in the following worlds at the following times <a href="http://www.thetimezoneconverter.com/" target="_blank">(Time Zone Converter)</a><br />
<br />
World Alpha: 9AM PDT<br />
World Beta: 10AM PDT<br />
World Gamma: 11AM PDT<br />
World Delta: 12PM PDT<br />
World Epsilon: 1PM PDT<br />
<div>
<br /></div>
<div>
<br /></div>
<h3>
Points </h3>
<div>
The points have remained the same for all the tiers, which is a very good thing. Nice to have some consistency. This allows for the player to judge their skills over time per points gained and coin amounts. Or just using the coin/million points formula. </div>
<div>
<br /></div>
<b>Tier 3:</b><br />
<br />
31 - 10,000<br />
33 - 20,000<br />
35 - 30,000<br />
Tier bonus - 60,000<br />
<br />
Total Points - 120,000<br />
<br />
<br />
<b>Tier 4:</b><br />
<br />
51 - 40,000<br />
53 - 72,000<br />
55 - 95,000<br />
57 - 130,000<br />
Tier bonus - 325,000<br />
<br />
Total Points - 662,000<br />
<br />
<br />
<b>Tier 5:</b><br />
<br />
71 - 340,000<br />
73 - 450,000<br />
75 - 550,000<br />
Tier bonus - 1,350,000<br />
<br />
Total Points - 2,690,000<br />
<br />
<b>Blitz Tier 5:</b><br />
<br />
74 - 600,000<br />
<br />
<br />
<b>Tier 6:</b><br />
<br />
105 - 1,850,000<br />
Tier bonus - 1,850,000<br />
<div>
<br /></div>
<div>
Total Points - 3,700,000<br />
<div>
<br /></div>
<div>
The targets are suppose to be the same, as there is no mention of changing them. Additionally, there is also a new target, the 74 Blitz target. </div>
<div>
<br /></div>
<h3>
Blitz target </h3>
<div>
This new target is working under the Blitz feature, of where if you complete it in 1 run, you can do it again for coin. Giving you the exact amount of damage, and points you received each time. There is no completion bonus, as the target comes in at 600,000 points. This target will spawn around Drac bases and Uranium Drac bases. </div>
<div>
<br /></div>
<div>
If the limit of 3 coin minimum per Blitz is still active, this target won't go off well. Assuming the minimum of 3 coins and 600k points. We get an average of 1 coin per every 200k points, or in easier terms, 5 coins per million points. Now, looking back at older videos from last raid, we find an average of 0 coins per million for good drivers, and 15 coins per million per very bad drivers. </div>
<div>
<br /></div>
<div>
Giving the bad driving side of the spectrum a 3 times faster way to a million points, people will grab this up. But remember, 5 coins per million points, with the new ship costing 15 million points. You would need 75 coins to get the Valiant, from hitting the blitz target alone. </div>
<div>
<br /></div>
<div>
Hitting this target is purely based on how much coin you last spend per million points. If it is over the 5 per million, then I would suggest doing it, but only if you want to spend that much. Another bonus is that you get the points within minutes, instead of a couple days. Allowing you get to extra points during those times. </div>
<div>
<br /></div>
<div>
<br />
<h2>
New Prizes</h2>
</div>
<h3>
Valiant </h3>
<div>
<img src="https://lh6.googleusercontent.com/DGW09eph7ok9TqM7vftQSFPiUQkEwsk2uoCholxLo_hUf9rg7w6m0yPOKN9yM3Kq6ejHo5StBujhvrrwhxMZ2I__Ra91CuEUBBM7H86WSBXFyul0fl_sv9cIaBJgWMp101HttBv7" /></div>
<div>
<br /></div>
</div>
<div>
<br /></div>
<div>
Wow, this ships looks pretty damn amazing for base defense. Deflection stats in every damage type, and bonuses for every damage type in terms of reload, damage, and range, combined with 100,000 armor points and 3 hour repair.<br />
<br />
Looking back at the Raid Preview, the bypass deflection of the ship was very low. Around 10ish maybe. Against an armor base stats of 100,000? This hull will last a very long time.<br />
<br />
The 45 AoE giving the reload bonuses and damage, is affected by Resonance Capacitor, giving an extra 36% damage.<br />
<br />
Honestly, there is no perfect build to use. With all weapon types receiving bonuses, this is the Swiss Army Knife of base defense. You can use this hull for anything. For me personally, I'm going to be using this hull as a last defense hull.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/--vjcgURKkAo/WCKNWhAx5YI/AAAAAAAABII/8-zT_kAwU6IZXSWkRW3qBPgOVhn_FSZVQCLcB/s1600/base%2Bsnap%2Bshot%2Bnov%2B8.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://1.bp.blogspot.com/--vjcgURKkAo/WCKNWhAx5YI/AAAAAAAABII/8-zT_kAwU6IZXSWkRW3qBPgOVhn_FSZVQCLcB/s320/base%2Bsnap%2Bshot%2Bnov%2B8.PNG" width="320" /></a></div>
<br />
Fleet build:<br />
<a href="https://www.dahippo.com/bp/ship/#!4PMI029262629340C00092G2G2G2G2G2G2G2GP2O0404040400040000U6A23232323232323LLC500004040406D5Y6C0C252525252525252525252525A6V000000000006D37355Y345454545454545454545400000000000MT00000000000355Y000L00000053535353530000dC" target="_blank"><span style="font-size: xx-small;">https://www.dahippo.com/bp/ship/#!4PMI029262629340C00092G2G2G2G2G2G2G2GP2O0404040400040000U6A23232323232323LLC500004040406D5Y6C0C252525252525252525252525A6V000000000006D37355Y345454545454545454545400000000000MT00000000000355Y000L00000053535353530000dC</span></a><br />
<br />
This is my current base setup. Lets go over the ships I have so far, Goliath, Enforcer, Rhino, Proto-Mast and Frosty.<br />
<br />
Now, I'm planning on changing the Frosty to Valiant build. Why? It't the best replacement.<br />
The Rhino and Proto are their for their remote targeting, something the Valiant doesnt have, my Enforcer has better DPS and shockwave time. The Goliath I'm saving until I get an Omega. I could replace my Goliath with a Valiant in the mean time, but for the build time and rank time. I can just wait for the Omega.<br />
<br />
My frosty would be the best one to replace, as its only use is to catch subs. Which I can do if I switch my Rhino and Proto around. The frosty's main weapon is the Concussive Reciprocator, which the Valiant gives an 5% boost to, along with an inert 50% reload and 25% damage bonus. I can also put the new Calamity Scattergun on it for corrosive damage.<br />
<br />
Setting a few guidelines for the build<br />
<br />
<ul>
<li>Way to increase Splash </li>
<li>Damage of Concussive and Corrosive </li>
<li>Resonance Capacitor </li>
<li>Stun resistance </li>
</ul>
Combining these together, we get this build...<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-wYTWEO7Obkw/WCKYvtKg2_I/AAAAAAAABIY/gWSmaExl_3wQuu2TotWlvfehNHrkyjg1wCLcB/s1600/Valiant%2Bbuild.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://4.bp.blogspot.com/-wYTWEO7Obkw/WCKYvtKg2_I/AAAAAAAABIY/gWSmaExl_3wQuu2TotWlvfehNHrkyjg1wCLcB/s320/Valiant%2Bbuild.PNG" width="320" /></a></div>
<br />
*NOTE* Huggy's has a problem with combining Barrel System and Compressed Corrosive Canisters. Along with the range not being applied. Will change with Huggy's when it has been fixed. *<br />
<br />
This build has good splash from the Compressed Corrosive Canisters (CCC), along with Corrosive damage. Concussive damage and reload from ACP. The RC gives the already discussed 36% damage bonus, and the Barrel system gives an extra 2 for the Multi Shot, increasing the damage of the Calamity Scattergun.<br />
<br />
I wanted to increase the Multi Shot, because since it allows for more projectiles more minium damage will be taken. Let me explain.<br />
<br />
The Spite has a corrosive deflection of 3000, and the listed damage of the Calamity is 2,700. So, no matter how many projectiles there is, each one will only deal minimum damage. Lets use, <u>as an example</u>, a minimum damage of 50.<br />
<br />
Now, with 3 multi shot projectiles, that a total of 150 damage pass through, 5 multi shot projectiles gives you 250 damage. Now, if there is a deflection of 300? Its even more total damage pass with multi of 5 compared to multi of 3. But, for ships without any deflection? I would still chose 5 multi as it also increases the damage per projectile.<br />
<br />
Basically, this ship can fit any role in your base. Its your choice to expand upon it and pick what to use it for.<br />
<br />
<h3>
Calamity Scattergun</h3>
<img height="263" src="https://lh4.googleusercontent.com/eHG3qVmSz2YEoZ3vUu8mGNAn_wj6LmCLqRfh4qnj6P9RZWAfIR6wtZDP9zJJUX8on9hp4hEHvgPHstbnbqmP51ta3-1f5NMjdCAWhl6A9Di9EeuNQIRV5oyn69_H2JDUnPz9_0T_" width="400" /><br />
<br />
This Scattergun is a large improvement over the past ones in terms of Damage and base DPS.<br />
Also with the highest range, boosted by 20% on the Valiant, bringing its total to a range of 102. The lower spread could be a hassle for fast moving fleets. So try and place the edge of the range of the Calamity at a corner, where its sure to hit the ships successfully.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-64Dqt-aFH6w/WCKnLlhpiMI/AAAAAAAABIo/jexfVAUG0qg6bdenYxvq_gFSg8aYZaGFgCLcB/s1600/Scatterguns.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://4.bp.blogspot.com/-64Dqt-aFH6w/WCKnLlhpiMI/AAAAAAAABIo/jexfVAUG0qg6bdenYxvq_gFSg8aYZaGFgCLcB/s400/Scatterguns.PNG" width="400" /></a></div>
<br />
<br />
<h3>
Compressed Corrosive Canisters </h3>
<h3>
<img height="166" src="https://lh3.googleusercontent.com/s2mXzVFCRmYhSH7B-9zW-JHqjZoN88Znzqk-wf6zrxIIms3IkMEeb4v3Bl6hetBYjtaeosshT30VTo-bz47ze84kiyCADsUaYzYBLGwbHp9SHiXhzJnTgZTSjHmgzo7XDy_7yyg9" width="400" /> </h3>
<div>
This is a pretty average special. Adds bonus to the Splash and Corrosive Damage. Only other special that adds Corrosive damage is the Hydroxide Injector. Combine the HI with Combustion System 3 or Explosive System 4, to have all both Corrosive damage and splash, and also Projectile speed and multi shot. </div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Harlock's Tideseeker </h3>
<div>
<img src="https://lh3.googleusercontent.com/mBmSDZ07O_kUE0ZkAemrn5Yi8AFpr-pq58DKgX8RU1KyD_wy00d0BteRXZ294uzCltlfHtPcHzldhRDy7axbOTxe0KFMggHP_efPvStZqERT_wIP2gdi5tgq6WyWsIEIBVLGmRiL" /></div>
<div>
<br /></div>
<div>
Lets start with a chart versus a normal Tideseeker </div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-udXmhTRE0Uk/WCKyYce1slI/AAAAAAAABI4/udBU28DLQjk7qAwRlfnNnSY-1qmsLjVuwCLcB/s1600/Tideseekers.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://2.bp.blogspot.com/-udXmhTRE0Uk/WCKyYce1slI/AAAAAAAABI4/udBU28DLQjk7qAwRlfnNnSY-1qmsLjVuwCLcB/s400/Tideseekers.PNG" width="400" /></a></div>
<div>
<br /></div>
The only differences is an extra almost 14 days extra build, thermal/sonar, and the Flagship affect. The flagship affect?<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-NlI971MK1Qk/WCKzS4duXUI/AAAAAAAABI8/lmDT2UNRqCQEtV9RUYBfXW1dGhn-7Z6twCLcB/s1600/Harlock%2527s%2Bflagship%2Baffect.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://4.bp.blogspot.com/-NlI971MK1Qk/WCKzS4duXUI/AAAAAAAABI8/lmDT2UNRqCQEtV9RUYBfXW1dGhn-7Z6twCLcB/s1600/Harlock%2527s%2Bflagship%2Baffect.PNG" /></a></div>
<br />
Honestly, this would be the only reason to get the Harlock's version. The bonus combat speed, turn speed, stun/slow resistances, and the defense bonuses. Using Huggy's, adding the Harlock's tideseeker to my Tiderseeker fleet increases the explosive defense from 95.4% to 97.5% and concussive defense from 93.2% to 97.6%. Speed increases from 34 to 39, Turn speed from 39.6 to 44.1.<br />
<br />
This limited hull could have its uses, if it wasnt for the very bad build time of 15 days and 1 hour. I can build 1.8 of a normal tideseeker hull. Meaning that I can build almost two normal tide seekers in the time to build one Harlock's Tideseeker. And the bonuses to this hull are seeing phantom fleets on the map, and the listed above?<br />
<br />
But wait, Ouch! Being able to see Phantom fleets on the map is game breaking, they can attack you!<br />
<br />
Yeah, and they could before using adblock. This doesnt really change anything. It just expands the amount of people who already could. Also, never leave a fleet sitting still in a busy sector. Always have your fleet moving. If your fleet is moving, it can not be attacked at all. Also, the ability only allows the person with the Harlock's Tideseeker to see you. They can post your coords to the comms, <b>but they can not attack you unless they have either Harlock's Tideseeker or are using Adblock </b>(Against ToC last time I checked, send a ticket in) <b>and if your fleet stays still</b>.<br />
<br />
Think of Phantom ships of like any normal ship, if you keep on moving, they cant hit you. The same for Phantom fleets and Harlock's Tideseekers.<br />
<br />
<h2>
Prize List </h2>
</div>
Top Prizes<br /><br /><span style="color: yellow;">Sealed Fire Charge 6,000,000</span> - Best special to use for FTT, get it if you plan on using the FTT<br />or<br /><span style="color: yellow;">Compressed Corrosion Canisters</span> 6,000,000 - Okay, wouldn't prioritize this<br /><br /><span style="color: lime;">Fire Twister Torpedo</span> 9,000,000 - Currently the best torpedo in the game,<br />or<br /><span style="color: lime;">Calamity Scattergun</span> 9,000,000 - Best scattergun for fleet v fleet, perfect for the Valiant in many different uses<br /><br /><span style="color: lime;">Hellwraith</span> 15,000,000 - Best sub in the game, last raid of this format is next month though. Think carefully!<br />or<br /><span style="color: lime;">Valiant </span>15,000,000 - Get this<br /><br /><span style="color: yellow;">Tiger Shark</span> 1,750,000 - Faster than going through the foundry, for some...<br />or<br /><span style="color: lime;">Enforcer</span> 1,750,000 - Still in use by thousand of players. If you can't get the Valaint, get this and the Antipode Launcher. Very very useful<br /><br /><span style="color: lime;">Charon Torpedo</span> 900,000 - Faster than forsaken missions for some. But its your choice, waste raid points or waste one run through?<br />or<br /><span style="color: lime;">Antipode Launcher</span> D98-U 900,000 - Best launcher for Shockwaves and DPS<br /><br /><span style="color: lime;">Stealth Attack System IV</span> 350,000 - At this price, make sure you get this if you have trouble getting to Tier 4 in the weekly<br />or<br /><span style="color: lime;">Fusion Charger</span> 350,000 - Pair it with the Enforcer and Antipode for faster shockwaves and higher DPS.<br /><br /><b><br /></b><div>
<b>LIMITED </b><br /><br /><span style="color: yellow;">Proto Nemesis Shard</span> x5 2,000,000 points 4 times<br /><br /><span style="color: yellow;">Hellstar Shard</span> x5 2,000,000 points 4 times<br /><br /><span style="color: yellow;">Ghostcrawler Shard</span> x5 2,000,000 points 4 times<br /><br /><span style="color: yellow;">Man-O-War Shard</span> x5 2,000,000 points 4 times<br /><br /><span style="color: yellow;">Gamma Behemoth Shard</span> x1 4,500,000 points 5 times<br /><br />I go either ways on these<br /><b><br /></b></div>
<div>
<b>Limited Components</b><br /><br /><span style="color: yellow;">Zynthonite Armor D5-SL</span> 1,000,000 points 10 times - This armor buffs up the slow resistance, <i>it can only be attached to Conqueror hulls </i></div>
<div>
<i><br /></i>*CAN ONLY BE REDEEMED DURING THE FOLLOWING TIMES* </div>
<div>
Thur, 9:00am PST-Sat, 8:59am PST<br /><br /><br /><span style="color: lime;">SA Deflection Upgrade</span> 5,000,000 points 5 times - This increases your Siege and Assault deflection by 20, but can only be attached to Assault, Skirmish, Garrison and Siege hulls. This is worth it, especially for extra specials on tanks if you wanna add some extra deflection.<br /><br />*CAN ONLY BE REDEEMED DURING THE FOLLOWING TIMES*<br />Thur, 9:00am PST-Sat, 8:59am PST<br /><br /><br /><br /><b>Unlocked Store:</b><br /><br /><span style="color: yellow;">Ship build</span> - 1 hour 120,000 points 10 times<br />Either way on there, free build for raid points and repair time<br /><span style="color: yellow;">Ship build</span> - 12 hours 1,400,000 points 4 times<br />Either way on these, free build for raid points and repair time<br /><span style="color: yellow;">Ship build</span> - 24 hours 2,750,000 points 3 times<br /><br /><span style="color: red;">Harlock’s Tideseeker</span> 20,000,000 points once - Such high hopes, and it sucks </div>
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<br /><span style="color: red;">Styx Torpedo</span> 6,000,000 - Get the Charon instead, and the Tigershark, its cheaper<br /></div>
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<span style="color: lime;">Concussive Gatling Gun</span> 7,500,000 - Good for hitting bases, for fleet combat I prefer the Garwood<br /><br /><span style="color: yellow;">Concussive Upgrade</span> 3,000,000 - Never know when you might need it<br /><br /><span style="color: lime;">Heavy Plating III</span> 2,000,000 - Always useful in tank fleets or base defense fleets<br /><br /><span style="color: lime;">Punisher</span> 12,500,000 - Champion work horse of any Captain's fleet<br /><br /><span style="color: lime;">Arbalest</span> 1,100,000 - You wanna get this as fast as possible, its amazing for lower levels. If you can reach Tier 4 easily, your choice. <br /><br /><span style="color: yellow;">Nuclear Accelerators</span> 4,000,000 - Adds Ballistic accuracy, and range. Hardened Barrels 3 does almost the same, minus the accuracy. At 4 million points? I would wait until I get it in the weekly. </div>
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<h2>
Personal thoughts </h2>
Limited Prize is sad, the unlocked prizes are pretty good for lower levels playing catch up. Loving the enforcer and Antipode in here, big focus on base defense this month. Best to follow the trend and try to improve your base defense too. I'm refitting my base fleet and improve my turrets, changing Javs to Ballistas, and putting up limited turrets. I'll keep you all updated with raid videos, probably on friday.<br />
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As always, Film at 11.Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-51713885306418199802016-11-03T19:15:00.004-07:002016-11-03T19:15:07.566-07:00Tideseeker Hull and TLC <h2>
New videos!</h2>
<div>
Hi Guys, I have couple plans for my <a href="https://www.youtube.com/channel/UCLtSw2KFpiRiCeUXkpp24JQ" target="_blank">YouTube</a> channel. First off, i'm starting a new segment of where I go over weekly release notes and campaign run throughs. Now the release notes will have a maximum of only 15 minutes, allowing you to listen allow while play and still receive my analysis of it. I have already done one of these for the TLC weekend. I would normally just do a blog post for it, but I wanted to test the waters for sound and viewer feedback; before I make it a permanent feature. </div>
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The campaign run throughs will be edited for only the battle portions, repair times, and builds. These campaigns will be one entire video, sped up 2x-4x times for length. I am also planning on raid videos, this time separated into Tier videos. </div>
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Enough of YouTube stuff and videos, on to the Tideseeker hull, the Garwood Gatling Gun, and the Advanced Concussive payload! Oh yeah and the actual TLC. And some Mega Hull event + TLC. </div>
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High Tide </h2>
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Running from the 1st at 12 PM PST to the 8th at 12 PM PST <a href="http://www.thetimezoneconverter.com/" target="_blank">(Time Zone Converter)</a> </div>
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The minimum level to enter is 50</div>
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First run through - 5 encounters, 6 hours to complete </div>
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Second run through - 6 encounter, 3 hours to complete </div>
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Third run through - 7 encounters, 1 hour to complete </div>
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This campaign, is almost similar to Dark Reign 3. Except where you would drop a target and add another to compensate; you just add another target each time to it. With Legion Assault forces in this targets. Level 1-6 are very easy and can be done with instant repair with good driving and crews. The Mega Hull at the end however? Different story. Long Story short, it's way too f*cking hard. </div>
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Here is the build I will be using:</div>
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<a href="https://www.dahippo.com/bp/ship/#!447700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E57700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E57700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E0ZZ0ZZdC" target="_blank">https://www.dahippo.com/bp/ship/#!447700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E57700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E57700I0H0H0H0H3403356E4454542A2A2E2E2E2E2E2E0ZZ0ZZdC</a></div>
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<a href="https://4.bp.blogspot.com/-TU1LE4caN_g/WBlfutRSkfI/AAAAAAAABGc/V2m96zughtEVzA6AUXgR02x8k59ton1vACLcB/s1600/apollo%2Bbuild%2Bhigh%2Btide.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="152" src="https://4.bp.blogspot.com/-TU1LE4caN_g/WBlfutRSkfI/AAAAAAAABGc/V2m96zughtEVzA6AUXgR02x8k59ton1vACLcB/s320/apollo%2Bbuild%2Bhigh%2Btide.PNG" width="320" /></a></div>
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I focused on Penetrating defense on this build and damage output. I chose to use the switchblades over normal blades as a main weapon for when the ship gets overwhelmed with missiles. If the Phalanx 4 can't take them all down, there is 6 extra missiles that could go down. Move away from the enemy during the time to reload the missile portion of the switchblade, and viola! </div>
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Video for High Tide run through </div>
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<br /> <iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Zxv_JKYYBms/0.jpg" src="https://www.youtube.com/embed/Zxv_JKYYBms?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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*CORRECTION*<br />
The third way to complete the High Tide is by using the Disciples of Skullduggery Crew (DOS); which being an legendary crew is oddly enough easier to roll than a Bull's Eye Brigade (BB) ,a rare crew. I actually rolled two of the DOS's before even getting this close...<br />
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<a href="https://1.bp.blogspot.com/-xbqHmyKidEk/WBuyNhmD1SI/AAAAAAAABGs/f9HPVmkxuGYaNErmBHTusYVkzVC_TQ5uQCLcB/s1600/bullseye.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="212" src="https://1.bp.blogspot.com/-xbqHmyKidEk/WBuyNhmD1SI/AAAAAAAABGs/f9HPVmkxuGYaNErmBHTusYVkzVC_TQ5uQCLcB/s320/bullseye.PNG" width="320" /></a></div>
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Now, lets go over the prizes.<br />
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Prize Pack 1<br /><ul>
<li>Tideseeker-Best current hull to use for above water raid fighting, for now...</li>
<li>Cryo Depth Charge- 3 hour build is now kinda worth it. 18 Splash, 104 damage, and a reload of .75, is awesome. But the range of 74. and on the Tideseeker having a -5% depth charge range? I wouldn't put it on there, maybe on suicide fleets or skirmish for speed boost and low weight. </li>
<li>4-day Tideseeker Build Token-Use it, same as doing tier 4 twice. </li>
</ul>
Prize Pack 2<br /><ul>
<li>Concussive Reciprocator-I would chose the Garwood over this on the tide seeker due to the range, but for base defense or base attacking? Go with CR and CGG. </li>
<li>8-day Tideseeker Build Token-8 free days? That's two tier 5 build tokens, granted you get both 1 and 3 day builds. </li>
</ul>
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Prize Pack 3</div>
<ul>
<li>Garwood Gatling Gun-Best for skirmish battles, with the highest base fleet DPS and middle for range, weight and build time. </li>
<li>Advanced Concussive Payload-It's Strike Warheads, but with +30% concussive reload and an extra 5% damage. At 17 extra hours, bringing it to 2 days and 12 hours. </li>
<li>12-day Tideseeker Build Token-Only has positives, if you can't tell. </li>
<li>4x 5k VXP tokens for Tideseeker-Read below</li>
<li>6x 1k VXP tokens for Tideseeker-That's a total of 26,000 VXP. The max VXP for the Tideseeker is 49,000. Having 26,000 will save you a minimum of 2,600 battles, getting only 10 VXP per battle the basic amount, and will make you reach rank 17, giving you a +64% reload bonus. </li>
<li>Badge for completion-Oh So Shiny!</li>
</ul>
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Overall, the prizes are okay. Would have been nice to see the Explosive System 4, or a special that adds both splash and projectile speed. The hulls that have a base projectile speed above 0 are; the Hellwraith, the Punisher, the Crusader, and the Hellblazer. </div>
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Now, of those hulls three of them are Seige hulls and the last one is a submarine; which can't attach surface weapons. And we all know that you can't use any of those hulls in this raid set. </div>
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<h3>
Garwood Gatling Gun</h3>
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Now, the Garwood has a better reload, better primary range and DPS than the other depth charges. </div>
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The CGG has a very high DPS when at max stacks, however its at a range of 68, (64 for Tideseeker). </div>
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The secondary range, at 104 (98) has a very low DPS with a max of 275. </div>
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<a href="https://1.bp.blogspot.com/-SCYe_sajNsQ/WBvXkHl3saI/AAAAAAAABHY/mTYqt_zwW74m8BVcrhMB-73jaMEhJR25wCLcB/s1600/depth%2Bcharge%2Bweapons.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="246" src="https://1.bp.blogspot.com/-SCYe_sajNsQ/WBvXkHl3saI/AAAAAAAABHY/mTYqt_zwW74m8BVcrhMB-73jaMEhJR25wCLcB/s400/depth%2Bcharge%2Bweapons.PNG" width="400" /></a></div>
