Sunday, March 8, 2015

Locust UAV - Sneak Preview

Sometimes Kixeye likes me, sometimes Kixeye doesn't... so I think.  But they don't pay me... you do.  My readers have overwhelmingly told me in a poll that you prefer for me to write articles based on preview data, even if it is subject to change.  The information in this article is based on the info mined out of the game files by the guys over at bp-information in their dump of changes in the update for March 3 and the image came from their Feb 23 article.

From the March WIP Post:  https://www.kixeye.com/forum/discussion/531495

Running a little late guys?
 


EDIT: WOOPS - I missed it (posted as promised) over in the strategy section...
https://www.kixeye.com/forum/discussion/531947

It doesn't talk about the Locust much anyway, except for the mention that the Reaver mothership is "equipped with a new aerial weapon that swarms Forsaken ships like a cloud of mechanical locusts."

EDIT - THIS IS NOT A RAID PRIZE, BUT IT LOOKS LIKE THE REAVER MOTHERSHIPS WILL BE ARMED WITH THESE.

So here goes - ALL THE INFORMATION IN THIS ARTICLE IS PRELIMINARY, UNOFFICIAL, AND SUBJECT TO CHANGE.

BP-Info grabbed this teaser image of a UAV, which certainly looks very Reaver-like.  

That article also showed preview images of this week's new Forsaken Mission items and the Warbird Carrier.  It's been pretty accurate so far.  FYI they also showed two other hulls that we haven't seen yet.  One looks like a Forsaken hull similar to a Vindicator, and the other looks like a Reaver hull similar to the Hellhound.

This Locust UAV is expected to be a prize in the upcoming raid - Apocalypse (starting March 12th).

The following chart shows the key stats that have been mined out for the new UAV, compared to other UAVs:


StatisticLocustHornetDragonflyScarab
Range96979495
Damage84.066.0110.0122.0
Building Damage109.233.055.0158.6
Bonus Damage33.60.00.00.0
Reload Time4.02.04.04.5
Swarm Duration12.03.26.26.2
UAV Reload0.80.61.51.2
Weight (Shipyard 2)547479595453
Damage TypeExplosivePenetrativeBallisticExplosive
Fleet DPS470.4198.0137.5162.7
Fleet DPS/hton86.041.423.135.9
Building DPS571.299.068.8211.5
Building DPS/hton104.420.711.646.7
Other30 DPS fire-Acc Debuff-
Build Time w/off20h 27m15h 28m15h 28m20h 27m

Before I did any math on this UAV, the first thing I looked for was the reload time - The Hornet has a 2 second reload time, where all other existing UAVs have a 4 (or more) second reload.  The Locust also has a 4 second reload, which means the Hornet remains the UAV of choice if you are solely concerned about Override Launch UAVs (pinch in particular).  The Locust range is similar to all the other UAVs.

The Damage output of the new Locust is huge, although that damage is spread over a very long swarm time.  The other feature of the Locust is the fire pool - it does 30 DPS in a relatively small area, damaging all stacked up ships.  Moving ships will move out of that field, but new fields will be created as the UAV continues to fire.

When I thought about the long swarm time, I was concerned that although the Locust potential damage output was very high, the long swarm time means that the damage could take a long time to build.  I decided to compute one more statistic - DPS per UAV.  This statistic compares how quickly each UAV does damage.  

StatisticLocustHornetDragonflyScarab
Damage84.066.0110.0122.0
Bonus Damage33.60.00.00.0
Reload Time4.02.04.04.5
Swarm Duration12.03.26.26.2
UAV Reload0.80.61.51.2
Damage per UAV1,882396550732
DPS per UAV147.0110.073.3101.7
DPS per UAV/sec36.855.018.322.6

With the Explosive + Radioactive damage, a single Locust UAV does damage more quickly than any of the other UAV types, but when corrected for UAV launch rate, the Hornet (with its short swarm time) does damage most quickly.

Advice:
The huge damage output of the Locust makes this new Reaver UAV a very desirable option.  In order to maximize your damage, UAV Powercells should be used on any build utilizing Locusts.  With such a long swarm time, you will want to chain to new targets.

