Monday, August 8, 2016

Welcome back?

It's been a while 

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 Doxy's site for amazing analysis and insight. I will be covering the upcoming raid starting on the 11th. Here is the tips and tricks for it, and the raid video below. 



Couple quick things from the video

  • Reavers are coming back for the next 4 months 
  • The top prize is a new submarine hull, named Hellwrath 
  • New special for torpedoes, Sealed Fire Charge, sort of like the Superchared EM Rails, but with projectile speed bonus
  • 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% 
Known things about the raid 
  • 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. 
  • The Apollo will be featured


I will be back tomorrow with the prize list and my analysis. 

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. 

Until then, I'll be in 106. 

Wednesday, July 6, 2016

July 6th Release notes

7/6 Notes 

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. 

Dark Reigns TLC 

Start Date: Wednesday, July 6th, 2016 - 9 AM PST
End Date: Wednesday, July 13th - 9 AM PST

Duration: 7 days
Levels: 65 and above 

I will be uploading videos of my playthroughs on my Youtube Channel.

Prizes 

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. 


Run through  1 (5 encounters)

Countermeasure Equipment II

Countermeasure Loaders II

Gale Defense I


Run through  2 (6 encounters)

Countermeasure Equipment III

Countermeasure Loaders III

Gale Defense I, II


Run through 3 (7 encounters)

Omega Behemoth

Gale Defense I, II, III


Run through  4 (7 encounters)

Harlock’s Citadel-Flagship only

Gale Defence I, II, III


Run through 5 (7 encounters)

Zoe’s Apollo-Flagship only

Gale Defense I, II, III

Badge: Capture the Flagships 


If you complete all 5 run throughs of the campaign, you will earn 5 Gale 1, 4 Gale 2, and 3 Gale 3. 
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. 

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. 


Harlock's Citadel 




































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. 

The downsides? Half cargo, no S(h)ockWave deflection, and a whooping 15 day build. 

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. 

How? 

Every time I see a Citadel hit, they split up the the fleet into one of two ways. 

The spotter hull enters into the channel

Now this can turn into one of two ways 

Way 1: the Citadels follow from outside the channel in a pack 

Way 2: the Citadels split up, with each one covering a different part of the channel. 

























Zoe's Apollo 




































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. 

But at the cost of a huge freaking buildtime and defense handicap. 

17 Days for a blank hull, during that time you can build 3 blank Apollo hulls. 

The flagship effect is just a bonus to defenses and reload within a 40 range. 

Personal Thoughts 

I would try and get the Citadel, but only if I could without a large bill. 

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. 

 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. 

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. 

Event Preview server 

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. 




Friday, July 1, 2016

July WIP

July WIP 

https://www.kixeye.com/forum/discussion/643404

Go read it, it's worth it.

Daily Deals and Dark Reign 

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.

July Event 

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. 
*NOTE*
You can only join into the preview if you play or started the game on Facebook. 

Mega Ships for Players 

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.

Weekly Mission Prize Additions 

These prizes are certainly better than last month's prizes.

The Shards in Tier 5 will be taken out on July 20th, make sure to collect them if you can.

  • Concussive Reciprocator - Forsaken depth charge technology, allowing for sustained damage at a fixed range.
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.

  • Minigun Turret - A focused, short-to-mid range concussive turret. Limited.
This turret will sink so many ships without deflection or concussive defense. This will definitely replace any remaining Pyros and Basilisk turrets.

  • Expanded Concussive Charge - A turret special that increases Concussive damage and splash.
Meant to go along with the Minigun or any Gargoyles you have left.

  • Zynthonite Armor D3-S; D4-S; D5-S - Draconian stealth armor.
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. 

VXP Weekend 

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. 

Skirmish line Preview 

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. 

The Skirmish class has in it.... (and tier next to it)

Barracuda-1
Battlecruiser-1
Battlecruiser X-1
Battleship-1.75
Sawfish-1.75
Spectre-2
Interdictor-2.5
Stingray 2.5
Nighthawk-3
Tiger Shark-4

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.

Overall thoughts 

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. 

Monday, June 20, 2016

After Raid Fleet Building

June Raid 

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 BPProfessor and read his articles, very good write ups. 

Changes to this raid from last

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.

Changes to how we played

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. 

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. 

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. 
 
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. 
  • 3-4 Arbalests or 7-8 reaver siege cannons or likewise 
  • 51% rank or higher / autoloader 3 
  • Nuclear Accelerator or Hardener barrels 3 
  • Evade booster 
  • Missile Defense booster 

My Higher level base 

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.























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.

You can replace the Switchblades with normal Blade, and use the reduced weight to bulk up the armor. At the cost of lowered damage.

Jamie Phipps of Battle Pirates All Sectors War Room build 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.


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.

My lower level base 

I didn't do much with my lower level hull this base. I tried out the C level targets with my Crusader build but I received too much damage from the Rhinos. Thank to Unofficial BP, 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. 

140/3 = 47 real damage. 

Each Rhino has about 4, guessing from this video. 