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With the longest primary range and DPS of these depth charges, its the best to use. </div>
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Advanced Concussive Payload</h3>
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This special was made special for Depth Charge Weapons, giving a good replacement for Strike Warheads. </div>
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<a href="https://4.bp.blogspot.com/-IZUfAhjLKhc/WBva2PzyysI/AAAAAAAABHk/gebUM7lE4rQyG3O5z1TT4dV_R7IP1oQpgCLcB/s1600/ACP%2Bvs%2BSW.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="100" src="https://4.bp.blogspot.com/-IZUfAhjLKhc/WBva2PzyysI/AAAAAAAABHk/gebUM7lE4rQyG3O5z1TT4dV_R7IP1oQpgCLcB/s400/ACP%2Bvs%2BSW.PNG" width="400" /></a></div>
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Tideseeker </h3>
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This hulls, is your best option for surface hulls against the current raid targets. Plus, with having 24 days free build for just the tokens from the TLC alone. You should have at least one built before the raid begins, or at least a day or two in.</div>
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Now, basic hull needs for the Tideseeker are </div>
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<ul>
<li>Explosive and Concussive resistance-for surface weapons </li>
<li>Evade-for torpedoes and chain guns </li>
<li>High Combat/Turn speed-to outrun the drones, use a kite method </li>
<li>High concussive DPS-less time spent in the battle, less repair (hopefully), higher point per hour, more points</li>
<li>Low build time to help with token usage, create your build then cut off, in order, armors weapons and specials, until you come to around a 12 day build. The tokens come in 4 hours, 8 hours, and 12 hour increments. Make sure you use the most of it; if you have more tokens increase the build time. Remember that this hull is intended for the next raid, and it starts on the 10th. </li>
<li>Also, don't build it with armor. The 24,000 Health is hard enough to rank, don't worsen it if you can help it. If you have extra build tokens, add until you run out of time!</li>
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Now that we have at least some basic rules to build against, lets build. </div>
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<a href="https://www.dahippo.com/bp/ship/#!107E00000000006393448422H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C3448002H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C3448422H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C346E002H2H2H2H2H2H2H2H2H2H2H2H0ZZdC" target="_blank"><span style="font-size: xx-small;">https://www.dahippo.com/bp/ship/#!107E00000000006393448422H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C3448002H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C3448422H2H2H2H2H2H2H2H2H2H2H2H07E000000000060C346E002H2H2H2H2H2H2H2H2H2H2H2H0ZZdC</span></a></div>
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The link contains all 3 builds </div>
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<a href="https://4.bp.blogspot.com/-7tT45lRige4/WBvMrA05gsI/AAAAAAAABG8/q3tPdosP8N8T67isyzctftlc-GWBF45ngCLcB/s1600/Tideseeker%2B1.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="https://4.bp.blogspot.com/-7tT45lRige4/WBvMrA05gsI/AAAAAAAABG8/q3tPdosP8N8T67isyzctftlc-GWBF45ngCLcB/s400/Tideseeker%2B1.PNG" width="400" /></a></div>
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This is the basic build we come up with, following the rules above. 10 days, 14 hours and 14 minutes, we have a little wiggle room to work with.<br />
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<a href="https://2.bp.blogspot.com/-wthtgZIOW44/WBvMsseckzI/AAAAAAAABHA/ejogCEKHvUQP5yQkwmdq0h-ZOSGuxCePwCLcB/s1600/tideseeker%2B2.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://2.bp.blogspot.com/-wthtgZIOW44/WBvMsseckzI/AAAAAAAABHA/ejogCEKHvUQP5yQkwmdq0h-ZOSGuxCePwCLcB/s400/tideseeker%2B2.PNG" width="400" /></a></div>
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In this one we switched out the Strike Warheads for Advanced Concussive Payload, giving an extra 5% boost to damage, and 30% to concussive reload; these bonuses are for an extra 17 hours. Now, if I didn't have the build tokens, I would chose the Strike Warheads, but since the build is free and and weight is a it less, I'm going to go with the ACP.<br />
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Now with the ACP, the build time is up to 11 days, 4 hours and 47 minutes. Lets fill in the extra special slot with something for splash and projectile speed.<br />
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<a href="https://3.bp.blogspot.com/-RlUdru-nLGw/WBvMtmSH9eI/AAAAAAAABHE/Y7-RChjbnTEwsUnuQGEyS0wsxSBt7iYkgCLcB/s1600/Tideseeker%2B3.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="https://3.bp.blogspot.com/-RlUdru-nLGw/WBvMtmSH9eI/AAAAAAAABHE/Y7-RChjbnTEwsUnuQGEyS0wsxSBt7iYkgCLcB/s400/Tideseeker%2B3.PNG" width="400" /></a></div>
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The final build, for a 12 day built time. The bonus splash brings the GGG splash's up to 15, and the projectile speed to 85%. Helping to catch up to the very fast Reaver fleets, and Hellwraiths for sub hunting. The final build time is 12 days, 1 hour and 14 minutes. Giving you a good amount of time to spend playing the actual game. </div>
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<h3>
Naughty_Yoda's fleet </h3>
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Naughty_Yoda has been kind enough to give us his fleet build, and how they perform in different battles. The fleet is as follows </div>
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<a href="https://www.dahippo.com/bp/ship/#!007E0000000006F3948346SAQAQAQAQ2H2H2HAQ2H2H2HAQ0ZZ0ZZ0ZZ0ZZdC" target="_blank"><span style="font-size: xx-small;">https://www.dahippo.com/bp/ship/#!007E0000000006F3948346SAQAQAQAQ2H2H2HAQ2H2H2HAQ0ZZ0ZZ0ZZ0ZZdC</span></a></div>
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<a href="https://2.bp.blogspot.com/-8uLsIx2AVEM/WBvmQQNyhOI/AAAAAAAABH0/LYHW3ig-hawfEtDiktMzbVy2CxbQH_7kQCLcB/s1600/Yoda%2527s%2BTide%2Bbuild.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="231" src="https://2.bp.blogspot.com/-8uLsIx2AVEM/WBvmQQNyhOI/AAAAAAAABH0/LYHW3ig-hawfEtDiktMzbVy2CxbQH_7kQCLcB/s400/Yoda%2527s%2BTide%2Bbuild.PNG" width="400" /></a></div>
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Yoda's build does have room for improvement. Such as switching the FTT for GGG, and the D6-A for AA3. However, his build does have its qualities. The D6-A converts it from a specialized hull, into more of a general hull. The torps help to take down slower ships, and will still hit the ship if out of range.<br />
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Now, on to the videos of how well it preforms in two different targets. The level 75 Draconian armada <strike>and the level 70 Reaver armada</strike>. Turns out the video for the 70 was lagging and the ships never properly loaded, just white spaces. Will record and post when fixed.<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Axc0Q0OXk7g/0.jpg" src="https://www.youtube.com/embed/Axc0Q0OXk7g?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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The level 75 Drac armada hit </div>
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<span style="color: #f1c232;">Golden</span> Nexus </h2>
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This feature/event is being delayed for quality reasons. Will talk about it when it comes back out. </div>
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Brief run through, you hold a <span style="color: #f1c232;">Golden </span>Nexus point for a certain amount of time, everyone attached to the <span style="color: #f1c232;">Golden </span>Nexus earns gold for it. *ONLY ONE GOLDEN NEXUS POINT PER WORLD* </div>
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Varying amounts of gold comes out every; hour, 2 hours, 4 hours, 6 hours and 12 hours. Averaged out to 20 gold per 12 hours. </div>
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Gold amount is not final, nor is the time, or amount. </div>
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Tips? </div>
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Make a bigass hive. </div>
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and </div>
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The gold is planned to come out on a set timer, try and capture the <span style="color: #f1c232;">Golden</span> Nexus 10-20 minutes before the timer. </div>
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<h2>
Raid Preview </h2>
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The next Raid is coming on the tenth; and to prepare for that there is a preview on the fourth from 11:30 am PDT to 1:30 pm PDT (<a href="http://www.thetimezoneconverter.com/" target="_blank">Time Zone Converter</a>) </div>
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Only the prizes can be tested, as the targets will (hopefully) remain the same. The prizes being the Valiant, the Calamity Scattergun, and the Compressed Corrosive Canisters. </div>
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There is a new prize coming out, but will not be tested during this preview. This prize is the Harlock's Tideseeker. No word on if it will later appear in another TLC, or the Tideseeker in a later raid. </div>
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Limited entry, password and link to server will be posted tomorrow around 11:30 am, on this forum post <a href="https://www.kixeye.com/forum/discussion/668095" target="_blank">https://www.kixeye.com/forum/discussion/668095</a></div>
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The Valiant is a defender hull, with Scattergun enhancements. </div>
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Guessing this was created to counter the Harlock's Revenge, Revenge normal and partial the Fury.</div>
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I expect it to have a very high armor stat, and 100% defense handicap. I do like this style of defender hulls. The very high armor is a lot better than having very high defenses. The defenses can be bypassed, or be weak to unconventional types of weapons, like corrosive. A high base armor stat will survive that amount of damage regardless the weapon type. I do sincerely hope the Valiant follows what the Vanquisher has set for it. </div>
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Compressed Corrosive Canisters sounds likely that it will boost the multi-shot, and splash. </div>
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This raid will not be a hull store, the other likely prizes will be the Hellwraith, FTT and Sealed Fire Charge. </div>
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With a defender hull, a hull type everyone uses, and a brand new free to many ship to build coming out a week before the raid. This raid should have higher numbers than the last two. Make sure you check out Battle Pirates Nexus's Facebook page for their after raid roundup of players. Always amazing stuff from those guys. </div>
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As always, Film at 11. </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-14274279958928297022016-10-16T12:21:00.002-07:002016-10-16T13:32:40.882-07:00October Raid - Stormrunner <h2>
Raid Time</h2>
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I choose to not include a what to get post because of the smaller prize line now, and the new hull not bringing any flavor to the conqueror scene, being as each conqueror hull is now typed matched up.<br />
The new special, you should only use on the new Spite hull, as it can only be attached to conqueror hulls, and the Spite being the only missile based. The new missile, it's another copy of the Blade, with better damage but longer reload and less flak evasion.<br />
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<a href="https://1.bp.blogspot.com/-lWBi2BY8aWc/WAMCKvFX0lI/AAAAAAAABFk/yd7iXSbOpIsM_F8LoBmEi_rhT4AYqKYpQCLcB/s1600/blae%2Bversus%2Bscoria.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="281" src="https://1.bp.blogspot.com/-lWBi2BY8aWc/WAMCKvFX0lI/AAAAAAAABFk/yd7iXSbOpIsM_F8LoBmEi_rhT4AYqKYpQCLcB/s400/blae%2Bversus%2Bscoria.PNG" width="400" /></a></div>
The Blade puts out more missiles per second to overwhelm countermeasures, while Scoria is pure damage dealing.<br />
<br />
The Spite's unique overload with boosting Ballistic, Explosive, and Penetrating damage types getting 150% reload bonus, every 12,000 points. With no current conqueror hulls being Ballistic, we now know what the next conqueror hull would be. The Spite also pairs well with Vendettas and Citadels.<br />
<br />
<h3>
Strategy? </h3>
The keys to this raid, and hopefully the next two, are good driving and torpedoe range of 88, using either FTT or Scourge.<br />
<br />
If you don't have one of these three torps, you have a couple options.<br />
<br />
A- Try and get others to prep for you saving massive amount of time<br />
<br />
B-Hit the hulks and use very careful driving to avoid thermal range, best to attack level 3 targets for lowest thermal range, and lowest damage taken.<br />
<br />
C-Do campaigns for tech until the weekly comes back, then try and get it then. How are you gonna get to tier 4 in the weekly when you are under level 50 not a massive coiner? The answer is found in the foundry and crews. More below.<br />
<br />
The Scourge torp is in the store for 900k, and the completion bonus for set 3 is 60K, 120K for doing it all yourself. Taking you around 8-15 completed set 3's to get the torp<br />
<br />
<br />
Now, for those having torps range of 88, the best advice I can give you is to have amazing driving skills.<br />
<br />
With good driving skills, you can take down 105's for over 3 million points.<br />
<br />
Just remember the basics for each ship.<br />
<br />
<ul>
<li> Scouts, thermal range is ~85, weapon's ranges are out to 110. Has both land and underwater weapons </li>
<li>Enforcers, has no thermal range, or sonar. Only land weapons to range of 110 </li>
<li>Hulks, has thermal to range of 110, but no underwater weapons. Only land weapons to range of 110 </li>
<li>Drones, has sonar of range ~60, both land and underwater weapons. range to about 110 </li>
<li>Hellstrikes, has no sonar or thermal, land weapons to range of 110. Weapon is chain gun, with splash damage. </li>
</ul>
<div>
<br /></div>
<h4>
How to reach tier 4 in weekly while under 50 and non coiner? </h4>
<div>
Suicide attacks on 109's with mortars. Mortars are the best to use on weekly mission, because the anti's are single shot for mortars and flak shot for missile. Requires a couple of things. Now, the most important things to consider in this build are the basic stats, building base damage and speed. </div>
<div>
<br /></div>
<div>
<ul>
<li>Either the Strike Cruiser or the Dreadnought X </li>
<li>Engine special, engine 3 is best </li>
<li>Siege targeting/battery </li>
<li>Either defense special or Splash special </li>
<li>Siege mortar V, found in tier 3 blueprints. </li>
</ul>
<div>
Combining these we get the following builds. </div>
</div>
<div>
<a href="https://www.dahippo.com/bp/ship/#!00IO5000000002E0I5I3V3V3V3V3V3V0JO5000000002E0I5I2T3V3V3V3V3V3V3V3V0ZZ0ZZ0ZZdC" target="_blank"><span style="font-size: xx-small;">https://www.dahippo.com/bp/ship/#!00IO5000000002E0I5I3V3V3V3V3V3V0JO5000000002E0I5I2T3V3V3V3V3V3V3V3V0ZZ0ZZ0ZZdC</span></a></div>
<div>
</div>
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<a href="https://4.bp.blogspot.com/-xwmYE2aeW4A/WAPCY5-UKYI/AAAAAAAABF4/8o6YasUHsvsXYjKqodIUlzgLNUykXhYUACLcB/s1600/SC%2B109%2BSF.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="371" src="https://4.bp.blogspot.com/-xwmYE2aeW4A/WAPCY5-UKYI/AAAAAAAABF4/8o6YasUHsvsXYjKqodIUlzgLNUykXhYUACLcB/s640/SC%2B109%2BSF.PNG" width="640" /></a></div>
<a href="https://4.bp.blogspot.com/-n1gBQCih8CA/WAPCZxiQ5_I/AAAAAAAABF8/u7xdQRhzFcwWPvKzm3a3nmLrLAzVLSFRACLcB/s1600/DNX%2B109%2BSF.PNG" imageanchor="1" style="clear: left; display: inline !important; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" height="369" src="https://4.bp.blogspot.com/-n1gBQCih8CA/WAPCZxiQ5_I/AAAAAAAABF8/u7xdQRhzFcwWPvKzm3a3nmLrLAzVLSFRACLcB/s640/DNX%2B109%2BSF.PNG" width="640" /></a><br />
<br />
Now, looking at the building damage per ship, and the speed. We should have a capable ship to take out the corners of a 109. Pulling data from The Dark Alliance, we get that the health of 109's turrets is 200k, with 0% explosive defense. Now, with only 4 of the Strike Cruisers and 3 of the Dreadnoughts X's, you can take out the corner platforms, earning you 25 million. Continuous doing this will greatly help you in your game, from getting you Blade, Arbalest, Magnus drive 2, and 2 day ship tokens at the end.<br />
<br />
As always, Film at 11<br />
<br /></div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-47762950391590379682016-10-03T16:43:00.001-07:002016-10-03T16:43:18.978-07:00Bring back the WIP<h2>
WIP RIP </h2>
<div>
Doom posted today that the WIP is going away, due to people complaining about the date things come out, and last minute changes. No one likes this idea of taking away the WIP. </div>
<div>
<br /></div>
<div>
<a href="https://www.kixeye.com/forum/discussion/662902" target="_blank">Link to post https://www.kixeye.com/forum/discussion/662902</a></div>
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<br /></div>
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<a href="https://1.bp.blogspot.com/-zKmNW553mvA/V_LYdsbFBbI/AAAAAAAABE0/L5Z-o3PkLZIUXcKfiJilshywPZ8308k8QCLcB/s1600/WIP%2Bgone.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="419" src="https://1.bp.blogspot.com/-zKmNW553mvA/V_LYdsbFBbI/AAAAAAAABE0/L5Z-o3PkLZIUXcKfiJilshywPZ8308k8QCLcB/s640/WIP%2Bgone.PNG" width="640" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Now, why do people support taking away the WIP? </div>
<div class="separator" style="clear: both; text-align: left;">
</div>
<ul>
<li>Dates can be changed </li>
<li>Information can be changed </li>
<li>Features can be taken away</li>
</ul>
<div>
Now, all the info can be changed, but shouldn't Doom warn us about this? Well, yeah, he does. </div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-qz8dEhA75N0/V_LjJHYMi8I/AAAAAAAABFU/1AnRWOVoki0k8ssNPqowglbjdtr_Rm_IwCLcB/s1600/info%2Bcan%2Bchange.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="145" src="https://3.bp.blogspot.com/-qz8dEhA75N0/V_LjJHYMi8I/AAAAAAAABFU/1AnRWOVoki0k8ssNPqowglbjdtr_Rm_IwCLcB/s320/info%2Bcan%2Bchange.PNG" width="320" /></a></div>
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<a href="https://3.bp.blogspot.com/-vkc8L5eov-c/V_LjF25yZoI/AAAAAAAABFM/7dx8mcydI1oSGa7lh2u2XT_Xc0pFaanEgCLcB/s1600/info%2Bcan%2Bchange%2Bjuly.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="124" src="https://3.bp.blogspot.com/-vkc8L5eov-c/V_LjF25yZoI/AAAAAAAABFM/7dx8mcydI1oSGa7lh2u2XT_Xc0pFaanEgCLcB/s320/info%2Bcan%2Bchange%2Bjuly.PNG" width="320" /></a></div>
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<a href="https://1.bp.blogspot.com/-c-kFWg1bz54/V_LjHfLEvbI/AAAAAAAABFQ/8KPOdgIJXcUihUNM2qdjItSltYIK_E6HwCLcB/s1600/info%2Bcan%2Bchange%2Bjune.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="116" src="https://1.bp.blogspot.com/-c-kFWg1bz54/V_LjHfLEvbI/AAAAAAAABFQ/8KPOdgIJXcUihUNM2qdjItSltYIK_E6HwCLcB/s320/info%2Bcan%2Bchange%2Bjune.PNG" width="320" /></a></div>
<div>
<br /></div>
<div>
Now, Doom has been doing this since April 2015, a full year before I start this blog </div>
<div>
<a href="https://www.kixeye.com/forum/discussion/537177" target="_blank">https://www.kixeye.com/forum/discussion/537177</a></div>
<div>
<br /></div>
<div>
Now if Doom has been telling us that everything can change over a month, because nothing is set in stone, why are people just now complaining about dates and changes? </div>
<div>
<br /></div>
<div>
Now, the goods from the WIP </div>
<div>
<ul>
<li>Allows us to plan out our gaming schuelde </li>
<li>Know what is coming </li>
<li>Give Kixeye immediate initial feedback for new features, allowing kixeye to make changes</li>
<li>Allows us to guide builds for events, and raids (VXP, shards, TLC) </li>
<li>Lets the bloggers and videoers plan out their posts in advance, and give initial analysis and feedback, allowing kixeye to make changes. </li>
</ul>
<div>
Now, the positives outweigh the negatives for me; and for almost everyone according to this one <a href="https://www.kixeye.com/forum/discussion/662907/p1" target="_blank">thread</a>, with at the time of writing as 135 replies. </div>
</div>
<div>
<br /></div>
<div>
Doom, just bring the WIP back. It does more harm than good </div>
<div>
<br /></div>
<div>
"<i>WIP it, WIP it good, When the first comes around, you must WIP it!</i>"-DarQknight </div>
<div>
<br /></div>
<div>
I have a post coming up about plasma damage in weekly. It's long and involves math, will post a TL;DR at the bottom for the busy people. </div>
<div>
<br /></div>
<div>
Until then as always, Film at 11. </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com2tag:blogger.com,1999:blog-674094845411544336.post-79026942052272710412016-10-02T20:55:00.010-07:002016-10-23T21:23:28.810-07:00Plasma in 109's, a problem or not? <h2>
FM-Prizes</h2>
<div>
5 new prizes came into the weekly this ...uh... week. Ranging from tier 3 to tier 5. Starting off with the best new prize... </div>
<div>
<br /></div>
<div>
<img height="204" src="https://lh5.googleusercontent.com/diljHM-qqbVnYKfZgxqqLnOsQlEgHybMfdI6-MvuBUEZRhU4cVjcM_OgdyonZR5JkymPJAYRmztDYoSZVWxMrzrRFdbv0zoJEvC7Vo5SHAxh-ziwE7_U8yTn8qzyxpu100kp3b6M" width="400" /></div>
<br />
The Siege Reloader is the bigger brother to the Siege Targeting, with increased reload to every damage type and weapon type, 2 hours less build time, and the same building/wall damage bonus. All at the cost of an extra 7% weight, totalling to 25%.<br />
<br />
If I had enough room to fit this special on, I would. However, if i had to remove or downgrade armor/weapon to fit this? I would keep the Siege Targeting. While the bonus 10% reload does help, it is not enough for me to lower the total health or damage.<br />
<br />
<img height="167" src="https://lh5.googleusercontent.com/6Ba5X8rQZVCO9MFXTziCCkUL-j7b2LmJig-XTfvj6spPZSga4c607brpTnRkE6AiFDsvliRwZXPex0irtpYPxnRVoVs4qoiDzGn5XGmHUMDyn_PhXgc_qIx4c8ug4vkhiGUKcjcs" width="400" /><br />
<br />
The next best prize is Explosive upgrade, giving the ship an extra 10% explosive damage. Joining the ranks of Concussive, Evade, Speed, Splash, and Ampacity upgrades. This is the type of upgrade I would use to fill special slots on base defense explosive fleets. Like the Vendetta, which people do use, with 5 slots to fill. Being in a defense fleet, there is no need for speed, or building damage/defense. You can't bring up the evade. Whats to fill the extra slots?<br />
<br />
A useful idea in some situations, mostly in base defense, I do kinda prefer this special to the Splash upgrade. A 10% bonus to damage seems more useful to me than a bonus 10%, especially when this translates to, in terms of Coaxial Firestorm, an increase of 396 damage to 1.2 splash increase. With the Vendetta, the main mortar ship these days, having an inert 50% splash bonus and -30% spread, the bonus 10% doesnt seem useful. Just remember that a single wall unit, has the width of 4.<br />
<br />
<img height="171" src="https://lh6.googleusercontent.com/x_GqqxMz8FNcxN_xHGg0oSYA-PSjspiBMMWLC2ivXRIvPN1TL2J4xzc-ZoScoHQ10nWLLwUn1KT6e7wxtBjgmDMUGX8Ae6w-MFJw3LPM_BtvL0IaVu13EXDeJjAmmIWcN8ODSUBW" width="400" /><br />
<br />
This prize needs some retuning. A 5%-10% splash damage deduction is good for almost every turret, good job on kixeye on noticing what helps the player. However, the time for repair ranges from 33 minutes to a full hour. This is the worst part because of what this armor can only be equipped to.<br />
<br />
Conqueror hulls, this armor can only be attacked to conqueror hulls. The same hulls where the highest base repair for any ship in that class is 1 hour and 10 minutes, the revenge. The lowest? 30 minutes for the Vendetta, Fury and Spite. <i>The lowest armor doubles the time for these three hulls. </i>Now, the higher Health per ton is amazing, 9.2 health per ton is a lot better than the bulkhead at 6.5 health per ton.<br />
<br />
Let's compare this armor to another popular one, the D5-C,M,X,CT,CO, having 2250 health points at 489 tons, and ranging from 22 minutes 30 seconds to 30 minutes. Two of these armors, equals the health point bonus of the War Plating 3. With 15 minutes saved using the D5-C,M,X armors, and equal using D5-CT,CO; at the cost of double the weight and 2 days 20 hours extra.<br />
<br />
With 40 assault/siege deflection over 10% splash damage reduction, on a Vendetta? I'm honestly stuck on this one. Almost all of the successful Vendetta base attacks I have seen, have the Vendettas using their remote targeting. And of those attacks, the only damage the Vendettas take are from Executioner missiles or Ballistas. Both non-splash generating weapons. <b>I</b> would prefer the siege deflection over the splash damage deduction.<br />
<br />
This really just boils down to your play style. All I have to say is to attach it to tanks, and keep it away from remote targeting.<br />
<h2>
FM-Plasma </h2>
<div>
I have seen people complaining about the plasma damage being so game wrecking, and sinking everything. I agreed for the most part, but to what extent is it doing such? But first, a couple thoughts on the 102's, aka...</div>
