Icebreaker
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.- The Icebreaker won't be getting a limited flagship
or
- Kixeye will be adding tier 6.5-7 soon
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?
Well, looking at its stats only
It's a fucking tank.
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.
But Ouch37, this is for the weapon not the ship!
Yeah I know, on to the ship now.
With a comparison chart of other worthwhile tanks to use in garrison.
https://docs.google.com/spreadsheets/d/16y7-bfLTum-jVBb5lTltuAkNXAElxRx53TIvzeDcleI/edit?usp=sharing
Green-best out of two or more
Yellow-tied for best
Cyan-No stats or non applicable
Red-Terrible, just wrong,
Orange-Hopefully gets reduced (yes I know there is already a 50% armour repair reduction, but 3
hours for a blank hull is still a lot, people still add armour)
The Icebreaker has the best deflection/DPS stats, best combat speed, and armour. All useful
thingsin garrison tanks/spotters. However, it is lacking countermeasure boosts, so a starting build will need that; if you are putting countermeasures on it if not skip this. Along with defense to pen and explosive, speed, and damage abilities. Let's build!
Alright, this is what I got. I'll explain each component, and other substitutes-if available.
^That^ was all for a spotter/tank build, let's do one for actually dealing damage. No chart
this time as there are no usable rocket garrison hulls.
Built all around dealing damage, let me explain the modules.
Now that we have both builds, a tank and a fighter, I say we are wholly prepared for the next raid.
Expect that one build is a tank, and tanks are useless without a remote targeting hull to help out, a remote taregting hull like the... Empyrean
Built as the generalist version of the Citadel, it comes with a FoE that will activate resonance
trigger. Meaning you could replace the FLCS in our tank build with the resonance trigger, at the cost of no countermeasure backing. Its a game of weighing pro's and con's, best to leave it to you.
Chart for comparison of a R5 Citadel versus that of a Empyrean; looking at which is better
at the basic job of shellin'. Looking at stats only, the citadel is the better choice for remote targeting. A lower build time, mortar reload, splash, better defenses if it gets caught by missile/mortar fire, and longer range. The Empyrean does have its come back with the siege and assault DPS. For a weaponized hull alone, with the same mortar on both, I would have to lean towards the Citadel. However, with the Generalist restricted weapon and special, Imperial D100-Z Mortar and Trajectory Plotter, the Emyprean becomes the clear choice versus that of Citadel with Judgement mortar and Explosive system 4. How? Lets build the empyrean first. 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 each part? Look below fellas
Paired with the Icebreaker, this hull should work wonders in the next raid cycle and in the
weekly. But what about for bases? Well, Kixeye has gone and released an overpowered hull again, on par with Borbas's Goresaber. At first glance, Ferox's Fury doesn't really seem to be bestowed the title of 'overpowered'; but looking at the last stat block, and Berserk, everything comes together.
24,000 damage per second in a 60 radius range, coupled with a 3 second stun going off a
minimum of 4 times, lasting 8 seconds of 200 per second damage; i.e. 1600 radioactive damage. During these 8 seconds, combat speed increase, and corrosive reload increases by 75%. The original paired weapon with the Fury was the Conflagration Scattergun. Taking the base reload of 9 seconds, halving it by 100% corrosive reload, then fully ranked give it a final reload of 1.13 seconds. Now, adding on the 75% bonus, the final firing speed of the Conflagration on a Ferox's Fury during berserk is roughly .8 seconds.
Leading to 12.5, for math I'm rounding down, shots within the berserk period. Now lets
find the total damage output during that time, of a Ferox Fury with all 7 spots having been filled with Conflagration Scatterguns.
4440 building damage x 1.25 bonus corrosive damage x 7 weapons = 38,850 listed damage for
every salvo. Multiply by 12, we get 466,200. Enough to take out a level 7 turret, without any armor.
Reminder, this is just one ship.
With a maximum weight of 45729 tons in dock 13, and 35107 in dock 12, having a full fleet
of 5 Furys (or furies?) is a very likely possibility.
Assuming the berserk bonus applies to all ships in fleet, in this case furies (or furys?), the
total damage is multiplied by 5, leaving with 2,331,000. Almost enough to take down a level 8 turret with all permacrete armour.
That's not the reason why I consider it overpowered though. The FoE is why.