4*47 = 188 damage for all 4 missiles at once 

Now we find the damage for all three salvo's 

188*3 = 564 damage 

That's the actual damage for each round of missiles sent from the Rhino's in every C target.

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. 

The next planned build for my crusaders based upon this, and what I have so far is... 






















You can fit 3 of these into  fleet with a level 10 dock.

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.

Saturday, June 11, 2016

Kixeye's townhall meeting

Kixeye's townhall 

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. 
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. 

As more posts come out, I will continue to update this post. 

Raid Cycle 


- This raid cycle with assault targets will last until August;
- The Apollo will be offered every month between now and August, on the left side of the redemption tiers;
- Targets will remain mostly the same, with only small adjustments, as needed;
- 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;
- We, players, suggested Kixeye should not focus on all dual-mode weapons, but also release some single mode weapons, giving players more choice.
- We, players, suggested a turret store should be implemented, allowing for many players currently unable to defend, to catch up with missing turrets;
- August will be a hull store;
- New cycle starting in September will have targets of Skirmish class;
- 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.

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. 

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. 

Subs 


- Kixeye proposed only letting subs launch at 100% health, and lowering repair mod to 100% for all subs
- 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.
- goal is to eliminate zombie subs from game play, while making them more affordable to use at the same time
- Players pointed there's little to no room for subs in current PvE targets, and we'd like to see more usage for them
- Suggestion that, for raids and FM, lower level targets should be "subable", as it's a valid tactic for lower levels
- Kixeye asked if players would like ships in different classes, or should they be in a class of their own?
- 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.

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. 

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. 

Chores 



- 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
- 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;
- Can't PvP also pay out fragments?
- When an alliance member achieves 1000 alliance points, could it be a multiplier on fragments?
- 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
- 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.
**** Sector bar, is another chore, and level orange is very hard to attain for most sectors;
- 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;
- 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;

I can see why PvP won;t pay out fragments, people could just farm gunboats all day long. 
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. 

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. 

Thoughts about the Townhall 

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. 
 

Saturday, June 4, 2016

June WIP




June Work In Progress 

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... 


Assault Tab in Foundry 

I've already gone over this, head over to my last post to read about it and my thoughts. 

Foundry Tier 5 

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. 

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. 
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. 

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. 


Global hunt 6/10-6/14

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.

 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. 

Here is where it gets stupid...

The shard available is limited 3500 per world, 2500 for Hellstar. and 20 shards per user. 

That boils down to 350 shards per sector, 250 for Hellstar shards. 

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%. 

Lets say the average sector has 1000 bases, and levels are evenly spread out. 9 bases for each level. 
Levels 1-110
Just an example, mind you 

Seeing that end level players will be the ones most able to defeat these targets, 70+, thats only 360 bases able to hit these. 

 3500 shards per world / 360 bases * 100 Sectors = .09 shards per player.  
 2500 shards per world / 360 bases * 100 Sectors = .07 shards per player

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 

3500 shards per world / 320 bases * 100 Sectors = .1 shards per player.  
2500 shards per world / 320 bases * 100 Sectors = .08 shards per player

Now this is for 3/11 of the sector hitting. Yeah... 

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. 

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. 

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. 

If you are close to finishing your hull, go for it 

If you are able to take down Uranium Bases, I would do those instead of the 'Global Hunt', as it pays out uranium aswell .  

Global Hunt 6/27-6/30 

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.  

I'm doing the same calculations again, but lets expand it to include 60+ bases. 

Artemis - 15,000 shards - 50 shards max 

15000 shards per world / 450 bases * 100 Sectors = .3 shards per player. 

Aegis - 10,000 shards - 25 shards max 

10000 shards per world / 450 bases * 100 Sectors = .2 shards per player.  

Gamma - 3,500 shards - 5 shards max 

3500 shards per world / 450 bases * 100 Sectors = .08 shards per player. 


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. 

How do I save uranium from it?

 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. 

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. 

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. 


June Raid 

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 here

1= Yes
0/(blank) = No 

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. 

New prizes and hull 

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. 

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. 

 
The raid info comes in at around 50 minutes in. 

Forsaken Mission

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.  

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. 

150 million points currently needed / 33 million points currently given out by 97 = 4.54 
350 million points needed / 4.54 proportionally needed to complete = 77 million 

So each 97 will give out 77 million points if Kixeye keeps with their promise. 

What does this mean? 

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. 

All the changes happen on the 22nd, for the forsaken mission 

New prizes coming out 

Zynthonite Armor D2 - D4-CT: A draconian armor that provides Deflection.

Very useful now that the raid targets don't have the bypass

Concussive Plating I - III: Forsaken tech that provides a flat Concussive Deflection for Defensive Platforms and other buildings.

Good for now because of Revenges wrecking havok

A-T:R Transformer: A Forsaken transformer which provides increased turret range with a reduction in damage and resistances.
.  
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. 