<div>
<br />
<br /></div>
<div>
107's but with less points, and initially equal damage. Doom later announced that the damage was dropped by 25%, days after their second integration, however the points issue was the biggest concern. Coming in at around 25 million points. 107's give 73 million points for reference.<br />
<br />
Using my old FM week build, <a href="https://www.dahippo.com/bp/ship/#!506L000000000000000340055000001000000000000PNH04040002U5B6A0C3323232323555555000000PNH04040002U5B6A0C3323232323555555000000PNH04040002U5B6A0C33232323235555550000000ZZdC" target="_blank">Here</a> and a Fearless Blitzer crew I was able to finish each 107 with about 3 hours repair in to finish it off. Letting me do 3 per a full fleet. Giving me 219 Million points for a 9ish hour repair and 1000+ uranium for me to roll the crew. <br />
<br />
Doing 102's I am able to do about 4 with a modified build, <a href="https://www.dahippo.com/bp/ship/#!506L000000000000000340055000001000000000000PNH040400Y2U5K6A0C33232323234M5500000000PNH040400Y2U5K6A0C33232323234M5500000000PNH040400Y2U5K6A0C33232323234M55000000000ZZdC" target="_blank">here</a>, again with the Fearless Blitzer crews for dealing with the Blade-Halo. 4 102's nets me ~100 points, and a 9 hour repair time again, and 1000+ uranium for crew again.<br />
<br />
Now, reading back to the <a href="https://www.kixeye.com/forum/discussion/656973" target="_blank">September WIP</a>, we find that the 102 was created to be a grind target. Now Kixeye, when I think of grind targets. I don't think equal to the main target, for equal repair but for half the points. How are we gonna find out what Kixeye needs to do to level these targets down to the appropriate difficulty for 25 million points? Off to the Dark Alliance!<br />
<br />
And no luck... for the 102's. However, we did find the datamined info for the 97's (107's)<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://i.imgur.com/9TRCXe6.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://i.imgur.com/9TRCXe6.jpg" height="232" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: normal;">http://i.imgur.com/9TRCXe6.jpg</span><br />
<span style="font-size: normal;"><br /></span>
<br />
<div style="text-align: left;">
<span style="font-size: normal;">What should be done to scale these targets down to fit a 25 million point price tag? Lower the armor on the Rhinos, and drop the executioner damage to 7000. That or like bring up the points way past 25 million for what once went for 73 million. </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span></span></div>
<div style="text-align: left;">
<span style="font-size: normal;">Now that we know what the damage was in the 107's, before Plasma was added in the game, let's take a look over at the 109's and see how the Plasma is over there. </span></div>
<div style="text-align: left;">
<span style="font-size: normal;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/V3WWLWP.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="font-size: normal;"><img border="0" src="http://i.imgur.com/V3WWLWP.jpg" height="85" width="400" /></span></a></div>
<div style="text-align: left;">
<span style="font-size: normal;"><br /></span></div>
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span><span style="font-size: normal;">http://i.imgur.com/V3WWLWP.jpg</span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
</span><br />
<div style="text-align: left;">
<span style="font-size: normal;">Now that we know the full Plasma damage, let's find it per salvo. </span></div>
<div style="text-align: left;">
<ul>
<li><span style="font-size: normal;">224 for Executioner x 4 salvos </span></li>
<li><span style="font-size: normal;">250 for Mortar x 8 salvos </span></li>
<li><span style="font-size: normal;">114 for Coldsnap x 10 salvos </span></li>
</ul>
</div>
<div style="text-align: left;">
<span style="font-size: normal;">Let's find the damage per salvo for the three weapons in both the 107's and 109's, and find the ratio. </span></div>
<div style="text-align: left;">
<ul>
<li><span style="font-size: normal;">3,103 damage per salvo in 107 / 2,921 damage per salvo in 109 = 1.06, or in other words 6% less damage - Executioner </span></li>
<li><span style="font-size: normal;">5,000 damage per salvo in 107 / 3,250 damage per salvo in 109 = 1.53 or in other words 53% less damage - Mortar </span></li>
<li><span style="font-size: normal;">396 damage per salvo in 107 / 1,259 damage per salvo in 109 = .314 or in other words 314% more damage per salvo - Coldsnap </span></li>
<li><span style="font-size: normal;">1,613 damage per salvo in 107 / 0 damage in 109 - undefined damage markup - Blade-Halo </span></li>
</ul>
<div>
<span style="font-size: normal;">What does this tell us? That the 109's should be easier than the 107's but due to Plasma, nah son. Plasma is the true killer of ships in the 109, along with the coldsnaps. Lets use the Punisher as an example. </span></div>
<div>
<span style="font-size: normal;"><br /></span></div>
<div>
<span style="font-size: normal;"><i>*WE WILL BE USING THE UPPER RIGHT AND BOTTOM LEFT LAND PLOTS IN THE 109 FOR DAMAGE CAL, THE ONES THAT EVERYONE SNIPES FOR 25 MILLION POINTS* </i></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span></span></div>
<div>
<span style="font-size: normal;">Let's find how well my Pun does under the main damage types, only penetrating and explosive. Both with and without anti's/evade. My finished build, <a href="https://www.dahippo.com/bp/ship/#!50ZZPNH040400Y2U5K6A0C33232323234M55000000000ZZ0ZZ0ZZdC" target="_blank">here</a>, has the turret resistances of 90% missile, and 88% explosive, 73.6% evade, with 500 siege deflection. Since we already know the damage per salvo for all three weapons, let's do the math. (Ex-executioner, Cs-coldsnaps)</span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">(((Salvo Damage-Pen-Ex)/(Resistance-Pen)*4)*2+</span><span style="font-size: normal;">(Salvo Damage-Pen-Mortar)/(Resistance-Pen)*8+</span><span style="font-size: normal;">(Salvo Damage-Exp-Mortar)/(Resistance-Exp)*8+((</span><span style="font-size: normal;">(Salvo Damage-Exp-Ex)/(Resistance-Exp)*4)*2)+(</span><span style="font-size: normal;">(Salvo Damage-Exp-Cs)/(Resistance-Exp)*10</span><span style="font-size: normal;">)*2)-(siege deflection*5)=Final Damage/2</span></span><br />
<span style="font-size: normal;">Health/Final Damage=number of full salvo hits to sink hull. </span></div>
<div>
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">The deflection is multiplied by 5 due to each weapon's damage type being applied to the deflection, and not the finalized number. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Remember that the listed damage is double that of the whole damage. This is why we are dividing by 2 at the end. Also, that in the area of the 109, of which we are testing, has 2 coldsnaps and 2 executioners. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Dividing the damage up by salvo helps to account for accuracy and antis later on. I will be doing this </span><span style="font-size: normal;">formula in with both antis and no antis. The only differences would mortar and executioner damage. Filling in the numbers we get...<br /><br /> (With no antis)<br />(((2247)/(1.9)*4)*2)+((500)/(1.9)*8)+((2500)/(1.88)*8)+(((449)/(1.88)*4)*2)+(((1272)/(1.88)*10)*2)-(2500)=35147/2<br /><br />21346/17573=1.2 full salvo hits to sink. <br /><br />(With antis and evade) <br />(((2247)/(1.9)*1.6)*2)+(500)/(1.9)*0+(2500)/(1.88)*0+(((449)/(1.88)*1.6)*2)+(((1272)/(1.88)*10)*2)-(2500)=15580/2<br /><br />21346/7790=2.7 full salvo hits to sink </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;">What can we learn from this? The basic stuff really, you need anti's for mortars and evade for missiles. But what if we were to add some anti missiles on our ship? L</span><span style="font-size: normal;">et's take off the hailstorm B, and an arbalest to fit one Phalanx 4 on to our </span><a href="https://www.dahippo.com/bp/ship/#!5PNH040400Y2U5K6A0C33232A2323005500000000PNH040400Y2U5K6A0C33002A23234M55000000000ZZPNH040400Y2U5K6A0C334M2A23230000000000000ZZdC" style="font-size: medium;" target="_blank">Punisher</a><span style="font-size: normal;">. Our new stats are Penetrating defense of 92%, explosive defense of 87%, and armour of 21214. Everything else is the same. </span></span></div>
<div>
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Finding the new accuracy of the missiles, counting in the anti accuracy, the CM evade, the ship evade, we get... </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">29.9 = 150/1.326 *(1 - .736)</span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Fitting this number in our equation, in place of the 1.6, and still assuming that all mortars will be shot down. We find that </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">(((2247)/(1.92)*1.2)*2)+</span><span style="font-size: normal;">(500)/(1.92)*0+</span><span style="font-size: normal;">(2500)/(1.87)*0+((</span><span style="font-size: normal;">(449)/(1.87)*1.2)*2)+((</span><span style="font-size: normal;">(1272)/(1.87)*10</span><span style="font-size: normal;">)*2)-(2500)=14489/2</span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><span style="font-size: normal;"></span><br /></span>
</span><br />
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/7244.6= 2.9 full salvo hits to sink. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<span style="font-size: normal;">With even fewer missiles coming in, and better resistance, our ship lasts even longer. But, let's find out how long in seconds this ship would survive; then compare it to the plasma damage. The time will be separated into two parts, one for every 9 seconds (mortars and coldsnaps) and every 5 seconds (executioner). This number will also be rounded to the next full multiple of either 5 or 9, to account for completely finishing off the ship, and only firing every 5-9 seconds. </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Because of this, the damage will only be confined to mortar+coldsnaps, and executioner. Note that this is with anti's and evade. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">21214/6052 damage over 9 seconds = 36 seconds to sink due to mortars and coldsnaps</span></span><br />
<span style="font-size: normal;">21214/1192 damage over 5 seconds = 90 seconds to sink due to executioners </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Using a rate over time equation, we find that it takes <b>26</b> seconds for our ship to sink. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Lets find out how long the <a href="https://www.dahippo.com/bp/ship/#!5PNH040400Y2U5K6A0C334M2A23232300000000000ZZ0ZZ0ZZ0ZZdCc3" target="_blank">Punisher</a> will survive now under 4 different crews, in both full salvo hits and time; Steelheads common and uncommon; Sea Serpents common and uncommon. I would have liked to use Midnight marauders, due to their popularity, but since the bonuses come as the health decreases it doesnt provide a straight bonus. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">With the common Steelheads, the penetrating defense rises to 93% and 89% explosive defense. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
</span><br />
<div style="font-size: 12.8px;">
<span style="font-size: normal;">(((2247)/(1.93)*1.2)*2)+</span><span style="font-size: normal;">(500)/(1.93)*0+</span><span style="font-size: normal;">(2500)/(1.89)*0+((</span><span style="font-size: normal;">(449)/(1.89)*1.2)*2)+((</span><span style="font-size: normal;">(1272)/(1.89)*10</span><span style="font-size: normal;">)*2)-(500)=14324/2</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/7162= 2.96 full salvo hits to sink. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">With uncommon Steelheads, the penetrating defense rises to... almost same? Hold on, let's check the multiplicative math that Kixeye uses. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">100-92=8 100-88=12</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">8*.15=1.2 12*.15=1.8</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">92+1.2+93.2 88+1.8=89.8 </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">Just a .2-.8 difference, but let's run the numbers anyway. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<span style="font-size: normal;">(((2247)/(1.932)*1.2)*2)+(500)/(1.932)*0+(2500)/(1.898)*0+(((449)/(1.898)*1.2)*2)+(((1272)/(1.898)*10)*2)-(2500)=14262.6/2 </span><br />
<span style="font-size: normal;">21214/7131 = 2.97 full salvos hits to sink</span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">With only a .01 difference using common and uncommon Steelhead crews, it doesnt matter to which one you use. The absolute difference is only 31 damage points. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Lets now try out the Sea Serpents crew, both common and uncommon. Starting with common, leaving our new stats at 76.8% evade, with the rest being the same. We have to find the new accuracy of the executioner missiles, still assuming that we are using this build <a href="https://www.dahippo.com/bp/ship/#!5PNH040400Y2U5K6A0C334M2A23232300000000000ZZ0ZZ0ZZ0ZZdCc1" target="_blank">here</a>. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">26.2 = 150/1.326 *(1 - .768)</span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">This leaves us with the executioner having only 1.05 of its missiles hitting us. Lets plug it in. </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">(((2247)/(1.92)*1.05)*2)+</span><span style="font-size: normal;">(500)/(1.92)*0+</span><span style="font-size: normal;">(2500)/(1.87)*0+((</span><span style="font-size: normal;">(449)/(1.87)*1.05)*2)+((</span><span style="font-size: normal;">(1272)/(1.87)*10</span><span style="font-size: normal;">)*2)-(2500)=14066/2</span></span><br />
<span style="font-size: normal;">21214/7033=3.01 full salvos to hit </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Using the common Sea Serpent crew is better to use than the Steelheads uncommon crew! Let's compare it using the uncommon Sea Serpent crew now. Using the uncommon version, we have an evade of 80% </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">22.6 = 150/1.326 *(1 - .8)</span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">This leaves the executioner having only .9 of its missiles hitting us, plugging it in we get that... </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
</span><br />
<div style="font-size: 12.8px;">
<span style="font-size: normal;">(((2247)/(1.92)*.9)*2)+</span><span style="font-size: normal;">(500)/(1.92)*0+</span><span style="font-size: normal;">(2500)/(1.87)*0+((</span><span style="font-size: normal;">(449)/(1.87)*.9)*2)+((</span><span style="font-size: normal;">(1272)/(1.87)*10</span><span style="font-size: normal;">)*2)-(2500)=13643/2</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/6821=3.11 full salvos to hit </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">Now that we know the best crew to use, let's find how long it can survive in seconds. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/6052 damage every 9 seconds = 36 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/769 damage every 5 seconds = 140 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">This comes to an average of <b>29</b> seconds to sink this fleet. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<span style="font-size: normal;">Using the uncommon Sea Serpents is the best way to take the least amount of damage. </span><br />
<span style="font-size: normal;">Other crews work, just that for your 1000+800x uranium, I would choose Sea Serpents over Steelheads. It works better, and also provides bonus turn speed. </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">As always, film at 11 </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Just a moment now; that was the best crew to use for dealing with Penetrating and Explosive damage. What about Plasma damage? How much does it factor into this? </span></span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
<span style="font-size: normal;">Checking back to what we have for plasma damage per salvo</span></span><br />
<ul style="font-size: 12.8px;">
<li><span style="font-size: normal;">224 for Executioner x 4 salvos </span></li>
<li><span style="font-size: normal;">250 for Mortar x 8 salvos </span></li>
<li><span style="font-size: normal;">114 for Coldsnap x 10 salvos </span></li>
</ul>
<div>
<span style="font-size: normal;">Now, because of Plasma being affected only by deflection, no current crews will help with this. Since the salvo plasma damage is well under 500, how do we calculate the actual pass through damage? We don't have to, thanks to the wonderful people over at <a href="https://www.thedarkalliance.org/" target="_blank">Thedarkalliance</a>. Thanks to a very informative post about the pass through damage on the Punisher and Drac Carrier. This number is found to be 57. </span></div>
<div>
<ul>
<li><span style="font-size: normal;">57 for Executioner x 4 salvos = 228</span></li>
<li><span style="font-size: normal;">57 for Mortar x 8 salvos = 456</span></li>
<li><span style="font-size: normal;">57 for Coldsnaps x 10 salvos = 570</span></li>
<li><span style="font-size: normal;">Total Plasma damage is 1254</span></li>
</ul>
</div>
<div>
<span style="font-size: normal;"><br /></span></div>
<div>
<span style="font-size: normal;">Since this number was found through deflection, we don't have to worry about turret defenses. Lets plug in the final damage per turret and then into our formula again, counting in for evade and anti's. Here is the formula with names instead of numbers. </span></div>
</div>
<div>
<span style="font-size: normal;">Note, we have broken up the turrets into damage types, because of the plasma damage being nonresistance based, we add it at the end after the deflection has been deduced and cut in half. </span></div>
<div>
<span style="font-size: normal;"><br /></span></div>
<div>
<span style="font-size: normal;"><span style="font-size: normal;">((((Salvo Damage-Pen-Ex)/(Resistance-Pen)*(Accuracy))*2+</span>(Salvo Damage-Pen-Mortar)/(Resistance-Pen)*8+(Salvo Damage-Exp-Mortar)/(Resistance-Exp)*8+(((Salvo Damage-Exp-Ex)/(Resistance-Exp)*(Accuracy)*2)+((Salvo Damage-Exp-Cs)/(Resistance-Exp)*10)*2)-(siege deflection*5)=(Final Damage/2)+Plasma damage=Total damage</span><br />
<div style="font-size: 12.8px;">
<span style="font-size: normal;">Health/Total Damage=number of full salvo hits to sink hull. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">Using this <a href="https://www.dahippo.com/bp/ship/#!5PNH040400Y2U5K6A0C334M2A23232300000000000ZZ0ZZ0ZZ0ZZdC" target="_blank">Punisher</a> build, let's find how many salvos it takes to sink it. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">(((2247)/(1.92)*1.05)*2)+(500)/(1.92)*0+(2500)/(1.88)*0+(((449)/(1.88)*1.05)*2)+(((1272)/(1.88)*10)*2)-(2500)</span><span style="font-size: normal;">=(13991/2)+627=7622</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/7622= 2.78 number of full salvo hits to sink hull. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/6585 damage every 9 seconds = 36 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/1036 damage every 5 seconds = 105 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">This leaves with an average time of <b>27</b> seconds</span></div>
<span style="font-size: normal;">With plasma damage providing for a 2 second difference in survival, but that is with the Uncommon Sea Serpents crew. What about with no crew? </span><br />
<span style="font-size: normal;"><span style="font-size: normal;"><br /></span>
</span><br />
<div style="font-size: 12.8px;">
<span style="font-size: normal;">(((2247)/(1.92)*1.2)*2)+(500)/(1.92)*0+(2500)/(1.88)*0+(((449)/(1.88)*1.2)*2)+(((1272)/(1.88)*10)*2)-(2500)</span><span style="font-size: normal;">=(14413/2)+627=</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/7834 = 2.71 number of full salvo hits to sink hull. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/6585 damage every 9 seconds = 36 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/1249 damage every 5 seconds = 85 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">This gives us an estimated <b>25</b> seconds for this ship to sink.</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">This provides another 2 second difference between having a crew and not. Now, comparing this last test with the first test using antis and no crew, the ship lasts for <b>26</b> seconds. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">1 second difference between plasma damage and no plasma damage. What does this all boil down to? The siege deflection. If you can add more, add it, even adding 20 more is a big deal. Back to the equation for proof. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">(((2247)/(1.92)*1.2)*2)+(500)/(1.92)*0+(2500)/(1.88)*0+(((449)/(1.88)*1.2)*2)+(((1272)/(1.88)*10)*2)-(2600)</span><span style="font-size: normal;">=(14313/2)+627=</span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/7783 = 2.72 number of full salvo hits to sink hull. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/6585 damage every 9 seconds = 36 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">21214/1198 damage every 5 seconds = 90 seconds </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;">Leaving an average of <b>26</b> seconds. If using the Sea Serpents, the best crew to use, gives us an extra 2 seconds, and having an extra just 20 siege deflection gives us an extra 1 second, not counting in the extra resistance? You bet i'm gonna try and fit it on. </span></div>
<div style="font-size: 12.8px;">
<span style="font-size: normal;"><br /></span></div>
<span style="font-size: normal;">As always, Film at 11 </span></div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-61611509117564680952016-09-17T20:21:00.001-07:002016-09-18T12:02:04.926-07:00What to Build for Next Raid <h2>
Tips </h2>
<div>
Make sure you have some explosive defense on your ships, and pack as much punch as you can in each volley. The 'death weapons' that we are seeing, is mostly explosive damage, with a little addition of plasma. The 'range' of this explosion reaches out to 200, so no player used torpedoes can outrange it. All of the Reaver ships are packin' resistances in the 90's for every damage type, except concussive and corrosive. Corrosive is in the 70's. </div>
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<div>
For the lower levels, make sure to use a full fleet of subs if you can, with health in the 100'sK, you will need to be sitting a while to fully take them down. Make sure to use Concussive Warhead special if you can, and use the strongest torpedoes that you have. </div>
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<div>
Chart for the Tier 6, level 100 targets. </div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><img src="http://i.imgur.com/OYDGS3Z.jpg" height="172" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://www.thedarkalliance.org/forum/threads/1021-BP-2016-September-Raid?p=7649#post7649" target="_blank">https://www.thedarkalliance.org/forum/threads/1021-BP-2016-September-Raid?p=7649#post7649</a></td></tr>
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As you can see, the only weapon type that is worthwhile against them,is concussive weapons. Of which we have two types, depth charge and torpedoes. The best weapons to use in each? The Concussive Gatling Gun, (CGG) and the Fire Twister Torpedoe (FFT). Let's compare out two best choices in terms of general stats. Let't also sneak in our second best ones too, the Concussive Reciprocator, (CR) and the Charon Torpedoe. I will only be comparing the land weapons to the land weapons, and subs to subs.<br />
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<tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-eamC98b7Y7s/V93G9x4DzFI/AAAAAAAABDk/ZRai2T6qAbwRnaYHGQSGWujBROlgE-8UQCLcB/s1600/Concussive%2Bweapons.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="https://1.bp.blogspot.com/-eamC98b7Y7s/V93G9x4DzFI/AAAAAAAABDk/ZRai2T6qAbwRnaYHGQSGWujBROlgE-8UQCLcB/s400/Concussive%2Bweapons.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="https://docs.google.com/spreadsheets/d/1hG0mShhOxYCgZWFmOrDIbb43NMlpjtYwFomu0dPYGFQ/edit?usp=sharing" target="_blank">https://docs.google.com/spreadsheets/d/1hG0mShhOxYCgZWFmOrDIbb43NMlpjtYwFomu0dPYGFQ/edit?usp=sharing</a><br />
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<div style="text-align: left;">
<span style="font-size: small;">What does this show? That if you wanna deal some damage for Torpedoes, use FTT. For land weapons? It depends. The CCG makes for dealing damage faster, and at a longer range, with the penalty of waiting for the Wind-up to work. The CR allows for a higher initial DPS, but you have to watch for the Reaver ships not coming too close. If you are using the CCG, but want to save weight for armor, use the CR in some spots, the constant rate of fire will make up for the missing CCG due to the windup. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="font-size: small;">For those stuck between using either normal ships or subs with concussive weapons, its more of a matter of style, and build time. With normal ships you can grind out easier, or use them to auto, saving you time; but costing you time in repairs. When with subs, it takes longer to finish each target, but you do take only minimal damage, saving you time in the end. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="font-size: small;">Anyways, let's go over the basics of each build in order to survive in the next raid. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<ul>
<li><span style="font-size: small;">High Explosive and Concussive resistance (assault deflection is a bonus) </span></li>