24,000 corrosive damage per second; though in a 60 range. Not affected by splash blocking
walls, this I assume. Meaning that just driving through the base, damage is automatically done within the 60 range. One could drive right past Enforcers, Vanquishers, Alpha Behemoths, Harlock's Citadels, and any missile hulls, take almost null damage and sink without firing many a shot.
Kixeye has brought back the blitz hull. It doesnt matter if you are taking fire, by just driving
right through it all, you will damage no matter what.
Countering?
My Personal thoughts
This raid has a lot going for it, with an insanely large prize pool, and three good ships coming
out of it. 6 Days should be good enough to get everything I want, needing about 50-60 million points. There has been some dicussion about the overbearing costs, which the Battle Pirates Professor went over in his latest post. Its a good read per usual.
Other people have been complaining about the build times going back up, with 4~ days for each
hull and 9~ for the F-Fury. I honestly agree with them, but we do have the weekly mission for build tokens.
Adding together we have 5 days to 7 days of free build, and doing it again gets us 10 days to
14 days of free build. Adding to the natural week of the weekly, we have 17 days to 21 days per week. Enough to build a single ship, rank it some and test it out and possibly some refits, all within the same week. My builds above are 15 days, 15 days, 10 days. Leaving us a minimum of 2 days to a maximum of 11 days to play with. Charges Armour Conspiracy
Formal advice giving post is over, dawn the tin foil hats my friends.
Both charged armours come with a reduction of 37,725 for penetration, and 10,000 for
explosive. Leaving a minimum of 25 and 35 pass through damage respectively. This is all before resistances and normal deflection is added. Why would kixeye release armour that would leave ships barely scratched? Is the damage in the next raid Tier 6 targets in the high thousands? Doomrooster stated that the reduction is applied to each single projectile, and then resistances and deflection is added. If the reduced number from the charged armor is the minimum, resistances and deflection aren't added.
These numbers don't work with Kixeye. Having players take barely any damage from
turrets, lowering the coining, doesn't seem like Harbin's plan for retirement. This can go down two paths
Notice how I said 'take almost no damage, for a while'? The damage reduction from the
Charged armour doesnt work on just one number, but rather two. The damage reduction, and the health pool.
It works like this; for every point of damage deducted by the charged armour, the same
number is taken from the health pool. i.e., if you have a mortar dealing 10,000 damage, and you have the C1-X equipped, you will only take 25 damage, but the health pool will decrease by 10,000 damage. Any amount of damage you take from incoming fire, you also take from your health pool.
For Doom's explaination, click me.
For C1-M, it reduces damage by a maximum of 37725, to a pool of 1,886,250.
Meaning that you can take a total of 50 projectiles dealing 37,725 points of penetration
damage, receiving only 1250.
For C1-X, it reduces damage by a maximum of 10,000, to a pool of 500,000.
Meaning you can take a total of 50 projectiles dealing 10,000 point of explosive damage,
receiving only 1750.
Tips for using Charged Armour
Have ship wearing the Charged Armour be defend by countermeasures,
or have countermeasures equipped. A minimum of 50 projectiles isn't large when you think about the number of coldsnaps, firing at you in current garrison targets.
Count the number of projectiles hitting you.
This might seem like a cumbersome task, but it is very useful when you consider that
the health pool is scaled with your ship health per battle. If you retreat after each little 'section' is destroyed, your health pool is back to full, or near full.
Lets look at the 97 FM target for my explanation.
Let's say that you enter from the south east, take out the platform, and then retreat. Your
ship has charged armour with a pool of 1000. During this advance, you take 900 damage in the same type of charged armour you have. Your pool is left with 100. Your ship takes only 10 points of damage.
Now, your Health Pool scales to ship health. If your ship has 100 health points total, and
after battle you have 90, then your pool would be 900. The pool resets after battle to a scaled health of your ship.
The amount of damage taken during that battle doesn't matter. All that matters is your
ship health percentage. Having a large amount of health, and a large health pool is key to no damage.
By retreating and reentering before your pool runs out, you refill it. With a large amount
of health, your percentage of health should stay around 95-99% after a battle. Scaling your health pool to 95%, your ship health afterwards would be down to 80-89%. After each battle you will have less and less health, and thus less health pool; but less damage coming in. Repairing the little lost health after the first battle seems like the best way to save time or coin.
Overall, use the charged armour in tier 6, and try and maximize the armour on your ship.
As always Film at 11
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