Thursday, June 2, 2016

June 1st Release notes

Weekly Release notes, June 1st 2016 


Forsaken Mission 

Tier 5 has the Judgement mortar, and explosive system 4 added to it, along with doubling the amount of shard available from 15 to 30, 10 per each hull now. 
The judgement mortar is a good alternative for Pandemonium mortars when faced with high amounts of countermeasures. With a higher base damage, more range, and the MIRV ability. The MIRV can be very useful to overwhelming countermeasures, along with a high ass base reload, and can be used for snipping to reach beyond the weapon range.





















The Explosive system 4 is a good upgrade to ES3, and an alternative to Combustion system 2. With a spread deduction instead of bonus, +5% bonus to Projectile Speed, and lower weight percentage, at the cost of lesser Splash. The Explosive system works best with mortars, and not rockets in my opinion as you want mortars to hit their target.

  Foundry Assault 

A new tier was added to the foundry, featuring Assault hulls. With the MCX, Interceptor, Kodiak, and Rhino. With each ship having gained 35% Panatrating Damage, and the Kodiak getting Corrosive resistance of 40%. Each hull also got their own retrofits, but without any changes to the base stats itself. However, the build times have been reduced. 

Build time 

MCX: 1d 9hrs 45m 48s
Interceptor: 1d 18hrs 12m 16s
Kodiak: 2d 4h 45m 20s

Foundry Retrofits

Missile Cruiser X

R1: Assault DPS: 0 to 3

R2: Assault DPS: 3 to 6

R3: Assault DPS: 6 to 12; Siege DPS: 0 to 6

R4: Assault DPS 12 to 25; Siege DPS 6 to 12; Corrosive Resistance 25% to 30%; Combat Speed 12 to 13

R5: Assault DPS: 25 to 50; Siege DPS 12 to 25; Corrosive Resistance 30% to 40%; Combat Speed 13 to 15

The Missile cruiser received a mild retrofit, with resistances to help with the current raid cycle. Seems like 15 base speed is the new standard, with many hulls now getting being upgraded to it, or retrofitted to it. The Fragments for this hull is found in Level 75 elite salvages.

Interceptor V2-H

R1: Assault DPS: 0 to 12

R2: Assault DPS:12 to 25

R3: Assault DPS 25 to 50; Siege DPS: 0 to 25

R4: Assault DPS: 50 to 200; Siege DPS: 25 to 100; Corrosive Resistance: +25% to +30%

R5: Assault DPS: 200 to 400; Siege DPS: 100 to 200; Corrosive Resistance: 30% to 40%

The V2-H received an average retrofit, with the majority being DPS bonus. The Fragments for this hull are found in level 32 Legion Assault forces, that spawn around Nav Relays

Kodiak


R1: Assault DPS: 0 to 30

R2: Assault DPS: 30 to 62.5

R3: Assault DPS: 62.5 to 125; Siege DPS: 0 to 62.5

R4: Assault DPS: 125 to 250; Siege DPS: 62.5 to 125; Corrosive Resistance: 40% to 45%; Assault Deflection 0 to 12.5; Siege Deflection: 0 to 7.5

R5: Assault DPS: 250 to 500; Siege DPS: 125 to 250; Corrosive Resistance: 45% to 55%; Assault Deflection: 12.5 to 25; Siege Deflection: 7.5 to 15

Here is gets weird, why the .5 on the Deflections? The Corrosive resistance is real nice too, along with the armor ability of the R5, the Kodiak can still make for a good tank in the new raid. The Fragments for this hull are found in level 53 Legion Assault forces, that spawn around Nav Relays

Rhino


R1: Assault DPS: 0 to 42.5

R2: Assault DPS 42.5 to 85

R3: Assault DPS 85 to 175; Siege DPS 0 to 85

R4: Assault DPS: 175 to 350; Siege DPS 85 to 175; Corrosive Resistance: 50% to 55%; Assault Deflection: 0 to 50; Siege Deflection: 0 to 25; Turret Defense: 0% to 10%

R5: Assault DPS: 350 to 700; Siege DPS: 175 to 350; Corrosive Resistance: 55% to 65%; Penetrative Resistance: 40% to 50%; Assault Deflection: 50 to 100; Siege Deflection: 25 to 50; Turret Defense: 10% to 30%

The Rhino has the best retrofits of the Assault foundry tab, with Deflection, DPS, Corrosive resistance, and Turret Defense. The downside? The target (75 Legion fleets found new Nav Relay) to earn the Rhino is from the last raid, and you need 141 pieces to build it too. 141/3 is 47. 47 times you need to hit these targets, to earn the Rhino and many times more to retrofit it. I have personally only seen Rhino complete the target, and needing Rhinos to earn it will be hard. 

Speaking of fragments... 

Double Fragment weekend! 

This coming weekend, June 3rd 12 PM PDT to 5th at 12 PM PDT, all targets will be dropping double fragments. 

This could be very good, as you would need only 24 times to earn the hulls in Tier 4, and will be very fast for retrofitting the hull already owned. I'm going to be working on unlocking the Berserker hull during this time. 

Make sure to keep your sector threat in the orange during this, as it will maximize the amount of frag's dropped.