<li><span style="font-size: small;">High speed to outrun Reavers and not get hit by depth charges </span></li>
<li><span style="font-size: small;">High Cloak, in subs </span></li>
<li><span style="font-size: small;">Concussive damage booster </span></li>
<li><span style="font-size: small;">Low build time, in subs </span></li>
</ul>
</div>
<div style="text-align: left;">
<span style="font-size: small;">Having these 4 requirements in mind, let's go through hulls to use, and the best components. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="font-size: small;">Subs </span></div>
<div style="text-align: left;">
<ul>
<li><span style="font-size: small;">GhostCrawler </span></li>
<li><span style="font-size: small;">HellWraith</span></li>
<li><span style="font-size: small;">Tigershark </span></li>
<li><span style="font-size: small;">Nighthawk </span></li>
<li><span style="font-size: small;">Spectre </span></li>
<li><span style="font-size: small;">Barracuda </span></li>
</ul>
<div>
<span style="font-size: small;">Ships </span></div>
<div>
<ul>
<li><span style="font-size: small;">V2-H</span></li>
<li><span style="font-size: small;">Frosty </span></li>
<li><span style="font-size: small;">(Vassago's) Prototype Hunter </span></li>
<li><span style="font-size: small;">Artemis </span></li>
<li><span style="font-size: small;">Kodiak </span></li>
</ul>
<div>
<span style="font-size: small;"><br /></span></div>
</div>
</div>
<div style="text-align: left;">
<span style="font-size: small;">My choices need no explanation, my ships? Yeah, let's go into that. All of them have inert concussive and explosive damage, high speed, 8+ weapon slots, and ready/able to get. Most of you have these ships already, and they are sadly outdated in the most part. The Hunter is the upgraded version of the V2-H and Frosty. The Frosty is my strongest choice to use, due to it's AoE field, and the fact that Reaver's like to close the gap. Allowing for them to be affected by it. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">Now, on to building these hulls. Lets take a look at the weapons in the level 100, and base our choices off of that. </span><span style="font-size: small;">The main weapons used here are the Concussive Cannon, Torpedo, and the Death Explosion. Lets run down their damage, salvo, accuracy, splash, and range. Let's go with another chart. </span><br />
<span style="font-size: small;"><br /></span></div>
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<a href="https://1.bp.blogspot.com/-FTcsX72L4qM/V939saPk_9I/AAAAAAAABD0/06w_Qa_Z6Q8kDknzUnCtgMYjV5VH3_icwCLcB/s1600/Rise%2Bof%2BWarlords%2BREaver%2Bweapons%2Blevel%2B100.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="105" src="https://1.bp.blogspot.com/-FTcsX72L4qM/V939saPk_9I/AAAAAAAABD0/06w_Qa_Z6Q8kDknzUnCtgMYjV5VH3_icwCLcB/s400/Rise%2Bof%2BWarlords%2BREaver%2Bweapons%2Blevel%2B100.PNG" width="400" /></a></div>
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<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="font-size: small;">The need for The explosive resistance is for the Death Explosion, and the concussive is for the </span><br />
<span style="font-size: small;">Concussive Cannon. The Damage per Projectile (DPP) shows how much damage you receive</span><br />
<span style="font-size: small;"> for each successful hit on your hull. If you have Assault Deflection is higher than this number, </span><br />
<span style="font-size: small;">you will only receive minimal damage from this weapon. And if you don't have any Assault </span><br />
<span style="font-size: small;">Deflection, pack some resistance. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="text-align: center;"><span style="font-size: small;">Receiving</span></span><span style="font-size: small;"> 8750 damage from the Death Explosion in explosive damage, we need to make sure to</span><br />
<span style="font-size: small;"> have high explosive defenses and some Assault Deflection. We can't outrange the weapons, so </span><br />
<span style="font-size: small;">that doesnt matter. Evade doesn't matter, because of Splash, 1000% and dumbfire weapon. Speed </span><br />
<span style="font-size: small;">does matter though. Here are my basic builds for the ships, and subs. </span></div>
<div style="text-align: left;">
<span style="font-size: small;"><br /></span></div>
<div style="text-align: left;">
<span style="font-size: small;">Ships <a href="https://www.dahippo.com/bp/ship/#!4PLUA29292929290C066E342G2G2G2G2G2G2G2G2G2GPM6A1U2929290C066E342G2G2G2G2G2G2G2GPN601U2929290C066E34002D2D2D2D2D2DC0C0C0000ZZP6S0292929290C346E062G2G2G2G2G2G2G2GdC" target="_blank">https://www.dahippo.com/bp/ship/#!4PLUA29292929290C066E342G2G2G2G2G2G2G</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PLUA29292929290C066E342G2G2G2G2G2G2G2G2G2GPM6A1U2929290C066E342G2G2G2G2G2G2G2GPN601U2929290C066E34002D2D2D2D2D2DC0C0C0000ZZP6S0292929290C346E062G2G2G2G2G2G2G2GdC" target="_blank">2G2G2GPM6A1U2929290C066E342G2G2G2G2G2G2G2GPN601U2929290C066E34002D</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PLUA29292929290C066E342G2G2G2G2G2G2G2G2G2GPM6A1U2929290C066E342G2G2G2G2G2G2G2GPN601U2929290C066E34002D2D2D2D2D2DC0C0C0000ZZP6S0292929290C346E062G2G2G2G2G2G2G2GdC" target="_blank">2D2D2D2D2DC0C0C0000ZZP6S0292929290C346E062G2G2G2G2G2G2G2GdC</a></span><br />
<br /></div>
<div style="text-align: left;">
<span style="font-size: small;">Subs <a href="https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQAQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQAQAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQAQdC" target="_blank">https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQA</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQAQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQAQAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQAQdC" target="_blank">QAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQ</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQAQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQAQAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQAQdC" target="_blank">AQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQA</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQAQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQAQAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQAQdC" target="_blank">QAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQA</a></span><br />
<span style="font-size: small;"><a href="https://www.dahippo.com/bp/ship/#!4PNC01U1U1U1U2929290641400O6SAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQAQPNK0282900000640416S0OAQAQAQAQAQAQAQAQAQAQAQAQPNA029290029066S4041AQAQAQAQAQAQAQAQAQAQPLI0292929404106AQAQAQAQAQAQAQP2U0262829064041AQAQAQAQAQAQdC" target="_blank">QdC</a></span><br />
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<a href="https://4.bp.blogspot.com/-e5b0pCOqHvg/V94G5-oor0I/AAAAAAAABEM/XvvBkCUoA8Yy1IRhNDfZ4pEUcd95hJkWwCLcB/s1600/Hellwraith%2BConcussive.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="231" src="https://4.bp.blogspot.com/-e5b0pCOqHvg/V94G5-oor0I/AAAAAAAABEM/XvvBkCUoA8Yy1IRhNDfZ4pEUcd95hJkWwCLcB/s400/Hellwraith%2BConcussive.PNG" width="400" /></a></div>
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<span style="font-size: small;">Now, I'm not claiming that these are the best hulls to use. Im just saying, these should be the </span><br />
<span style="font-size: small;">building blocks, you can change them how you want, but should continue the same basic </span><br />
<span style="font-size: small;">principles of these hulls. High damage, good speed, and great resistances. Remember that </span><br />
<span style="font-size: small;">this raid only lasts for the next three months, so don't go overboard and coin these. If you can </span><br />
<span style="font-size: small;">refit other ships to this, do it if you can. If you found a way that works with your current ships, </span><br />
<span style="font-size: small;">stay with it and improve it. Don't gotta follow what I say, random stranger online. </span><br />
<span style="font-size: small;"><br /></span>
<span style="font-size: small;">As always, Film at 11</span></div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com4tag:blogger.com,1999:blog-674094845411544336.post-78200297147609874902016-09-15T10:54:00.002-07:002016-09-15T11:08:25.510-07:00Rise of the Warlord, What to get and some other stuff <h2>
Weekly Release </h2>
<div>
The weekly came about and left us with changes to limited hulls to make them equal to their non-limited variants. Dante's Novastorm, Savage Kodiak, Frosty, and Zoe's Rhino. Oh and the Goresaber(s) got a nice boost too. </div>
<div>
<br /></div>
<h4>
Dante's Novastorm </h4>
<div>
<br /></div>
Anti-Mortar Range 0 to 10%<br />
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Anti-Missile Range 0 to 10%<br />
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Remote Targeting Range 0 to 60%<br />
<div>
<br />
Remote Targeting Type Mortar<br />
<br />
Remote Targeting Falloff 0 to -20%<br />
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Anti-Missile Accuracy 0 to 20%<br />
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Anti-Mortar Accuracy 0 to 20%<br />
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Assault DPS 0 to 1,000<br />
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Siege DPS 0% to 500%<br />
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Explosive Defense 50% to 75%<br />
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Penetrating Defense 50% to 60%<br />
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Combat Speed 11 to 15<br />
<br />
New Overload Effect, Combat Speed +30%, Turn Speed +20%, Explosive Defense +70%</div>
<div>
<br /></div>
<h4>
Savage Kodiak </h4>
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Anti-Mortar Accuracy 0% to 20%<br />
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Penetrating Damage 30% to 35%<br />
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Building Damage 90% to 100%<br />
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Wall Damage 90 to 100%<br />
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Assault DPS 0 to 1,200<br />
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Siege DPS 0 to 500<br />
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Armor Abilities 0 to 25%<br />
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Corrosive Defense 30% to 60%<br />
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Assault Deflection 0 to 50<br />
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Siege Deflection 0 to 30<br />
<div>
<br /></div>
<h4>
Frosty</h4>
<br />
Penetrating Reload 100% to 110%<br />
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Penetrating Damage 0 to 35%<br />
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Assault DPS 0 to 800<br />
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Siege DPS 0 to 400<br />
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Explosive Defense 30% to 40%<br />
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Penetrating Defense 30% to 50%<br />
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Concussive Defense 40% to 50%<br />
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Corrosive Defense 0 to 40%<br />
<div>
<br /></div>
<h4>
Zoe's Rhino </h4>
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Penetrating Damage 30% to 35%<br />
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Assault DPS 0 to 1,400<br />
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Siege DPS 0 to 700<br />
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Corrosive Defense 50% to 65%<br />
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Turret Defense 0 to 30%<br />
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Assault Deflection 0 to 200<br />
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Siege Deflection 0 to 100<br />
<div>
<br /></div>
<h4>
Goresaber(s) </h4>
<div>
Speed 14 to 20 </div>
<div>
<br /></div>
<div>
Penetrating Defense 40% to 50% </div>
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<h4>
Phantom Nighthawk/Tigershark </h4>
<div>
Repair Modifier to 100% </div>
<div>
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<h3>
Thoughts? </h3>
<div>
All of these are kinda disappointing. Don't get me wrong, these updates are nice, but they kinda take away the sense of Limited. Let's take the Frosty for example, and compare it to when it first came out versus the V2-H, back in December 2014. </div>
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Now, looking at the comparison chart, anyone would choose the Frosty over the V2-H for a lead ship, no doubt about it; it even has the same build time to top everything off. This is the prime idea of a Limited Hull, almost everything is better to start with, and even build times. The prize of the Frosty at it's release was 40 million, the cost of the V2-H at its release was 5.5 million. <br />
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Now, the Limited version doesnt quit compare to the normal version anymore. The Frosty now just seems like a 'R5' version of the normal V2-H. The last time they were both offered together was in the December Raid store, at 15 million for the Frosty, and 3 million for the V2-H. A 12 million price difference, which is even less now considering that the V2-H can be obtained in campaigns and foundry. The new version doesnt really give any consentive towards getting it, seeing that it has mainly better weight and longer thermal for 3 days extra build time. </div>
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Rise of the Warlords </h2>
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The next raid arc, featuring Reavers, is here until December. The ships to use? Subs and only Subs. Similar to the Reaver Armadas and the last TLC we had, you should know what to expect. One general tip I have, don't expect to leave each battle without damage. The death weapons cause a good amount of Plasma damage, and you cant avoid it. Don't clean out your entire schedule for the day hoping to hit big and only win, unless you are willing to spend a couple coins. </div>
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Times</h3>
It begins today, at the following times Time Zone Converter? <a href="http://www.thetimezoneconverter.com/" target="_blank">Time Zone Converter!</a><br />
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World Alpha: 9AM PDT<br />
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World Beta: 10AM PDT<br />
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World Gamma: 11AM PDT<br />
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World Delta: 12PM PDT<br />
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World Epsilon: 1PM PDT</div>
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Targets </h3>
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Kixeye has changed the Naming of the targets from Set A-C, S to Tiers now, ranging from 6 to 3. The point values have increased for Tier 3, dropped for Tier 4, Tier 5 is the same, and Tier 6 has dropped in total points too. </div>
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S set into Tier 6 </div>
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<ul>
<li>Target 100 - 1,250,000 Points </li>
<li>Bonus - 2,450,000 Points </li>
<li>Total - 3,700,000 Points </li>
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A set into Tier 5<br />
<ul>
<li>Target 71 - 350,000 Points </li>
<li>Target 73 - 400,000 Points </li>
<li>Target 75 - 500,000 Points </li>
<li>Bonus - 1,350,000 </li>
<li>Total - 2,600,000</li>
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B set into Tier 4</div>
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<li>Target 51 - 30,000 Points </li>
<li>Target 53 - 43,000 Points </li>
<li>Target 55 - 60,000 Points </li>
<li>Target 57 - 75,000 Points </li>
<li>Bonus - 600,000 Points </li>
<li>Total - 808,000 Points </li>
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C set into Tier 3<br />
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<li>Target 31 - 15,000 Points </li>
<li>Target 33 - 20,000 Points </li>
<li>Target 35 - 25,000 Points </li>
<li>Bonus - 120,000 Points </li>
<li>Total - 180,000 Points </li>
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The point increase for the Tier 3 is up by 100,000 points, which is a very welcomed increase. The prizes though for the lower levels? Not much. </div>
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Prizes </h3>
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<img src="https://lh4.googleusercontent.com/2_N82AAQXwAxZ_I3SD7hSoW4nJx3vbY4QEsPzJqQsc3h37GWIxngzplodSHbWGqLyl8V9T8cioUBEAs-N2xyi8HRn3YhgOT5nbbWCC5NYDe09V0I4CAA4VRxdOzAo04tQhcCul2X" /></div>
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This is a large stat block... </div>
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With Bloodthirst, 100% defense handicap, huge Penetrating, Explosive, and Radioactive deflection; this hull fits in with other Conqueror hull of this day. Making for a powerful one shot tank, with its Overload ability. I would imagine this being used in conjunction with either Citadel or Vendetta fleets, posed outside the channel. Send the fury in and watch the mortars ran. Or going with a blitz tactic, stack them and rush at once. Sending one in at a time would waste the Overload, seeing as that it has 10,000 deflection to Explosive weapons, the majority of splash weapons. Base turrets wont last long too with the new weapon.. </div>
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<img src="https://lh6.googleusercontent.com/4Mx2G_ZtOWb7e0HMF1Y99YuW0Sr8N26CifxVDATMArb_UoWDlsegdKymJfpcYg_oUk9aEoBbpsYp9i9I4g8Jn3kX5lif3Ydkk1yy-vL0vLEt7lkbfFs-w8doluNBlzO6vNHnUeWh" /></div>
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Low weight and high damage, but with a long build time of 11 hours. A little clarification of the "Death Weapon" Remember those pools of fire that pop up after you sink a ship with throwers or mortars with Insiderny shells attached? Yeah, it's the same. These are the basic stats for it; which look pretty good for an aftereffect. Any ships within a 60 range will be hurt by this, and any ship beyond that ship to a max of 20 will be dealt half damage. </div>
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I'll make a cute little text diagram to show </div>
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X------------Y~~~~Z</div>
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X = Death Weapon Explosion </div>
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Y = Ship out at 60 range, gets full damage </div>
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Z = Ship out at 80 range, gets half damage </div>
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Now, because Z is within the 60 (range) + 20 (splash) it receives damage. But if Z was at 85 range, 60 + 25, he would not receive damage </div>
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X------------Y~~~~~Z </div>
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X = Death Weapon Explosion </div>
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Y = Ship out at 60 range, gets full damage </div>
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Z = Shio out at 85 range, receives no damage. </div>
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Now for the Special <img src="https://lh3.googleusercontent.com/F2I3pE4MJw1EBCMs9u3rHd0wO_ITQnnTNEgt2FxdHop17YVNQD5AGHHsVXk7FkHogGSbsMklgiridhAr3RnM0CLeZfxSi_37bAn3th5ObJW1MfksM5qx_oYMIWNj-FJrZIeK85zF" /></div>
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This special is very similar to the Hydroxide Coated Barrels, increasing the Multi Shot and Corrosive Damage. You replace this with the Barrel System to get more a larger Multi Shot increase, helpful when chasing down fast ships, but for base attacking? Stick with dealing more damage. </div>
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Now for the general Prize list! </div>
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<span style="color: lime;">Green</span> is Recommend, <span style="color: red;">Red</span> is not, <span style="color: yellow;">Yellow</span> is either way</div>
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<span style="color: lime;">Sealed Fire Charge</span> 6,000,000 <br />
-Best special to use with the FTT and the HW, very useful if the reaver's spot you. Get it if you can<br />
<span style="color: lime;">Hydroxide Injector</span> 6,000,000<br />
-Helps with damage for scatterguns, can use this for the Conflagration or Cobras<br />
<span style="color: lime;">Fire Twister Torpedo</span> 9,000,000 <br />
-Best torpedoes in game, get it.<br />
<span style="color: lime;">Conflagration Scattergun</span> 9,000,000<br />
-Better than the D81-M, only downside is the 11 hour build time. If you get this, get the Fury too.<br />
<span style="color: lime;">Hellwraith</span> 15,000,000 <br />
-What the Apollo was to last month, this hull is to this next 4 months, and the armadas.<br />
<span style="color: lime;">Fury</span> 15,000,000 </div>
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-New Base hitter, has its flaws, but still the newest to use. </div>
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<span style="color: lime;">Tiger Shark</span> 1,750,000 <br />
-If you can grind out Tier 3, get this and the Charon. Major improvement over Spectre.<br />
<span style="color: yellow;">Heavy Cruiser</span> 1,750,000<br />
-Viable for lower levels, those who can grind out Tier 3, but I would choose the Tiger Shark over this.<br />
<span style="color: yellow;">Charon Torpedo</span> 900,000 <br />
-Still a great torpedo, get it if you don't have better<br />
<span style="color: red;">Scattergun D81-M</span> 900,000<br />
-Each one costs 27,500 uranium to build. Need I say more? </div>
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<span style="color: lime;">Stealth Attack System IV</span> 350,000 <br />
-In the Mission Tier 4, if you wanna save time get it now at a cheap price. </div>
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<span style="color: yellow;">Barrel System 3 </span>350,000<br />
-Is okay, nothing more. Can't get the Hydroxide Injector, get this. <br />
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Locked Store </h4>
<span style="color: yellow;">Interception System</span> 5,500,000 </div>
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-Bit over priced, but still useful if you have Enforcers</div>
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<span style="color: yellow;">Railgun D-110</span> 6,000,000 </div>
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-Arbs are better, but if you don't have them...<br />
<span style="color: yellow;">Gamma Behemoth Shard x1</span> 5,000,000 x5 <br />
-I would put these at green, if it wasn't for the price. Able to finish half of the Gamma, without hitting DUB's? I would take it </div>
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<span style="color: yellow;">Proto Nemesis Shard x5</span> 2,000,000 x4 <br />
-Easier to buy them, but takes longer to finish it. If you have a good-great DUB fleet, I would skip these.<br />
<span style="color: yellow;">Hellstar Shard x5</span> 2,000,000 x4 <br />
-Easier to buy them, but takes longer to finish it. If you have a good-great DUB fleet, I would skip these.<br />
<span style="color: yellow;">Ghostcrawler Shard x5</span> 2,000,000 x4 <br />
-Easier to buy them, but takes longer to finish it. If you have a good-great DUB fleet, I would skip these.<br />
<span style="color: yellow;">Man-O-War Shard x5</span> 2,000,000 x4 <br />
-Easier to buy them, but takes longer to finish it. If you have a good-great DUB fleet, I would skip these.<br />
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Unlocked Store </h4>
<span style="color: lime;">Ship build - 1 hour</span> 120,000 x10 <br />
-Cheaper build time? Hell Yeah!<br />
<span style="color: lime;">Ship build - 12 hours</span> 1,400,000 x4 <br />
-Cheaper build time? Hell Yeah!<br />
<span style="color: lime;">Ship build - 24 hours</span> 2,750,000 x3 <br />
-Cheaper build time? Hell Yeah!<br />
<span style="color: lime;">Fusion Charger</span> 350,000 <br />
Same as the Interception system, minus the +20% speed. Get this to replace that if you can.<br />
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Point Penetralization </h2>
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<a href="https://www.kixeye.com/forum/discussion/659299" target="_blank">https://www.kixeye.com/forum/discussion/659299</a> </div>
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Go read this, at the bottom </div>
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<br />Tier 1<br />31 - 15,000<br />33 - 20,000<br />35 - 25,000<br />Tier bonus - 120,000<br />Full points: 180,000<br /><br /><b>If over level 85: 126,000</b><br /><br /><br />Tier 4:<br />51 - 30,000<br />53 - 43,000<br />55 - 60,000<br />57 - 75,000<br />Tier bonus - 600,000<br />Full points: 808,000<br /><br /><b>If over level 85: 704,000</b><br /><br />Tier 5:<br /><br />71 - 350,000<br />73 - 400,000<br />75 - 500,000<br />Tier bonus - 1,350,000<br />Full points: 2,600,000<br /><br /><b>If over 80: 1,725,000</b><div>
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What does this mean? </h3>
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Kixeye is trying to Protect the lower leveled players, honorable, but doing it in a messed up way. Not every player has the technology, I.E. hellwraiths to deal with Tier 6. Also, how is Level 80 too powerful for tier 5, A set? </div>
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Here is a forum post, go complain here pirates </div>
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<a href="https://www.kixeye.com/forum/discussion/659760" target="_blank">https://www.kixeye.com/forum/discussion/659760</a></div>
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As always, Film at 11 </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-16537432005260082422016-09-10T15:35:00.001-07:002016-09-10T15:35:37.847-07:00State of the Game Fall <h2>
It's been a quarter... </h2>
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And the State of the Game is back again. Let's find out what Kixeye wants to do for the next 3 months, and what they are doing right/wrong. </div>
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State of the Game </h2>
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Kixeye has broken down the SotG into 5 parts this time, let's go over each part. Going in order from Event Arc, PvP, Mega Ships, Chores, and Communicating changes. As always, I'll be voicing my thoughts on each one too. </div>
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Make sure you read the official posting too; <a href="https://www.kixeye.com/forum/discussion/656951" target="_blank">https://www.kixeye.com/forum/discussion/656951</a></div>
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Event Arc </h3>
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Kixeye is now officially going on a four month raid plan, meaning each raid story type will end with the hull raid. Kixeye will now be releasing a hull designed to be used against the targets in the upcoming raid. This Hull will be avaliable for all 4 months, along with it's specials and weapons. After the raid the targets will replace worldmap targets, such as after the next raid arc they will replace the reaver armadas. </div>
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Kixeye has also released the master plan for changes to targets within the next 4 raids. With only the Tier 5, (S set) having an additional new target added. </div>
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PvP </h3>
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More Conqueror hulls are to come, also with buffs... </div>
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"The average win ratio across level bands are looking generally healthy. However, at the very top end, the win ratios look a little low. We’ll be looking to address that over the next several months." <div>
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PvP and Conqueror hulls in one topic together, it means base hitting. The win ratio refers to the number of 100% base hits versus that of fleets dying in the base before 100%. Now, the 'Addressing' of this can lead to two things. Either stronger conqueror hulls, or weaker base weapons. </div>
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Stronger hulls is more likely to happen. </div>
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But wait! Won't having stronger and stronger hulls come be bad as it will increase the power struggle drastically? No, but only if Kixeye does it right. Like they have been doing it right so far. </div>
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How is Kixeye doing it right? Lets look at the current Conqueror hulls, the Retribution, Revenge, and Vendetta, and their basic stats; defense, evade, and deflection. </div>
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Link to View: <a href="https://docs.google.com/spreadsheets/d/1_xWdUkhIx1PDtdraFCwKvChl9_kVFR4phrFXSyB2wjQ/edit?usp=sharing" style="font-size: x-small;" target="_blank">https://docs.google.com/spreadsheets/d/1_xWdUkhIx1PDtdraFCwKvChl9_kVFR4phrFXSyB2wjQ/edit?usp=sharing</a><span style="font-size: xx-small;"> </span></div>
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Green highlight means bloodthrist</div>
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Yellow means some was already there, but bloodthrist added some too</div>
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Now, compare that list of hull to the next list of hull, the best base hitters from about a year ago. from the same types of hulls, blitzer, mortar, and launcher. </div>
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(I removed the Corrosie defense/deflection, and all the deflections, as they weren't available back then. </div>
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Now lets compare them. Starting with the old. With all around good defenses for back then, except concussive i'll talk about that later, and okay evade. With defense specials/armor and/or evade specials/armor being a necessity back then, the ships would be tougher are harder to kill for sure. </div>
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Now for the newer ships. Well, we can't change the evade on the Vendetta or the Retribution, but we can on the Revenge, that's good. Defenses? Not worthwhile to change, or impossible to change with defense handicaps. What about that Deflection? That's a killer! </div>
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Well...</div>
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With the Bloodthirst ability on all 3 of them, namely the Retribution and the Revenge, they become stronger and harder to kill. We can't protect against the bloodthrist being activated can we?</div>
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Yes we can, by either moving all the buildings away from the start of the channel of your base, or just recycling them. And without the bloodthrist, the ships become susceptible to common damage types also. Such as Radiation, and fucking Penetrating. </div>
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So, you need to figure out which ship to use on each base, and the defenders need to be able to be able to deal damage on all possible types? </div>
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Yeah, kinda like Pokemon Types. You need to find the pokemon (ship) that best works against another pokemon (base/base fleet) </div>
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How does this differ from the past? We could have just stack up on Concussive weapons and turrets. </div>
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Nah, not really. The only surface weapons that deals concussive damage back then were the Depth Charges. And those never make for good base defense weapons. Turrets? You were looking at Gargoyle Depth Charges and nothing else that we could use a year ago. </div>
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Kixeye is releasing Conqueror hulls that have only one or two weakness to slow down the power struggle, and to increase the stragety portion of this game. After complaining for years about click to win hulls we finally get the solution. Now to wait for the dry dock (sarcasm) </div>
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Oh yeah, Medals are getting a workup. Hold your laughter. </div>
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Mega Ships </h3>
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More modules to come, the first of which being the hiving module. Which can be used to a great advantage. See my September WIP for details... The Megaships are still in the Beta phase also, changes will be happening to them as will new modules. </div>
<div>
<br /></div>
<h3>
Chores </h3>
<div>
I'm gonna copy down each bullet point and go over each one separately instead of summarizing them all. K? </div>
<div>
<br /></div>
<br /><ul>
<li>With the introduction of Sector Threat, our goal was to enable players to play on their own time table and be able to acquire the resources they needed to progress in the game.</li>
</ul>
<div>
SKIP</div>
<ul>
<li>With the “KIXEYE time” restriction being lifted, we saw a dramatic increase in players participating in non-PvP activities. As a result, players told us they felt compelled to constantly do these activities for their entire play session</li>
</ul>
<div>
SKIP</div>
<ul>
<li>While we want players to have some freedom on when to do these activities, we’re looking to provide a more structured pacing so that players have some relief to enjoy other aspects of the game.</li>
</ul>
<div>
SKIP</div>
<ul>
<li>We’re going to be re-evaluating Sector Threat as the first step towards reducing “chore time”. We believe part of the issue stems from the constant need to maintain a specific threat level (Yellow, Orange) in order to optimize the payouts.</li>
</ul>
<div>
Wait, does this imply that Kixeye will be looking at the times for the Yellow and Orange? Good. </div>
<ul>
<li>We’re also investigating Rogue Crews to see where these can fit in to help improve payout rates and/or reduce “chore time”.</li>
</ul>
<div>
Changing the Irritated Cutthroats to now help with the Armada's? And creating a crew that would increase the payout of the Fragment drops for the foundry? Better. </div>
<div>
<br /></div>
<h3>
Communication Changes </h3>
<div>
Kixeye knows there is a communication problem between the company and the players. Their solution? Testing and asking the players. Great! New targets, such as those in the FM, will be following a new format. </div>
<br />1. Start with a test target, available for a limited time (i.e. 1 week). This test target may have inflated point payouts or even a VXP multiplier, to incentivize trying them out during the test period.<br /><br />Kixeye should have possible a time limited repair token after attacking and destroying the tester target. Will this increase the number of testers? Yeah. The time Limited feature will last for an hour or so, leading the person to choose one of two options. Repair the fleet and then hit a base, or just repair the fleet. Now, this seems chaotic with everyone hitting without repercussions. But, it makes for a good time to try out the medal system changes! Also, best time for a fleet v fleet war, ever. <br /><br />2.Once the test period is over, remove the target for further iteration.<br /><br />Please introduce a polling on the Kixeye forums, let the players get more feedback in rather than pure data and numbers.<br /><br />3.Re-introduce the target the next month, for further “in-game testing,” or possibly make it permanent. <br /><br />Always do retesting, keep it open for a week, run a poll at the same time. If good, make it permanent, if not, find out why.<br /><br />4.We will always run older targets until the test targets are ready for permanent release.<div>
<br /></div>
<div>
Yay!!! </div>
<div>
<br /></div>
<h3>
Overall </h3>
<div>
I like it, however the public opinion of the game is down. <a href="https://www.kixeye.com/forum/discussion/658911" target="_blank">https://www.kixeye.com/forum/discussion/658911</a></div>
<div>
<br /></div>
<div>
Go vote what you think they deserve. Planning on a post about the reactions. </div>
<div>
<br /></div>
<div>
Until next time, Film at 11 </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-21045095865728594192016-09-09T15:56:00.001-07:002016-09-10T15:36:08.980-07:00Weekly-September 9th <h2>
Changes </h2>
<div>
I was planning on doing this post about the Weekly update, but then I found the September event tips and tricks, so I started on that, but then I found the State of the Game. I'm gonna do a quick rundown the weekly and tips, but the main focus will be on the State of the Game. Doing them all on separate posts to help with archives and finding info. </div>
<div>
<br /></div>
<div>
Links to other posts : </div>
<div>
<a href="http://ouchbattlepirates.blogspot.com/2016/09/state-of-game-fall.html" target="_blank">http://ouchbattlepirates.blogspot.com/2016/09/state-of-game-fall.html</a></div>
<div>
</div>
<div>
<br /></div>
<h2>
Campaign </h2>
<div>
<a href="https://www.kixeye.com/forum/discussion/656960" target="_blank">https://www.kixeye.com/forum/discussion/656960</a></div>
<div>
<br /></div>
<div>
The Phantom warfare campaign is here, levels 40+. With 5 run throughs with the time decreasing by half until reaching 1 hour, starting at 12 hours long to complete. This campaign runs until the 13th of September at 12PM PDT <a href="http://www.thetimezoneconverter.com/" target="_blank">Link to Time Zone Converter</a>. </div>
<div>
<br /></div>
<div>
Prizes? Yeah, there are some Prizes</div>
<div>
<br /></div>
<div>
Prize Pack 1-12 hours to finish</div>
<div>
<ul>
<li>Phantom Barracuda - Has 5% better concussive resistance, and the overworld cloak, but at the cost of 10 hours extra build time, coming in at a cost of 1 day and 7 hours. </li>
<li>Assault Torpedoes D63-B - The best torpedoes for beginners, with 4 hours build, 560 base damage, and +5% speed. </li>
</ul>
<div>
Prize Pack 2-6 hours to finish </div>
</div>
<div>
<ul>
<li>Phantom Spectre - Has a built in 20% concussive damage bonus, and the overworld cloak ability. Extra 12 hour build time for a final of 1 day and 15 hours. </li>
<li>Assault Torpedoes D63-Z - The bigger brother of the D63-B with better damage, weighs 15 tons more, but everything else is the same. Choose this over the D63-B if you have extra space. </li>
</ul>
<div>
Prize Pack 3-3 hours to finish </div>
</div>
<div>
<ul>
<li>Phantom Nighthawk - Over the R10 version of the Nighthawk, I would choose the normal R10. The only advantage the Phantom has is the Overworld cloak for Snipping. <b><i>The Captivity of these has not been raised!!!</i></b></li>
<li>Skrismer Torpedoes D63-R - The bigger brother of the D63-Z, which was in turn the bigger brother of the D63-B. With higher damage, and a +2 range boost. The downsides? Double the build time, 130+ on the weights, and 7 second reload instead of 6. If you are looking for that DPS boost and have free build tokens, and a high rank, go for this. If not, stay with the D63-Z and switch to this when you are ranked high. </li>
</ul>
<div>
Prize Pack 4-1 hour to finish </div>
</div>
<div>
<ul>
<li>Phantom Tigershark - With an +80% concussive bonus, +50% scattergun reload and 10% better evade along with remote targeting evade, the Phantom Tigershark is geared towards base assaults and scattergun using. Again, the best ability is the Overworld Cloak, making it impossible to hit on the map, really useful when hitting bases and needing a hot exit. </li>
<li>Charon Torpedoes - The highest ranged torp and the first Scourge one. With high damage at 948, and 88 range. But no speed bonus and 10 hour build time. Mixed builds work best if you are dealing with a slower sub, Nighthawk. </li>
</ul>
</div>
<div>
Prize Pack 5-1 hour to finish </div>
<div>
<ul>
<li>2x 24 hour HellWraith tokens, can only be used on the Hellwraith and can not be traded or sold or anything similar. </li>
<li>3 Day ship build token, can be used on anything. </li>
</ul>
<div>
<br /></div>
</div>
<h2>
Weekly Mission Changes </h2>
In addition to the D63-B and Charon being in this campaign, they are also being added into the weekly, so that everyone can atleast have a semi-decent torpedoe. The D63-B is being added to tier 1, spot 2 and Charon to Tier 4, spot 3.<br />
<div>
<br /></div>
<div>
<h2>
Bug fixes </h2>
<div>
One of my favorite parts of the weekly update, showing us where Kixeye done fucked up. Yes, I copied this directly from the Forums, its easier to do the commentary this way. </div>
<br />
Fixed an issue where the Infernal Core was doing more damage than it should.</div>
<div>
-This was the reason why most people was getting the 5 minute damage from the Campaign without being hit directly or under the explosion. The range of this weapon is well over 100, there is way possible way to do the campaign without damage, even using subs. Lowering the damage is very helpful to those without high armored subs, such as predators. </div>
<div>
<br />
Fixed an issue where the range boost gained from the A:T-R Transformer was not being applied. </div>
<div>
-This was a major issue, I was also affected, nice to know now that my Drac Scattergun can't be sniped anymore from the South-West. </div>
<div>
<br />
Fixed an issue where the name and avatar for one of the players participating in a spectated PvP combat would not be displayed in the top left of the combat HUD.</div>
<div>
-Always annoying, will help to find who has been snipping fleets, especially in a busy sector. </div>
<div>
<br />
Corrected an issue that prevented Engine Modules from dictating the world map speed of a Mega Ship.</div>
<div>
-This seems kinda major, engine modules not giving buffs to the map speed of mega hulls</div>
<div>
<br />
Damage dealt to the enemy in a base defense style Campaign will no longer incorrectly reduce the health displayed in the HUD for the defender.</div>
<div>
-Another annoying thing </div>
<div>
<br />
Adjusted the text displayed in the ship context menu for Mega Ships so that the player name doesn't overlap with the "Co-Op" text.</div>
<div>
-Good text fix </div>
<div>
<br />
Set the name displayed for the Hyperion in the Gantry back to just "Hyperion".</div>
<div>
-What was it before?<br />
<br />
<div>
<br /></div>
<div>
<br /></div>
</div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-89613186996603132152016-09-05T18:46:00.000-07:002016-09-05T18:46:14.847-07:00 September WIP and Plasma <h2>
Posting schedule</h2>
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 <a href="http://bpprof.blogspot.com/" target="_blank">Doxy's</a> page or <a href="https://www.facebook.com/battlepiratesnexus/?fref=ts" target="_blank">Wim's</a> facebook group. I highly recommend those pages for everything.<br />
<br />
Now, on to the WIP<br />
<br />
<h2>
WIP</h2>
<div>
Pssst buddy, Hey buddy! Click me for the offical WIP</div>
<div>
<a href="https://www.kixeye.com/forum/discussion/656973" target="_blank">https://www.kixeye.com/forum/discussion/656973</a></div>
<div>
<br /></div>
<h3>
Previews and what we have learned from them </h3>
<div>
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? </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
How is it an upgrade? </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
But Ouch37, normal players stream it too and record and upload to Youtube. </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
I'm gonna be going over the targets found in the preview on a late date, too much to cover today. </div>
<div>
<br /></div>
<h3>
Phantom Warfare</h3>
<div>
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. </div>
<div>
<br /></div>
<h3>
Raid-Rise of the Warlords! </h3>
<div>
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. </div>
<div>
<br /></div>
<div>
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! </div>
<div>
<br /></div>
<div>
S set into Tier 5 </div>
<div>
<br /></div>
<div>
A set into Tier 4 </div>
<div>
<br /></div>
<div>
B set into Tier 3 </div>
<div>
<br /></div>
<div>
C set into Tier 1+2 </div>
<div>
<br /></div>
<div>
The prizes for the next raid are as follows... </div>
<div>
<br /></div>
<h4>
Fury </h4>
<div>
<img height="320" src="https://lh5.googleusercontent.com/PLhiEUn8PzQxqtD2I485bEydhJ7Qz10r2JpNIRJu9jBSHppBrD49WTUPGwdY4hfRhozT_gooeXk6Rzv_uBnLd2T7RvzbRy97Q7VX8gLhb3rncMDJ4gYSiZ_OkCJq9iKBU2ynuood" width="320" /></div>
<div>
<br /></div>
<div>
Conqueror, best weapon to use is Scatterguns. </div>
<div>
<br /></div>
<h4>
Conflagration Scattergun</h4>
<div>
<img height="320" src="https://lh5.googleusercontent.com/lp7nqegpi1aehtfNUgaeUsm-VDj4E-V2QblJKMRSfwm0MBKB_BbcPMcdZm4Tpzv_Yix5UOFPGZNeaxkcq4i1kd1gyEOj-z5S_8ICPwJx-YF8l3-5XRn8VdapKPdH8RTrWbmVpUs0" width="320" /></div>
<div>
Surface Scattergun that explodes targets upon destruction. </div>
<div>
(If this doesnt have a salvo of 13, i'm gonna complain to the kixeye's art department) </div>
<div>
<br /></div>
<h4>
Hydroxide Injector</h4>
<div>
<img height="320" src="https://lh3.googleusercontent.com/UME6jper6LLwRpCAhG9BNfv8-XPPXo-EXFpwsrX5CoPufmStGwQFX1RvrPF9JaRIyjkzlMudADraVxwfYzF73MAB8_x5tDcdyOm9MkLeyzk8kVoHvqUnZV5f22LhfG4LJrj5ElUX" width="320" /></div>
<div>
<br /></div>
<div>
Think of the Hydroxide Barrels</div>
<div>
<br /></div>
<h3>
Hiving 'dem Megashippers </h3>
<div>
Hiving is coming to fruition, along with it a new drone module. </div>
<div>
<br /></div>
<div>
Here is the original text from the forums </div>
<br />
"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.<br />
<br />
<br />
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!"<br />
<div>
<br /></div>
<div>
Let's deconstruct this into several points.<br />
<div>
<ul>
<li>Megaships will be able to join together into a Hive </li>
<li>You must be in the same alliance to create a Hive </li>
<li>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)</li>
<li>Each Hived ship can boost the defenses of other hived ships within a certain distance </li>
<li>Drone Modules are coming, sending out drones of ?regular ships? </li>
</ul>
<div>
Now, why is the creator the last being attacked helpful? </div>
</div>
</div>
<div>
<br /></div>
<div>
A smaller and newer Megaship owner can create the hive, other stronger players who have <a href="http://www.badassoftheweek.com/warthog.html" target="_blank">A-10</a> 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. </div>
<div>
<br /></div>
<h3>
September Forsaken Mission </h3>
<div>
There is a new 102 test targets to, um..., test. Only for a week, then changed then added for good. </div>
<div>
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. </div>
<div>
<br /></div>
<div>
The 109's are coming back, after some tweaking. </div>
<div>
<br /></div>
<div>
The 87's are also being tweaked to up the damage </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<h4>
New Prizes </h4>
<div>
<span style="font-family: inherit;">3 new prizes into Tier 5, and 1 each into tier 3 and 4. </span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">Tier 3 </span></div>
<div>
<ul>
<li>Splash Dispersion System I-Thinking this will increase the splash and damage at the edge of the splash radius. </li>
</ul>
</div>
<div>
<span style="font-family: inherit;">Tier 4 </span></div>
<div>
<ul>
<li>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</li>
</ul>
</div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">Tier 5</span></div>
<div>
<ul>
<li>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</li>
<li>Splash Dispersion System II-Upgrade to the SDS1, but with higher stats. </li>
<li>Solar Reinforcements-Thinking its gonna be like the Solar Panels, but not entirely sure. </li>
</ul>
<div>
<br /></div>
</div>
<h3>
VXP Weekend+VXP Bulk Buy+Increased Fragment drop</h3>
<div>
Coming soon to a weekend near you! </div>
<div>
<br /></div>
<h3>
Tier 5 Assault Class Foundry</h3>
<div>
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) </div>
<div>
<br /></div>
<div>
No news on R1-5 sadly, nor paint jobs. </div>
<div>
<br /></div>
<h2>
Plasma </h2>
<div>
Now that I have finished with the WIP, time for another edition of </div>
<div>
"Speculation With Ouch!"</div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i.imgur.com/V3WWLWP.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://i.imgur.com/V3WWLWP.jpg" height="139" width="640" /></a></div>
<div>
<br /></div>
<div>
(Link to see in better size-http://i.imgur.com/V3WWLWP.jpg) </div>
<div>
(Credit to RobertJr of TheDarkAlliance.org, used without permission, I am a pirate) </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
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 </div>
<div>
<br /></div>
<div>
The missile delivers 8,990 damage Penetration and 899 Plasma between 4 salvos. </div>
<div>
<br /></div>
<div>
Each salvo will then do 2,247.5 damage Pen and 224.75 Pla. </div>
<div>
<br /></div>
<div>
Lets use a ship without resistance first to find the base damage difference and then on a Punisher. </div>
<div>
<br /></div>
<div>
Having 3 D4-M provides a Pen defense of 27.1% and no deflection. </div>
<div>
<br /></div>
<div>
27.1% defense against a single salvo will end with 1768.3 damage per salvo and 224 plasma. Ending with 1992 total damage. </div>
<div>
<br /></div>
<div>
PEN-(salvo damage)/(defense bonus)-(deflection)=(finial damage) </div>
<div>
2247.5/1.271-0=1768.3</div>
<div>
<br /></div>
<div>
PLA-(salvo damage)-(deflection)=(finial damage) </div>
<div>
224-0=224</div>
<div>
<br /></div>
<div>
Total damage comes to 1992</div>
<div>
<br /></div>
<div>
Having 3 D5-M provides a Pen defense of 38.6% and 60 deflection </div>
<div>
<br /></div>
<div>
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 </div>
<div>
<br /></div>
<div>
<div>
PEN-(salvo damage)/(defense bonus)-(deflection)=(final damage) </div>
<div>
2247.5/1.386-0=1561</div>
<div>
<br /></div>
<div>
PLA-(salvo damage)-(deflection)=(final damage) </div>
<div>
224-60=164</div>
<div>
<br /></div>
<div>
Total damage comes to 1725</div>
</div>
<div>
<br /></div>
<div>
The difference between those two? </div>
<div>
<br /></div>
<div>
1992/1725= .865 </div>
<div>
<br /></div>
<div>
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. </div>
<div>
<br /></div>
<div>
The ship with D4-M will survive 10 salvos. </div>
<div>
<br /></div>
<div>
The ship with D5-M will survive 11 salvos. </div>
<div>
<br /></div>
<div>
Not too much of a difference, how about a ship with inert 50% missile protection? </div>
<div>
<br /></div>
<div>
(2247)/(1.636-1.693)-(20-60)=total damage Pen</div>
<div>
(224)-(0-60)=total damage Pla</div>
<div>
Total damage Pen+Total Damage Pla=Final damage </div>
<div>
20,000/final damage=survivability </div>
<div>
<br /></div>
<div>
The ship with D4-M will survive 12 salvos </div>
<div>
<br /></div>
<div>
The ship with D5-M will survive 13 salvos</div>
<div>
<br /></div>
<div>
What?!?!? Adding stronger armor and deflection will only net you a betterment of one more salvo hit? Yeap. </div>
<div>
<br /></div>
<div>
Now lets try it out on empty punishers! <i>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. </i></div>
<div>
<br /></div>
<div>
(2247)/(1.708-1.754)-(500-560)=Total Damage Pen </div>
<div>
<div>
20=total damage Pla</div>
<div>
Total damage Pen+20=Final Damage</div>
</div>
<div>
(12470-13970)/final damage=survivability </div>
<div>
<br /></div>
<div>
Punisher with D4-M at 12470 armor will survive 15 salvo shots </div>
<div>
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<div>
Punisher with D5-M at 13970 armor will survive 18 salvo shots </div>
<div>
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<div>
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. </div>
<div>
<br /></div>
<div>
Starting with the defense change </div>
<div>
<br /></div>
<div>
(2247)/(1.754)-(500-560)=Total Damage Pen+20=Final Damage</div>
<div>
(13970)/Final Damage=Survivability</div>
<div>
<br /></div>
<div>
<div>
Punisher with D4-M at 13970 armor will survive 17 salvo shots </div>
<div>
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<div>
Punisher with D5-M at 13970 armor will survive 19 salvo shots </div>
</div>
<div>
<br />
The higher Deflection wins, makes sense.<br />
<br /></div>
<div>
The better deflection wins, what about when the defense is changed to 70.8% </div>
<div>
<br /></div>
<div>
<div>
(2247)/(1.708)-(500-560)=Total Damage Pen+20=Final Damage</div>
<div>
(13970)/Final Damage=Survivability</div>
<div>
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<div>
<div>
Punisher with D4-M at 13970 armor will survive 17 salvo shots </div>
<div>
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<div>
Punisher with D5-M at 13970 armor will survive 18 salvo shots </div>
</div>
</div>
<div>
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<div>
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.<br />
<br /></div>
<div>
Now for the Deflection set to 500</div>
<div>
<br /></div>
<div>
<div>
(2247)/(1.708-1.754)-(500)=Total Damage Pen+20=Final Damage</div>
<div>
(13970)/Final Damage=Survivability</div>
</div>
<div>
<br /></div>
<div>
<div>
Punisher with D4-M at 13970 armor will survive 17 salvo shots </div>
<div>
<br /></div>
<div>
Punisher with D5-M at 13970 armor will survive 17 salvo shots </div>
</div>
<div>
<br />
No matter the resistance, the deflection looks to be the deciding matter here.<br />
<br /></div>
<div>
Once more with Deflection to 560</div>
<div>
<br /></div>
<div>
<div>
<div>
(2247)/(1.708-1.754)-(560)=Total Damage Pen+20=Final Damage</div>
<div>
(13970)/Final Damage=Survivability </div>
</div>
<div>
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<div>
<div>
Punisher with D4-M at 13970 armor will survive 18 salvo shots </div>
<div>
<br /></div>
<div>
Punisher with D5-M at 13970 armor will survive 19 salvo shots </div>
</div>
</div>
<div>
<br />
Yeap, a 60 deflection difference, gives you 2 extra salvos of protection. </div>
<div>
<br /></div>
<div>
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.<br />
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Another post coming, hopefully, on either Wednesday or Thursday.<br />
<br />
Film at 11 </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-8003890044260159022016-08-18T13:35:00.002-07:002016-09-05T12:02:59.645-07:00Raid Thoughts <h2>
Raid Thoughts and the 106 Problem </h2>
<div>
<span style="font-family: inherit;">The Raid is over, and with it the record high of 1 billion points, and a record of behind the scene changes of Kixeye. From adding </span>missiles<span style="font-family: inherit;"> with 1000% and 13.5K damage to a cannon with 1000 damage, 2 second reload, and a single salvo, oh yeah with an </span>accuracy<span style="font-family: inherit;"> of 1000%.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit; font-size: xx-small;">Proof:<a href="http://www.thedarkalliance.org/forum/threads/988-August-Raid-Trickery?p=7539#post7539" target="_blank">http://www.thedarkalliance.org/forum/threads/988-August-Raid-Trickery?p=7539#post7539</a></span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;"> Mind you this was in a single target, 106. The other targets were easier than before to many player's perception, until about halfway </span>through<span style="font-family: inherit;"> the raid and many reported increased damages. </span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">What does this mean? </span></div>
<div>
<br /></div>
<div>
Kixeye doesn't know how hard or how easy some sets are, and they aren't willing to test them out on the player base first to judge them.</div>
<div>
<br /></div>
<div>
If you remember back to the Preview server on the 9th, the only targets available were the Drac mine bases and the Reaver Armadas. Nothing detailing the raid in 3 days, just the prizes. </div>
<div>
h </div>
<div>
While this is useful for deciding what to get, Kixeye should also allow the players to test all the targets available in the raid, and not just the prizes. This allows for the players to give feedback upon the targets, and make last minute changes. Not allowing the players to test the targets, leads to 106's. </div>
<div>
<br /></div>
<div>
Remember the July Raid? With the Vanquisher prize? Now the Preview? What could we all hit during the Preview? </div>
<div>
<br /></div>
<div>
<i>Player bases</i> to test out the Vanquisher, which was very nice, don't get me wrong there. But Kixeye didn't let the players test out any changes to the <i>raid targets. </i>Which was a large mistake. </div>
<div>
<i><br /></i></div>
<div>
Previously the S target was overrun with missiles, but with countermeasures they were cheaper and easier than A sets. People who were doing the A sets switched over to S sets for an easier gameplay. </div>
<div>
<br /></div>
<div>
Kixeye noticed this change, and thus changed the S sets into 2 targets and increased the damage.</div>
<div>
This raid, people jumped from S sets to A sets. Because of the difficulty of S sets, and it was <i>cheaper and faster</i> to do A sets. </div>
<div>
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<div>
Kixeye blindly adjusts the targets, without getting the vital feedback critical to the raid's success. </div>
<div>
With the success being judged upon the number of people who (were) "Interested", "Went" and "Invited" on the <a href="https://www.facebook.com/battlepirates/" target="_blank">Battle Pirates Facebook</a>. With the numbers decreasing within this raid series, by <b><i>800</i></b><i> </i>people after the first raid, and 300 people after the Allegiance Raid. </div>
<div>
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<div>
Now, this doesn't seem that high to the current 65K people playing on Kixeye site, through all of their games. But the last series, only 3 raid long. lost only about <i>50</i> people! </div>
<div>
<br /></div>
<div>
Now, you could be claiming that the number dropped because of the number of people "invite" to the raid. However, if you compare the number of people "invited" from Revenge Raid 2 to Schism. it's still a huge drop. </div>
<div>
<br /></div>
<div>
<a href="https://www.facebook.com/events/1105814256110097/" target="_blank">Revenge Raid 2</a> had 3618 people invited, and 6089 went. </div>
<div>
<a href="https://www.facebook.com/events/2079498532275755/" target="_blank">Schism</a> had 3589 people invited, and 4300 went. </div>
<div>
<br /></div>
<div>
So, the number of people invented doesn't matter. Defiance had 1,800 more people who went than Civil War Escalation, but both drew the same number of invited. </div>
<div>
<br /></div>
<div>
The Initially drop between the first two raids in Civil War are to blame for this, with the initial Mega Hull hardness. What did Kixeye do to the difficulty of this target? </div>
<div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-8aBMPBgkM5g/V7YWcsDHBgI/AAAAAAAABBQ/wtxp8cmIEqYgnloIx_sNl3HuWC-RudmrgCLcB/s1600/speculation%2Bpost.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="216" src="https://4.bp.blogspot.com/-8aBMPBgkM5g/V7YWcsDHBgI/AAAAAAAABBQ/wtxp8cmIEqYgnloIx_sNl3HuWC-RudmrgCLcB/s400/speculation%2Bpost.PNG" width="400" /></a></div>
<div>
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<div>
But the Elite (S) was changed after Escalation, if it lead for players to choose it over A sets. </div>
<div>
<br /></div>
<div>
All in All, Kixeye needs to start doing thee things and stop doing a single thing. </div>
<div>
<br /></div>
<div>
Do these </div>
<div>
<ul>
<li>Tell the players of any changes to the targets, such as lowering difficulty </li>
<li>Report the number of players that legitimately played the raid, such as getting more than 100k points, to weed out those who try, get a little amount of points, and quit</li>
<li>Open up a live preview server (more about this below) </li>
</ul>
</div>
<div>
Don't do these </div>
<div>
<ul>
<li>Leave the preview only for testing the prizes, bring in the new targets and let the players test them before you have another drop again. </li>
</ul>
<div>
<br /></div>
</div>
<h2>
Live Preview Server </h2>
<div>
The last preview lasted 2 hours, and had GD Raiken in the chat along with other kix employees, nice touch. The preview was only for testing the prizes, bad touch. </div>
<div>
<br /></div>
<div>
Now, what I believe ya'll should do is this </div>
<div>
<ul>
<li>Increase the time from 2 hours to 4 hours</li>
<li>included a popup feedback after every target, can be disabled, for the first 15 minutes of combat every half hour. </li>
<li>update the server every 30 minutes based upon the feedback in the popup </li>
</ul>
<div>
Now, the feedback popup should look like the basic feedback we sometimes get. With a scale of 1-10 in bubble form , and a description box. Take away the description box and add in basic info, again all in bubble form, such as fleet, most damage from, coin amount. </div>
</div>
<div>
<br /></div>
<div>
At the end of the 15 minutes of combat, change the targets based upon the feedback received, not from all the targets, but from a lottery of 10. Average out the score, and adjust when necessary. Keep on doing this every 30 minutes for 4 hours, you should be able to reach the perfect level of difficulty. </div>
<div>
<br /></div>
<div>
Until in a few days where I post something else, keep those tinfoil hats on and fingers crossed. </div>
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</h3>
<div>
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<span style="font-family: inherit;"><br /></span></div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com4tag:blogger.com,1999:blog-674094845411544336.post-77080269189000342202016-08-12T03:17:00.002-07:002016-08-12T19:51:07.323-07:00Schism-What to get/104's<h2>
First day in </h2>
<div>
This raid is the same as the past 3, but with a few changes. </div>
<div>
<ul>
<li>There is now 2 targets for the S tier, 104 and 106, 2 million points and 3 million points respectively with a completion bonus of 5 million points. </li>
<li>The Heavy Cruiser's damage on their scatterguns has been halved, but only in some targets. </li>
<li>The whole raid popup to redeem prizes has had a major turnaround. </li>
</ul>
<h3>
Prize Redemption Screen </h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-j6iO3-E4kSE/V60fOcrSehI/AAAAAAAAA_w/NLvAgOBg8ZQnsZ6W9WtxzN-L7oVjR1ArgCLcB/s1600/Prize%2Bredeem%2Bschism.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="351" src="https://1.bp.blogspot.com/-j6iO3-E4kSE/V60fOcrSehI/AAAAAAAAA_w/NLvAgOBg8ZQnsZ6W9WtxzN-L7oVjR1ArgCLcB/s400/Prize%2Bredeem%2Bschism.PNG" width="400" /></a></div>
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Instead of having the prizes grouped into tiers, they are now grouped upon their class. Clicking on the More Prizes leads you into the specials, weapons, and turrets part of the prizes. Furthermore, now each prize shows what it recommends next to it to get for best utilization.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://1.bp.blogspot.com/-sCasskA3l54/V60hKxRK2XI/AAAAAAAAA_8/hanPiMWtNc8XooM_k8b5DAUl9iphUXmugCLcB/s1600/Schism%2Bprize%2Brecommendationg.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="568" src="https://1.bp.blogspot.com/-sCasskA3l54/V60hKxRK2XI/AAAAAAAAA_8/hanPiMWtNc8XooM_k8b5DAUl9iphUXmugCLcB/s640/Schism%2Bprize%2Brecommendationg.PNG" width="640" /></a></div>
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<h3>
Points for each target and bonuses </h3>
</div>
The points has remained the same from the raid raid, except for the Elite (S) set, which is now 10 million point totally instead of 4 million.<br />
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Set C:<br />
40 - 8,650<br />
43 - 13,500<br />
47 - 18,000<br />
C-set bonus - 40,000<br />
<br />
Set B:<br />
60 - 40,000<br />
61 - 50,000<br />
65 - 87,000<br />
67 - 130,000<br />
B-set bonus - 300,000<br />
<br />
Set A:<br />
80 - 340,000<br />
83 - 450,000<br />
86 - 550,000<br />
A-set bonus - 1,350,000<br />
<br />
Elite Set:<br />
104 - 2,000,000<br />
106 - 3,000,000<br />
S-set bonus - 5,000,000<br />
<div>
<br /></div>
<h3>
</h3>
<h3>
The New Prizes </h3>
<div>
We finally got a Limited Flagship Punisher, and it's okay. </div>
<div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-xBow6gtw0Qw/V62PpGLKXPI/AAAAAAAABAQ/eewZ4XNuKHIXexNSLdwFDq_VxE-RFzpFwCLcB/s1600/Vassago%2527s%2BPunisher%2BFull.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-xBow6gtw0Qw/V62PpGLKXPI/AAAAAAAABAQ/eewZ4XNuKHIXexNSLdwFDq_VxE-RFzpFwCLcB/s1600/Vassago%2527s%2BPunisher%2BFull.png" /></a></div>
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</h3>
While this hull has a couple up sides, such as better armour, Ballistic reload and damage, Siege Deflection, and a pretty good Flagship affect. The Downsides? 50% handicap, no penetrating or explosive defense, no Assault Deflection, and a whooping 18 day build time with officer in the days of lowered build times. Oh and the limited edition has 3 less weapon slots.<br />
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This prize comes in at 50 million points. At this price, you can earn the HellWraith, Fire Twister Torpedo, Sealed Fire Charge, and 8 hours off your build time.<br />
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Here's a chart if you wanna compare them yourself.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-cSpIJvQmHPc/V62WV3hjQ0I/AAAAAAAABAg/OFKyoXxMqegclVAXckX5bNfFL-o48FRUACLcB/s1600/Unishers%2Bchart.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-cSpIJvQmHPc/V62WV3hjQ0I/AAAAAAAABAg/OFKyoXxMqegclVAXckX5bNfFL-o48FRUACLcB/s320/Unishers%2Bchart.PNG" width="305" /></a></div>
<br />
The Flagship Affect you ask?<br />
Each Punisher in fleet receives; +30% Ballistic defense, +40% Radioactive Defense, +50% Ballistic Reload<br />
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<br />
<h4>
The HellWraith (HW) is the first of Reaver Submarines. </h4>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/--ZPQrZLWvsE/V62bnqndo4I/AAAAAAAABAw/1UC9LmfBAloKhdS0F_UnM6rd9-a2QlxdwCLcB/s1600/Hellwraith%2BFull.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://2.bp.blogspot.com/--ZPQrZLWvsE/V62bnqndo4I/AAAAAAAABAw/1UC9LmfBAloKhdS0F_UnM6rd9-a2QlxdwCLcB/s640/Hellwraith%2BFull.png" width="466" /></a></div>
<br />
Where to begin on this? With +100% projectile speed, and +150% torpedo damage, 30 combat speed, built in cloak, and concussive defense of 80%, along with a reaver overload. This sub is clearly top of the line, but coming in at a 30 million price tag. The highest for new ships not limited. While it is nice to have the best ship to use the next raid this raid, the price could be dropped to 20 or 25 million.<br />
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Along with the HW, comes the Fire Twister Torpedo.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-DCCmhdNp_7s/V62ePe9gS4I/AAAAAAAABBA/UBr6896merob8PPby35GnVPwEg-K1UpnwCLcB/s1600/Fire%2BTwister%2BFull.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="414" src="https://2.bp.blogspot.com/-DCCmhdNp_7s/V62ePe9gS4I/AAAAAAAABBA/UBr6896merob8PPby35GnVPwEg-K1UpnwCLcB/s640/Fire%2BTwister%2BFull.png" width="640" /></a></div>
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The weapon that fits the beast above. With fast projectile speed, splash damage, lower reload and higher damage than the scourge torpedoes. While this weapon does have splash, it works as a dumbfire weapon, meaning that fires upon a location instead of following the ships.<br />
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Paired with the new torpedoe is a new special, Sealed Fire Charge.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-dGMigk18wA8/V62ePSerTzI/AAAAAAAABA8/VOJI1yJvFwgcJKgVPdkIYqtI8C3vUhX3QCLcB/s1600/Sealed%2BFire%2BFull.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="248" src="https://2.bp.blogspot.com/-dGMigk18wA8/V62ePSerTzI/AAAAAAAABA8/VOJI1yJvFwgcJKgVPdkIYqtI8C3vUhX3QCLcB/s640/Sealed%2BFire%2BFull.png" width="640" /></a></div>
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This special combines Splash and Projectile Speed, like Combustion Systems, but also has torpedoes critical chance increased, along with the damage it causes. For those who don't know, Critical chance is where the damage is doubled. The downside to this special is the -10% cloak, but lucky the hull it was created to be paired with has 25% cloak built in.<br />
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The three new Reaver items come in at 49 million points all together.<br />
<h3>
</h3>
<h3>
The Prize List </h3>
<div>
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<div>
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<div>
Kixeye has released the best ship to use for the next raid this raid, along with the specials and other ships recommend to use. But with that being said, most of the prizes are for the high up levels, and does not offer a lot of variety for lower levels. <span style="color: white;"><span style="background-color: lime;"> </span></span> highlighted items are worth it, <span style="background-color: red;"> </span> means I do not recommend it, and <span style="background-color: yellow;"> </span> is I'm either way on it. </div>
<h4>
Hulls Cost Limit if it applies </h4>
<div>
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<span style="font-family: inherit;"><span style="color: red;">Vassago's Punisher </span> </span><span style="font-family: inherit;"> 50,000,000 1 </span><br />
<span style="font-family: inherit;">-Coming in at 50 million points and 18 days to build with Officer, I don't see the point in building it. </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Destroyer ECM </span></span><span style="font-family: inherit;"> 40,000,000 </span><br />
<span style="font-family: inherit;">-Useful for Subfleets, but in the day of Thermal? </span><br />
<div>
<span style="font-family: inherit;"><span style="color: lime;">Hellwraith </span></span><span style="font-family: inherit;"> 30,000,000 </span><br />
<span style="font-family: inherit;">-Best sub to use for the next raid, and second best sub of all time? </span></div>
<div>
<span style="font-family: inherit;"><span style="color: lime;">Revenge </span></span><span style="font-family: inherit;"> 15,000,000 </span><br />
<span style="font-family: inherit;">-Still great for base hits </span></div>
<div>
<span style="font-family: inherit;"><span style="color: yellow;">Apollo</span> 12,500,000</span> <br />
This is the last raid, you can use these to hit the 91 MegaShips for your own Megaship, but limited use<br />
<span style="font-family: inherit;"><span style="color: lime;">Punisher </span></span><span style="font-family: inherit;"> 12,500,000 </span><br />
<span style="font-family: inherit;">-The current work horse for a lot of players, and amazing</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Omega Behemoth </span></span><span style="font-family: inherit;"> 11,000,000 1</span><br />
<span style="font-family: inherit;">-Great when paired with ballistic fleets, but limited use</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Prototype Hunter </span><span style="color: lime;"> </span></span><span style="font-family: inherit;"> 10,000,000 5</span><br />
<span style="font-family: inherit;">When built right can take down Armadas with ease, but any other use a Rhino can do better</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Savage Kodiak </span></span><span style="font-family: inherit;"> 10,000,000 1</span><br />
<span style="font-family: inherit;">-Just like the Omega, but with Missiles.</span><br />
<span style="font-family: inherit;"><span style="color: red;">Unshackled Hellhound </span></span><span style="font-family: inherit;"> 10,000,000 1</span><br />
<span style="font-family: inherit;">-Who still uses throwers?</span><br />
<span style="font-family: inherit;"><span style="color: red;">Centurion </span></span><span style="font-family: inherit;"> 9,000,000 </span><br />
<span style="font-family: inherit;">-Get the Punisher instead, better investment </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Draconian Carrier </span></span><span style="font-family: inherit;"> 9,000,000 </span><br />
<span style="font-family: inherit;">-Has its uses, but nothing major</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Tiger Shark </span></span><span style="font-family: inherit;"> 9,000,000</span><br />
<span style="font-family: inherit;">-You are gonna need submarines next raid, easier to buy this instead of hitting 47+ level 70 Armadas </span><br />
<span style="font-family: inherit;"><span style="color: red;">Heavy Cruiser </span></span><span style="font-family: inherit;"> 7,500,000 </span><br />
<span style="font-family: inherit;">-Who uses these? </span><br />
<span style="font-family: inherit;"><span style="color: red;">Monarch </span></span><span style="font-family: inherit;"> 6,500,000 5</span><br />
<span style="font-family: inherit;">-Limited uses sadly, great concept, but cant compete with Drac UAV carrier</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Citadel </span><span style="color: lime;"> </span></span><span style="font-family: inherit;"> 6,250,000 </span><br />
<span style="font-family: inherit;">-Useful in the Forsaken mission and base hits, but rumors of FM changing so, would be green if I didnt keep hearing them</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Highlander's Nuclear Cruiser </span></span><span style="font-family: inherit;"> 4,500,000 1</span><br />
<span style="font-family: inherit;">-Read what I wrote for Savage and Omega</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Nighthawk </span></span><span style="font-family: inherit;"> 2,500,000 </span><br />
<span style="font-family: inherit;">-Spectre is comparably better and cheaper</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Rhino </span></span><span style="font-family: inherit;"> 1,750,000</span><br />
<span style="font-family: inherit;">-Missile work horse of many players, and very cheap</span><br />
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<span style="font-family: inherit;"><span style="color: lime;">Spectre </span></span><span style="font-family: inherit;"> 900,000 </span><br />
<span style="font-family: inherit;">-Comparably better than the nighthawk, and cheaper</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Barracuda </span></span><span style="font-family: inherit;"> 125,000 </span><br />
<span style="font-family: inherit;">-18+ level 71 cargo hits, but you don't need the components. Spectre is still better sadly. </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Corvette </span></span><span style="font-family: inherit;"> 20,000 </span><br />
<span style="font-family: inherit;">-Gunboats</span><br />
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Weapons </h4>
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Name Cost </h4>
<span style="font-family: inherit;"><span style="color: lime;">Fire Twister Torpedo </span></span><span style="font-family: inherit;"> 12,000,000 </span><br />
<span style="font-family: inherit;">-Best Torpedos in game currently</span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Particle Accelerator Cannon </span></span><span style="font-family: inherit;"> 9,000,000 </span><br />
<span style="font-family: inherit;">-Earthshaker cannon is comparably better to this, and half as much </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Switchblade Anti-Missile </span></span><span style="font-family: inherit;"> 9,000,000 </span><br />
<span style="font-family: inherit;">-Blades are in tier 4 of FM, and don't have to worry about primary and secondary weapons</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Concussive Gatling Gun </span></span><span style="font-family: inherit;"> 7,500,000 </span><br />
<span style="font-family: inherit;">-Combine these with Revenge or Hunters, works like a charm, or any ship really. </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Railgun D-110 </span></span><span style="font-family: inherit;"> 6,000,000 </span><br />
<span style="font-family: inherit;">-Arbs are still in tier 4 right? </span><br />
<span style="font-family: inherit;"><span style="color: lime;">Styx Torpedo </span></span><span style="font-family: inherit;"> 6,000,000 </span><br />
<span style="font-family: inherit;">-If you cant get FTT, this work just as well, with DoT </span><br />
<span style="font-family: inherit;"><span style="color: red;">Heavy Scattergun D81-H </span></span><span style="font-family: inherit;"> 6,000,000 </span><br />
<span style="font-family: inherit;">-Heavy weapons are all the rage, make sure to get this hot weapon (joking)</span><br />
<span style="font-family: inherit;"><span style="color: red;">Scattergun D81-M </span></span><span style="font-family: inherit;"> 6,000,000 </span><br />
<span style="font-family: inherit;">-27k uranium to build each one? Hell no </span><br />
<span style="font-family: inherit;"><span style="color: lime;">Antipode Launcher D98-U </span></span><span style="font-family: inherit;"> 5,500,000 </span><br />
<span style="font-family: inherit;">-Second ever time being offered, get this if you need a better launcher. </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Judgment Mortar </span><span style="color: red;"> </span></span><span style="font-family: inherit;"> 5,500,000</span><br />
<span style="font-family: inherit;">-Easier to get in FM, but if you can'</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Charon Torpedo </span></span><span style="font-family: inherit;"> 5,000,000</span><br />
<span style="font-family: inherit;">-Think of the Havok Torpedoes, but with higher damage, better range, faster projectiles. If you can't get other torpedoes, get these. </span><br />
<span style="font-family: inherit;"><span style="color: yellow;">Bomber UAV D100-S </span><span style="color: lime;"> </span></span><span style="font-family: inherit;"> 5,000,000 </span><br />
<span style="font-family: inherit;">-Only good when paired with the Drac Carrier </span><br />
<span style="font-family: inherit;"><span style="color: red;">Blaze Thrower</span><span style="color: yellow;"> </span></span><span style="font-family: inherit;"> 5,000,000 </span><br />
<span style="font-family: inherit;">-Somewhat useful, not really though. </span><br />
<span style="font-family: inherit;"><span style="color: lime;">Assault Disruptor D33-DR </span></span><span style="font-family: inherit;"> 4,500,000 </span><br />
<span style="font-family: inherit;">-Still a great cannon, if you want your Arbs to hit fast ships, pair them with these because of the slow properties. </span><br />
<span style="color: lime;">Earthshaker Cannon</span> <span style="font-family: inherit;"> 4,500,000 </span><br />
<span style="font-family: inherit;">-The go to weapon for DUB's, and comparably better than PAC's</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Locust UAV </span></span><span style="font-family: inherit;"> 4,500,000 </span><br />
<span style="font-family: inherit;">-Best UAV for any hull</span><br />
<span style="font-family: inherit;"><span style="color: lime;">Trident </span></span><span style="font-family: inherit;"> 900,000 </span><br />
<span style="font-family: inherit;">-Only really low level weapon, and still costs 11 C sets, get it if you don't have any better. </span><br />
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Specials Cost Limit if it applies </h4>
<span style="color: yellow;">Infernal Core </span> 10,000,000<br />
-I don't get the point of the Death Weapon and the damage it causes, but suicide ships have a use for it<br />
<span style="color: lime;">Sealed Fire Charge </span> 7,000,000<br />
-Brand new special, helps to increase projectile speed and increase the chance of critical hit and damage.<br />
<span style="color: yellow;">Magnus Drive 2</span><span style="color: lime;"> </span> 6,000,000<br />
-The go to special for subs, get it if you can't get to tier 4<br />
<span style="color: yellow;">Counter-Missile Extender </span> 6,000,000<br />
-Been offered the past 4 raids, and not really worth it<br />
<span style="color: yellow;">Barrel System 3 </span> 5,000,000<br />
-Can be used to increase the countermeasure portion of the Switchblade, from 2 to 4.<br />
<span style="color: yellow;">Stealth Attack System IV </span> 3,500,000<br />
-If you cant get it in tier 4 FM<br />
<span style="color: red;">Firebat Drones III </span> 3,000,000<br />
-Who uses drones? You can get a day build token instead of this.<br />
<span style="color: red;">Wake III </span> 3,000,000<br />
-Used to be useful with 85 FM, but not anymore<br />
<span style="color: lime;">UAV Powercell </span> 2,500,000<br />
-Go to special for UAV's<br />
<span style="color: lime;">Heavy Plating III </span> 2,000,000<br />
-Great for defending ships, haven't seen this a lot, grab it if you can.<br />
<span style="color: yellow;">Hydraulic Resistors </span> 1,500,000 5<br />-Speed system, tier 4, and unlimited use.<br />
<span style="color: yellow;">Stealth Attack System III </span> 1,300,000<br />
-Tier 3 if you can, save your points<br />
<span style="color: red;">Stealth Attack System II </span> 200,000<br />
-Tier 2, and really not worth it. </div>
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Turrets Cost Limit if it applies </h4>
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<span style="color: yellow;">Coldsnap Rocket Turret </span><span style="color: lime;"> </span> 15,000,000 1<br />
-Big brother to the Frostbite, limited but better in every way</div>
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<span style="color: lime;">Glacial Launcher Turret </span> 15,000,000 1<br />
-Remember how game changing the Wendigo was? Like it, but with that really useful reload, speed, and defense lowerer<br />
<span style="color: lime;">Apocalypse Mortar </span> 12,000,000 </div>
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-Best turret Mortar in game<br />
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Grade A turrets are always useful to improve your base defense. Try to create your channel to which the attacker stops because of a base patrol ship, or a turn, make sure to have these turrets cover that area for best use, being of splash weapons.<br />
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Armour Cost </h4>
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<span style="color: yellow;">Zynthonite Armor D5-X</span><span style="color: lime;"> </span> 3,500,000<br />
-Useful for reavers and FM, but if you can reach tier 4...</div>
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<span style="color: lime;">Zynthonite Armor D4-M </span> 350,000<br />
-Get this if you need a heavy armor and have no missile defense<br />
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Tokens Cost Limit </h4>
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<span style="color: lime;">Ship build - 1 hour </span> 120,000 15</div>
<span style="color: lime;">Ship build - 12 hours </span> 1,400,000 9<br />
<span style="color: lime;">Ship build - 24 hours </span> 2,750,000 6<br />
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TOTAL-11 Days 29,280,000<br />
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When have tokens ever been bad to buy? Free build time? Oh Yeah!<br />
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Shards Cost Limit </h4>
<span style="color: yellow;">Proto Nemesis Shard x5 </span> 2,000,000 4<br />
<span style="color: yellow;">Hellstar Shard x5 </span> 2,000,000 4<br />
<span style="color: yellow;">Ghostcrawler Shard x5 </span> 2,000,000 4<br />
<span style="color: yellow;">Man-O-War Shard x5 </span> 2,000,000 4<br />
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Getting closer to that Super hull is amazing, but it's best to spend your points first on other things.<br />
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Problems with 104's? </h3>
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If any of you have tried the 104's so far and found how hard they are. Check out this website to find out why <a href="http://www.thedarkalliance.org/forum/threads/988-August-Raid-Trickery?p=7539#post7539" target="_blank">http://www.thedarkalliance.org/forum/threads/988-August-Raid-Trickery?p=7539#post7539</a></div>
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Basically they have added new weapons to the enemy ships found in the 104 compared to the 91's, with higher damage and 1000% accuracy. </div>
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If they are any data miners who read this blog and willing to send in data, please message me on facebook, or on kixeye, thank you. </div>
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Link to Kixeye account <a href="https://www.kixeye.com/profile/50295ba035cf362c1a0000b1" target="_blank">here</a></div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-54440128048931381352016-08-08T21:34:00.001-07:002016-08-08T21:34:20.322-07:00Welcome back? <h2>
It's been a while </h2>
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Sorry about that whole month long break, some personal stuff again. During my time off, Mega Hulls came out, a TLC, a raid, and new mission prizes. I will not be covering the things I have missed, check out <a href="http://bpprof.blogspot.com/" target="_blank">Doxy's</a> site for amazing analysis and insight. I will be covering the upcoming raid starting on the 11th. <a href="https://www.kixeye.com/forum/discussion/650449" target="_blank">Here</a> is the tips and tricks for it, and the raid video below. </div>
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Dt5v_0yAWZQ/0.jpg" src="https://www.youtube.com/embed/Dt5v_0yAWZQ?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Couple quick things from the video</div>
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<li>Reavers are coming back for the next 4 months </li>
<li>The top prize is a new submarine hull, named Hellwrath </li>
<li>New special for torpedoes, Sealed Fire Charge, sort of like the Superchared EM Rails, but with projectile speed bonus</li>
<li>The new Torpedo weapon has splash, high damage, and with the Vulture ability. If the enemy's health is under 25% the chance of critical hit is 50% </li>
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Known things about the raid </div>
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<li>The format will be the same as last months, with two new targets 103 and 106 in the S series, the damage has been adjusted as well. </li>
<li>The Apollo will be featured</li>
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I will be back tomorrow with the prize list and my analysis. </div>
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I am also planning on doing a crew rolling experiment, aka a part two to my earlier post. Just gotta save up a lot of uranium. </div>
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Until then, I'll be in 106. </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-11771444141680530332016-07-06T15:35:00.001-07:002016-07-06T15:35:02.925-07:00July 6th Release notes <h2>
7/6 Notes </h2>
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The first release of the month, and it brings back TLC campaigns, hurrah!. While previous campaign offered tech that nullifies their unbuffed version, these additions only help to increase their use in battle. Daily Deals also has be changed to include Skins, such as a orange/blue scheme for the Vendetta hull. </div>
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Dark Reigns TLC </h3>
Start Date: Wednesday, July 6th, 2016 - 9 AM PST<br />End Date: Wednesday, July 13th - 9 AM PST<br /><br />Duration: 7 days<br />Levels: 65 and above <div>
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Prizes </h3>
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Unlike other campaigns, there is 5 different run throughs. All the limited prizes, you will only win one of them. The total capital of the Omega has not been increased. </div>
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<br />Run through 1 (5 encounters)<br /><br />Countermeasure Equipment II<br /><br />Countermeasure Loaders II<br /><br />Gale Defense I<br /><br /><br />Run through 2 (6 encounters)<br /><br />Countermeasure Equipment III<br /><br />Countermeasure Loaders III<br /><br />Gale Defense I, II<br /><br /><br />Run through 3 (7 encounters)<br /><br />Omega Behemoth<br /><br />Gale Defense I, II, III<br /><br /><br />Run through 4 (7 encounters)<br /><br />Harlock’s Citadel-Flagship only<br /><br />Gale Defence I, II, III<br /><br /><br />Run through 5 (7 encounters)<br /><br />Zoe’s Apollo-Flagship only<br /><br />Gale Defense I, II, III<br /><br />Badge: Capture the Flagships <div>
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If you complete all 5 run throughs of the campaign, you will earn 5 Gale 1, 4 Gale 2, and 3 Gale 3. </div>
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The countermeasure equipment is a bit useless at this point. The minimum level for this campaign is 65, and at that level you should have been able to get that before. </div>
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A better replacement would have been Frontline Countermeasure system and Barrel system. The FCS is a standard now on any hull that is countermeasure for it's use at the frontlines and supporting hulls. Barrel system helps with the Switchblade missile, as Kixeye looks to be still pushing it with Zoe's Apollo having a multi shot of +1. </div>
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Harlock's Citadel </h3>
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The Harlock's Citadel comes with the same amount of DPS, but with an added bonus of better armor points, lower remote targeting falloff, better explosive and penetrative resistances, and one more weapon slot. Oh and 75% field resistance. </div>
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The downsides? <a href="http://giphy.com/gifs/zFqWN2Ht5XVDi" target="_blank">Half cargo</a>, no S(h)ockWave deflection, and a whooping 15 day build. </div>
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The Flagship effect is very interesting too, with 200% bonus to explosive damage and projectile speed. With the the effect being range confided instead of a full fleet affect, like ballistic reload and the Omega, this might limit the usability of it a little bit. </div>
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How? </div>
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Every time I see a Citadel hit, they split up the the fleet into one of two ways. </div>
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The spotter hull enters into the channel</div>
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Now this can turn into one of two ways </div>
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Way 1: the Citadels follow from outside the channel in a pack </div>
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Way 2: the Citadels split up, with each one covering a different part of the channel. </div>
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<a href="https://docs.google.com/spreadsheets/d/15XqbZZLbOCDBudXVKLyyoL5r4MoB0DYZWILrK6i_OsA/edit?usp=sharing" target="_blank">Link to view chart in Google docs</a></div>
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Zoe's Apollo </h3>
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With some of the same basic stats of the nonlimited version, the limited version comes with better evade, penetrating and corrosive resistances, anti-missile range, and armor. </div>
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But at the cost of a huge freaking buildtime and defense handicap. </div>
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17 Days for a blank hull, during that time you can build 3 blank Apollo hulls. </div>
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The flagship effect is just a bonus to defenses and reload within a 40 range. </div>
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<a href="https://3.bp.blogspot.com/-KmKyAqPbDsY/V32BULCepCI/AAAAAAAAA_Y/G4KaDkGd7nEiq9gG5ACW1xZabKUxiZO2QCLcB/s1600/Apollo%2Bchart.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://3.bp.blogspot.com/-KmKyAqPbDsY/V32BULCepCI/AAAAAAAAA_Y/G4KaDkGd7nEiq9gG5ACW1xZabKUxiZO2QCLcB/s400/Apollo%2Bchart.PNG" width="346" /></a></div>
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<h3>
Personal Thoughts </h3>
<div>
I would try and get the Citadel, but only if I could without a large bill. </div>
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The Citadel's massive FoE is worth the build time, with +200% to projectile speed, the sun will be blocked out by mortar fire for sure. (Those poor midgets dancing on Warehouses). The Harlock is a good alternative to the R5 version also, but just remember that you can only get one. </div>
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The new Apollo is almost worthless when considering the massive build time for it. I would rather get the Savage Kodiak when it gets offered again and use it instead of the Zoe's Apollo. The bonus to reload is the same, but defense bonus is greater, and no range problems with it. Any good build can escape the HC in the raids and outrange it's scatterguns. </div>
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Not to mention that the Apollo should be receiving a retro this month, with it being the only tier 5 assault hull, and we are promised tier 5 for the Assault line this month. </div>
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<h3>
Event Preview server </h3>
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There is a Preview of the next raid this Friday at 12PM PDT until 3PM PDT. Remember that you can only join the preview if you play or started playing on Facebook. </div>
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Link to <a href="http://www.thetimezoneconverter.com/" target="_blank">time zone converter</a> </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-51678264709178951792016-07-01T13:56:00.000-07:002016-07-01T15:03:32.555-07:00July WIP <h2>
July WIP </h2>
<a href="https://www.kixeye.com/forum/discussion/643404" target="_blank">https://www.kixeye.com/forum/discussion/643404</a><br />
<br />
Go read it, it's worth it.<br />
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<h3>
Daily Deals and Dark Reign </h3>
<div>
New deals are coming in in the store, with a Vendetta skin. The new campaign is called Dark Reign, it lasts for a week starting on July 6th, next Wednesday, for 65+. The prizes for this TLC are flagship limiteds for Apollo and Citadel hulls. With 5 different run throughs to earn all the prizes. More news and prizes will be coming on next week's release.<br />
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<a href="https://1.bp.blogspot.com/-lYvDHWaF6pQ/V3bMiIhjDpI/AAAAAAAAA-Y/ZJ7JKY0QQcIQy5FJmgFEIugtnRl3wA_nwCLcB/s1600/Vendetta%2Bskin%2B7-1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-lYvDHWaF6pQ/V3bMiIhjDpI/AAAAAAAAA-Y/ZJ7JKY0QQcIQy5FJmgFEIugtnRl3wA_nwCLcB/s1600/Vendetta%2Bskin%2B7-1.png" /></a></div>
<h3 style="clear: both; text-align: left;">
July Event </h3>
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<div>
There is a limited space preview running on the 8th for the July event. The new prizes is a defender hull named the Vanquisher. The raid is still apart of the Civil War series and is named Allegiance. The raid starts on the 14th and runs for 4 days. </div>
<div>
*NOTE*</div>
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You can only join into the preview if you play or started the game on Facebook. </div>
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<h3>
Mega Ships for Players </h3>
<div>
The 6 weeks for owning the Gantry is soon to close, and with it players will be getting their Mega Hulls, no new news at this time. Kixeye also promised to allow players to speed up the building of their Gantry on July 5th.</div>
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<h3>
Weekly Mission Prize Additions </h3>
These prizes are certainly better than last month's prizes.<br />
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<div>
The Shards in Tier 5 will be taken out on July 20th, make sure to collect them if you can.<br />
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<ul>
<li>Concussive Reciprocator - Forsaken depth charge technology, allowing for sustained damage at a fixed range.</li>
</ul>
A new Special, I'm guessing this affect the splash damage at the edge of it, as the damage cuts in half at the edge of the splash radius.<br />
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<ul>
<li>Minigun Turret - A focused, short-to-mid range concussive turret. Limited.</li>
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This turret will sink so many ships without deflection or concussive defense. This will definitely replace any remaining Pyros and Basilisk turrets.<br />
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<li>Expanded Concussive Charge - A turret special that increases Concussive damage and splash.</li>
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Meant to go along with the Minigun or any Gargoyles you have left.<br />
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<ul>
<li>Zynthonite Armor D3-S; D4-S; D5-S - Draconian stealth armor.</li>
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<div>
Finally continuing the line of stealth armors. In good time too as the next couple events are gonna be heavy sub needed. The D5-S would combine the armor of bulkhead and the stealth of DS, a great addition. Bulkheads on subs was a very popular choice during the Arena Tournaments, this could provide the high health and stealth needed for subs, especially if the next event targets have super sonar. </div>
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<h3>
VXP Weekend </h3>
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Another one is coming from the 22nd to the 25th. The target types haven't be confirmed, but should be similar to the last ones, without the 123 reaver target. </div>
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<h3>
Skirmish line Preview </h3>
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Preview server is coming online on the 21st to test changes on subs before the line is released. This should be changing the repair to 100% and maybe a style change to the timer. </div>
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The Skirmish class has in it.... (and tier next to it)</div>
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<span style="background-color: white;">Barracuda</span>-1<br />
Battlecruiser-1<br />
Battlecruiser X-1<br />
Battleship-1.75<br />
Sawfish-1.75<br />
<span style="background-color: white;">Spectre</span>-2<br />
Interdictor-2.5<br />
Stingray 2.5<br />
<span style="background-color: white;"><span style="background-color: white;">Nighthawk</span></span>-3<br />
<span style="background-color: white;">Tiger Shark</span>-4<br />
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Yes there is more hulls than this, but I have taken out limited and researchable. The most likely hulls to be included within the line are highlighted. Kixeye has been stressing for subs lately, and having the preview to see the changes, the line is gonna be dedicated for submarines.<br />
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Overall thoughts </h3>
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July is just gonna be another month, some good things are coming, some bad things are coming. Like asking the player base to pay $20 for a skin. </div>
Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com6tag:blogger.com,1999:blog-674094845411544336.post-24572783620788526942016-06-20T12:31:00.002-07:002016-06-20T12:31:24.523-07:00After Raid Fleet Building <h2>
June Raid </h2>
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Sorry that I wasn't able to write posts about the raid before or my thoughts on the prizes, my apologizes. Family matters come up, and I couldn't take some time away to write posts. If this happens again, just head over to <a href="http://bpprof.blogspot.com/" target="_blank">BPProfessor</a> and read his articles, very good write ups. </div>
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<h3>
Changes to this raid from last</h3>
The main change from last raid to this one was the removal of Assault/Siege deflection bypass. Another change was the removal of Mega Hulls from the 67 and 83 targets.<br />
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Changes to how we played</h3>
<div>
The total points gained has greatly increased, the highest worldwide is about 650 million points. Higher than the past couple raids if my memory is correct. The lowering of the mega hulls needed to defeat has helped to cause this. The main reason is the removal of the assault/siege bypass. </div>
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Punishers, Neptunes, Heavy Cruisers, Apollos, all the other ones too. All benefited greatly from this change. I've have been grinding it out with punishers, one in a fleet and four fleets, for 15 million points in about 7 hours. Spreading that out over 4 days, that about 2 hours per day. During this time you could also use other fleets, such as Apollo or Rhino/tank to take down higher level targets or the Mega Hulls to earn extra points. </div>
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If you are shuddering at the fact of a higher level player taking out low level targets, move to a dead sector for the raid, that's what I did. </div>
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Punishers are able to take down the C level targets. I use the on map repair for instant repair, and return to my base if not. The build doesn't matter as long as it has a couple base components. </div>
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<li>3-4 Arbalests or 7-8 reaver siege cannons or likewise </li>
<li>51% rank or higher / autoloader 3 </li>
<li>Nuclear Accelerator or Hardener barrels 3 </li>
<li>Evade booster </li>
<li>Missile Defense booster </li>
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My Higher level base </h3>
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I used the punishers that I have to grind out 15 million points for the Apollo. Next raid I plan on having a fleet of Apollos to take down Mega Hulls.</div>
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<a href="https://www.dahippo.com/bp/ship/#!9P7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2A0ZZdC" target="_blank"><span style="font-size: xx-small;">https://www.dahippo.com/bp/ship/#!9P7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2AP7700J0H0H0H0H440335346E54542E2E2E2E2E2E2A2A0ZZdC</span></a></div>
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<a href="https://1.bp.blogspot.com/-VN72CYmvMZ4/V2gt666V9rI/AAAAAAAAA94/YC9HSoAD4gMEaeJ9aEGApI4AYpeYibjnQCLcB/s1600/Apollo%2Bbuild%2B2.PNG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="370" src="https://1.bp.blogspot.com/-VN72CYmvMZ4/V2gt666V9rI/AAAAAAAAA94/YC9HSoAD4gMEaeJ9aEGApI4AYpeYibjnQCLcB/s640/Apollo%2Bbuild%2B2.PNG" width="640" /></a></div>
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This build is designed for the Mega Hulls we currently see. With high missile defense to counteract the Rhino, Sentinels and Mega Hull Missiles. The high speeds to outrun the Heavy Cruiser. I went with the Switchblades over Blade to maximize damage, and provide a bonus to Corrosive defenses. The blades are there because of weight issues. You could replace the Hunter special with GS3 to boost the evade.<br />
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You can replace the Switchblades with normal Blade, and use the reduced weight to bulk up the armor. At the cost of lowered damage.<br />
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Jamie Phipps of <a href="https://www.facebook.com/groups/BATTLEPIRATES.ALLSECTORS.WARROOM/" target="_blank">Battle Pirates All Sectors War Room</a> <a href="https://www.dahippo.com/bp/ship/#!9P7700H0H0H0H0H440335386E54545454545454542A2AP7700H0H0H0H0H440335386E54545454545454542A2AP7700H0H0H0H0H440335386E54545454545454542A2AP7700H0H0H0H0H440335386E54545454545454542A2A0ZZdC" target="_blank">build</a> is similar to mine, but with blades instead and a few different specials. He used his fleet to auto a 95 target, with only 52 minutes of repair, using a Grease Monkey crew.<br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/o2XK5JZwwOM/0.jpg" src="https://www.youtube.com/embed/o2XK5JZwwOM?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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That comes to 3.6 million points for 2 coins (4 coins). Coming to a ratio of about 1.8 million points per coin, (.9 million points per coin). Jamie has a great build. Especially since this comes out to only 5ish minutes of seat time too.<br />
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<h3>
My lower level base </h3>
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I didn't do much with my lower level hull this base. I tried out the C level targets with my <a href="https://www.dahippo.com/bp/ship/#!106G0000000000T0B0Z1S232323232300000006G0000000000T0B0Z1S23232323230000000ZZ0ZZ0ZZdC" target="_blank">Crusader build</a> but I received too much damage from the Rhinos. Thank to <a href="http://www.thedarkalliance.org/tools/bp/index.php?tab=bp&bpq=Switch&bp=1F55" target="_blank">Unofficial BP</a>, the listed damage from each missile is 280, with a salvo of 3. The actual damage of the missile is 140, wanna get that out of the way. </div>
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140/3 = 47 real damage. </div>
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Each Rhino has about 4, guessing from <a href="https://www.youtube.com/watch?v=_qGubesAk5I" target="_blank">this</a> video. </div>
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4*47 = 188 damage for all 4 missiles at once </div>
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Now we find the damage for all three salvo's </div>
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188*3 = 564 damage </div>
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That's the actual damage for each round of missiles sent from the Rhino's in every C target.</div>
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Now, because of researchable ships having armor under 3k, I highly recommend upgrading your advanced lab to level 10 and research Reactive Armor 3 and put it on your ships. For Crusaders, this increases the missile resistance from 15k to 36k. Over doubling the survivability of the hull against Rhinos, triples for the any hull without any missile defense to start with. </div>
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The next planned build for my crusaders based upon this, and what I have so far is... </div>
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<a href="https://www.dahippo.com/bp/ship/#!106G00H001W0I1S0U1103232323230023000006G00H001W0I1S0U1103232323230023000006G00H001W0I1S0U110323232323002300000ZZ0ZZdA" target="_blank">https://www.dahippo.com/bp/ship/#!106G00H001W0I1S0U1103232323230023000006G00H001W0I1S0U1103232323230023000006G00H001W0I1S0U110323232323002300000ZZ0ZZdA</a></div>
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You can fit 3 of these into fleet with a level 10 dock.<br />
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I added the D5-R because of it adds 2250 points of armor, kinda like the bulkhead. If you got the D4-M this past raid, replace the D5-R with it.Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0tag:blogger.com,1999:blog-674094845411544336.post-76872918708391408412016-06-11T14:47:00.001-07:002016-06-11T14:47:09.266-07:00Kixeye's townhall meeting <h2>
Kixeye's townhall </h2>
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Kixeye, Dirty Harry, Price-is-mother-f*cking-wrong, and Renato Putini had a town hall meeting on the 9th. Renato has been kind enough to post the summary in the forsaken council facebook page. </div>
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With the information being released only on the TFC page, and once daily, I decided that I would post the links to the posts, the text here, and my thoughts upon them to save you time from finding them. </div>
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As more posts come out, I will continue to update this post. </div>
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<h3>
Raid Cycle </h3>
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<a href="https://www.facebook.com/groups/TFCBP/permalink/254639794902373/" target="_blank">https://www.facebook.com/groups/TFCBP/permalink/254639794902373</a>/ </div>
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- This raid cycle with assault targets will last until August;<br />- The Apollo will be offered every month between now and August, on the left side of the redemption tiers;<br />- Targets will remain mostly the same, with only small adjustments, as needed;<br />- On the right side of the redemption tree, we'll have the Vendetta in June, a defender hull in July, and another Conqueror in August, so it's all PvP, to add diversity to the game;<br />- We, players, suggested Kixeye should not focus on all dual-mode weapons, but also release some single mode weapons, giving players more choice. <br />- We, players, suggested a turret store should be implemented, allowing for many players currently unable to defend, to catch up with missing turrets;<br />- August will be a hull store;<br />- New cycle starting in September will have targets of Skirmish class;<br />- Kixeye intends to release some of the September targets in live game during the month of August, so players can have a taste of what's coming, and prepare better, without needing to join a small game preview.<div>
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<div>
The Apollo being offered until august is a very good thing, as it stands as the best way to defeat the Mega Hulls currently. The live targets being added in August is also very good, as it provides for players to test out the targets, find good strategies and have a couple weeks to refit for it. This also gives Kixeye an opportunity to return the targets to better fit the player base. </div>
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The defender hull coming in July might be the hull needed to stop the Revenge, and future revenge and vendetta combo. But the new Conqueror in August will see fit to sail past it. </div>
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<h3>
Subs </h3>
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<a href="https://www.facebook.com/groups/TFCBP/permalink/255007101532309/" target="_blank">https://www.facebook.com/groups/TFCBP/permalink/255007101532309/</a></div>
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- Kixeye proposed only letting subs launch at 100% health, and lowering repair mod to 100% for all subs<br />- Players all agreed with repair mod of 100%, but requiring full health was too radical a move, 2 players proposed a 50% minimum FLEET health, one player proposed 10% minimum.<br />- goal is to eliminate zombie subs from game play, while making them more affordable to use at the same time<br />- Players pointed there's little to no room for subs in current PvE targets, and we'd like to see more usage for them<br />- Suggestion that, for raids and FM, lower level targets should be "subable", as it's a valid tactic for lower levels<br />- Kixeye asked if players would like ships in different classes, or should they be in a class of their own?<br />- Players had different views on this, some said they should be spread, but mostly skirmish, some said it doesn't matter, as long as we can prep/fight with them in more scenarios, I asked for Kixeye to keep them as a wildcard, useful in many scenarios, not to confine them to one target type only.<div>
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I agree that subs need to have a 100% repair modifier, and I also agree that the 50% minimum should be in place. This should hopefully stop the phantom zombie subs problem. </div>
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I also agree with that the lower leveled raid targets should be more subable, with the Predator sub a huge stepping stone for many lower level players. With mortars being the main reason for dead fleets in 37 strongholds, due to low speed and no countermeasures. Making the Citadel subable will greatly help the lower player base able to do the FM and earn resources to help expand their base. </div>
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<h3>
Chores </h3>
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<a href="https://www.facebook.com/groups/TFCBP/permalink/255214294844923/" target="_blank">https://www.facebook.com/groups/TFCBP/permalink/255214294844923/</a></div>
<br /><br />- Main villain seems to be the foundry, while it allows for players to catch up on hulls, and get retrofits done instantly, it drives endless, repetitive PvE grinding to get the fragments<br />- Players suggested foundry could not be instant, giving players 1-2 days of retrofit, so players don't feel as much pressure to do PvE for fragments - there wasn't full agreement on this one;<br />- Can't PvP also pay out fragments?<br />- When an alliance member achieves 1000 alliance points, could it be a multiplier on fragments?<br />- Kixeye designer asked why would players go after retrofitting older hulls, if they have the best hull in that class. Players responded many of us are "collectors", and want to have it all, just in case, it also doesn't hurt having a second fleet, even if inferior, for when main top fleet is repairing<br />- Kixeye proposed an idea, where a high level target would drop a bunch of low level fragments, along with some high level fragments, so "collectors" could get it quickly done - players liked it.<br />**** Sector bar, is another chore, and level orange is very hard to attain for most sectors;<br />- Players said they missed scheduled dredges, and would like to have something like that, on top of sector bar, as a mixed solution, so sectors that cannot easily achieve high levels could still access targets once or twice a week;<br />- Orange level could be easier than it is today, Kixeye proposed some high level target, harder than 75 armadas, to get bar orange quickly, just as lvl100 salvage gets it yellow quickly;<div>
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I can see why PvP won;t pay out fragments, people could just farm gunboats all day long. </div>
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I like the idea of having a multiplier, but it would have to be for the player only, and not for the whole alliance. It would just be another great reason to get your alli points, along with the bonuses. The high level target dropping lots of frags is good, instead of hitting cargo fleets or targets 54+ times in a row. </div>
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The sector bar I see is an improvement over the weekly dredge schedule. Players have access to uranium within an hour, or a couple 10's instead of waiting a few days and rushing to get them. I like the higher leveled armadas to help get into orange, the target should payout about 60k in uranium, with every armada before it doubling the amount before it too. This would allow for the players who want to hit the uranium bases for the uranium to get it faster, and those who hit for the shards have less competition between the 4 bases available. </div>
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Thoughts about the Townhall </h3>
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The timing of every 2 weeks is good, but for the love of god, increase the amount of players available to join. With only 6 available to currently sit it, its a far number from what I would like. A better system would be posting the topics instead in the forums or on facebook and letting the player base itself decide what it likes through a poll or many instead of relying on 6 people. </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com8tag:blogger.com,1999:blog-674094845411544336.post-73875863593447108542016-06-04T13:55:00.008-07:002016-06-04T13:55:56.952-07:00June WIP<div class="separator" style="clear: both; text-align: center;">
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June Work In Progress </h2>
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June is finally here and we are half way through the year that took; David Bowie, Alan Rickman, Muhammd Ali, and Prince away from us. Good. Onto what the game is bringing us... </div>
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Assault Tab in Foundry </h3>
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I've already gone over this, head over to my <a href="http://ouchbattlepirates.blogspot.com/2016/06/june-1st-release-notes.html" target="_blank">last post</a> to read about it and my thoughts. </div>
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Foundry Tier 5 </h3>
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The tier 5 is being added on June 7th, with the components found in the *gasp* fifth tier of the weekly. Kixeye hasn't said where to get the Fragments, but I'm thinking the 97 strongholds. </div>
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For the new ships added we only know what one is going to be, by a Kixeye error too. Head over to the May WIP, where it talks about tier 5 being added. </div>
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The Garrison target levels are a bit off, but with the ships being on point this is the only piece of evidence that I can find showing what the 5th tier will hold, for the Garrison tab. </div>
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Foe the Assault and Siege tabs, I have no idea. The best ideas for what it could would be the Apollo and the Punisher. Both of these ships are the highest in their rank for their respective classes, and among the most, if not the most used ships of their class. The Apollo was created last month and it seems too soon to earn it, but look at the Centurion. </div>
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Global hunt 6/10-6/14</h2>
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Mega hulls come back so you can earn Super hulls. Hunting down the 83 mega ship, similar to last raid you can earn shards for the Proto-Nemesis, the Hellstar, GC and Man-O-War.</div>
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With a maximum of 20 shards per person, and one per drop. Drop rate is not 100% though, might take a couple more hits to earn it. With different ship shards becoming available per day. With the shard available going in order of Proto, Man-O-War, GC, Hellstar. From 12 pm PDT to 12 pm PDT the next day. </div>
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Here is where it gets stupid...</div>
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The shard available is limited 3500 per world, 2500 for Hellstar. and 20 shards per user. </div>
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That boils down to 350 shards per sector, 250 for Hellstar shards. </div>
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That means only 18, 13 for HS, will earn the full amount of 20 shards, per sector. 20 shards aren't guaranteed for 20 hits, with the drop rate below 100%. </div>
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Lets say the average sector has 1000 bases, and levels are evenly spread out. 9 bases for each level. </div>
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Levels 1-110</div>
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Just an example, mind you </div>
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Seeing that end level players will be the ones most able to defeat these targets, 70+, thats only 360 bases able to hit these. </div>
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3500 shards per world / 360 bases * 100 Sectors = .09 shards per player. </div>
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2500 shards per world / 360 bases * 100 Sectors = .07 shards per player</div>
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This is for every sector being the same, and only 4/11 of the sector hitting. Every sector is different, and not every 70 can hit the targets too. So lets try with 80+, 320 bases </div>
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3500 shards per world / 320 bases * 100 Sectors = .1 shards per player. </div>
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2500 shards per world / 320 bases * 100 Sectors = .08 shards per player</div>
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Now this is for 3/11 of the sector hitting. Yeah... </div>
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This is with a sector with only 1000 bases, and with 9 bases per sector. I know every sector has hella more people than this, and the level diffusion is more than this, but this is just an example. </div>
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My advice for doing this? Move to a dead sector, oh wait that won't work. Kixeye hasn't said where they would spawn, I'm guessing around Drac Bases or around Nav Relays. </div>
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I won't be doing this, can't do mega hulls to start off with ;P. If you are able to kill Mega Hulls efficiently, without hours of repair, then go for it. </div>
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If you are close to finishing your hull, go for it </div>
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If you are able to take down Uranium Bases, I would do those instead of the 'Global Hunt', as it pays out uranium aswell . </div>
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Global Hunt 6/27-6/30 </h2>
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Another Global Hunt featuring the Artemis, Aegis, and Gamma Behemoth hulls instead. With Mega Ship 67 instead, and different amount of shard available, everything is the same. </div>
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I'm doing the same calculations again, but lets expand it to include 60+ bases. </div>
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Artemis - 15,000 shards - 50 shards max </div>
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15000 shards per world / 450 bases * 100 Sectors = .3 shards per player. </div>
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Aegis - 10,000 shards - 25 shards max </div>
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10000 shards per world / 450 bases * 100 Sectors = .2 shards per player. </div>
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Gamma - 3,500 shards - 5 shards max </div>
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3500 shards per world / 450 bases * 100 Sectors = .08 shards per player. </div>
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I would consider doing this one. Most higher level players don't use their Artemis at all, so it should be easier to get it on that day. With an easier targets, more shards per person, and able to save uranium from it. </div>
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How do I save uranium from it?</div>
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Well, you only have to complete the R&D to level 23 if you are able to get all 50 shard, instead of going to level 28. You will save 1,019,686 points of uranium, A great deal by my standards. </div>
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But will you use your artemis? The V2-H is better now with the retrofits, with almost half the build time, better resistances and higher missile reload. </div>
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I would definitely do this one on the Gamma day, with the only shards being available from the DUBs so far, and only needing 10 you will be able to finish half of it. </div>
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June Raid </h2>
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The raid is coming on the 16th, and lasts 4 days, per average. The raid is in the same cycle, Assault style targets. Kixeye has promised some changes, and one of them seems to be the removal of the Assault and Siege Bypass Deflection. Follow me over <a href="http://www.thedarkalliance.org/forum/threads/905-2016-May-26-Update" target="_blank">here</a>. <div class="separator" style="clear: both; text-align: center;">
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1= Yes</div>
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0/(blank) = No </div>
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Now with the bypass turned off on the ships and turrets, the Punisher will make a good tank and overall good ship to use. I'm currently adding armor on mine, so its gonna be kickass for the raid. </div>
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New prizes and hull </h3>
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In the most recent Forsaken coucncil meeting, it was told that the new ship, named Vendetta, will be mortar/rocket, the new weapon, named Coaxial Firestorm, will be co-axial with rockets being primary. And secondary being able to trigger and fire during remote targeting. The new special is a new version of the Resonance battery, named Resonance Capacitor, that provides the hull with bonus damage, turret defense, and speed. </div>
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The hull will have a special field able to boost the critical chance of 'Rockets, Launchers and Depth Charges', the field will stack with other Vendettas. </div>
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The raid info comes in at around 50 minutes in. </div>
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Forsaken Mission</h2>
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The old strongholds will be taken off by the 22nd. If you are still using them to get your points, i suggest that you switch or at least try the new strongholds. </div>
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Kixeye is also changing the point requirement for tier 5, from 150 million to 350 million points needed. The points given out by 97 will be matched to achieve this too. The damage will not be changed, so you will only need the same number of 97's to get tier 5. </div>
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150 million points currently needed / 33 million points currently given out by 97 = 4.54 </div>
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350 million points needed / 4.54 proportionally needed to complete = 77 million </div>
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So each 97 will give out 77 million points if Kixeye keeps with their promise. </div>
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What does this mean? </div>
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Getting to tier 4 just got hell of a lot easier. Taking out the two sides with the Halo/Blade should net you enough points for tier 4 itself. The main chore problem of the game just got less...chorie. For the younger players, if you can take out a single platform by yourself or get a good amount of damage dealt, I would suggest trying it out on the 97's once they change, could save you a lot of time. </div>
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All the changes happen on the 22nd, for the forsaken mission </div>
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New prizes coming out </div>
<br />Zynthonite Armor D2 - D4-CT: A draconian armor that provides Deflection.<br /><br />Very useful now that the raid targets don't have the bypass<br /><br />Concussive Plating I - III: Forsaken tech that provides a flat Concussive Deflection for Defensive Platforms and other buildings.<br /><br />Good for now because of Revenges wrecking <a href="http://data.whicdn.com/images/78387661/large.gif" target="_blank">havok</a>. <br /><br />A-T:R Transformer: A Forsaken transformer which provides increased turret range with a reduction in damage and resistances.<br /> <div>
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Might be useful when combined with a special to boost damage or reload, will have to see if useful. Turrets I currently this could be good on are the Pryo and Scattergun ones. With a negative radioactive defense, it should work good on paper for revenges, and Apollos don't have any radioactive resistance. </div>
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Ouch37http://www.blogger.com/profile/03357526704761027022noreply@blogger.com0