The high number for "Damage per UAV" makes the Locust very attractive for hit and run tactics - launch a volley of UAVs at max range, then turn and run out of range while the UAVs do damage.  This strategy would work best with a fast ship like the Lightning Carrier.

I've been a big fan of Hornets, and anti-Scarab.  This tables show that maybe Scarabs aren't too bad, but the Locusts eclipse the Scarab in just about every way (except weight).  Hornets will do their damage sooner and give more chance of a special UAV, but the Locusts blow all the other UAVs away in the sheer amount of damage they can do over time.  This will be a very good UAV against ships and buildings.

On the defensive side, the long swarm time means that the Locusts will be on target for much longer, giving more time for them to be shot down by countermeasures before doing their full damage output.  Full UAV fleets will generally overwhelm any reasonable number of countermeasures, but don't discount how much counters can reduce incoming UAV damage.
Update: In the comments, a reader pointed out that countermeasures do not shoot at UAVs that are on swarm (only incoming), and shared some video evidence of that.  Thanks for the info!

Update 2: With the long swarm duration and relatively short reload time, Locusts will be boosted by UAV retrofits (and you can see "Locust UAV" in your retrofit lab already) more quickly than any other UAV.

Wednesday, March 4, 2015

New Forsaken Mission Prizes - Nuclear Accelerators, Earthshaker Cannon, Eruption Pyre

The Kixeye update for today contained a lot of new content.  The long awaited repair specialist is here, and so are new some new Reaver tech items for the Forsaken Mission.

I'm not going to go into too much detail on the Repair Specialist in this article.  My quick impression is that it is fairly underwhelming - for example, the V2-H gets a 25% repair bonus once reaching Legendary rank.  This is appreciated, but even 25% is somewhat mild.  Even worse than that, the Repair bonus one step down, at Specialist 1 (70% rank bonus) is only 15%.  Many players won't sniff the 25% repair bonus; they will be at 10% or less, which really won't make much of a difference.  

Reaching Legendary rank takes a lot of time or a lot of coin.  My V2-H, which I have spent some time ranking, but haven't ranked compulsively, are in the Elite ranks, so they only get a 7.5% bonus.  I will also say that coining Legendary rank just to get a 25% repair reduction will have a VERY LONG payback threshold... 

So overall, I wanted to be positive about the repair specialists, but the repair reduction is not enough to make a difference in how people will be using their ships and playing this game.  So it's a fail.

I also see that the repair specialists do not require any particular rank in the Naval Lab... so I hope you didn't waste too much time with Lab upgrades. I definitely wasted the last two weeks, so come attack my base soon before my Apocalypse Mortar gets built.

Speaking of Apocalypse Mortars... one of the new Forsaken Mission items might pair quite nicely with one... the Eruption Pyre.

(Build times in this article are pulled from the Unofficial BP Information blog)  

Eruption Pyre:
As released, the power consumption of the Apocalypse Mortar resulted in many turret specials being unusable even with a Level 5 turret platform.  The previous "best choice" was the Slide Loader 2 (+8% power consumption, Explosive Reload +125%, Explosive Damage - 55%), and that was usable with either Turret Platform 4 or Turret Platform 5.

The Eruption Pyre becomes a choice when you put the Apocalypse Mortar on a Level 5 Turret Platform:
  
The special options for the Apocalypse Mortar now break down as follows:
Apocalypse MortarWith
Eruption Pyre
With
Slide Loader 2
With
Frontline X-M
Range65 - 16065 - 16065 - 16065 - 160
Damage6000480027006000
Bonus Damage1500150015001500
Salvo4444
Reload Time15.06.56.713.0
Splash30363030
Spread80808080
Equiv. Accuracy100.00%100.00%100.00%100.00%
DPS vs. Stationary Target481885578550
Power3,4203,9673,6943,865
Power Margin Turret 48.19%-6.74%0.17%-4.26%
Power Margin Turret 516.96%0.83%8.30%3.50%
Other300 DPS fire pool+30% Projectile Speed+40% Missile Defense
Build Time (w/Officer)5d 7h 58m22h 34m6h 42m11h 17m

The Eruption Pyre is clearly the best choice for mortar turret special.  With a better Reload and lower Damage penalty than the Slide Loader 2, an EP-equipped Apocalypse has tremendous damage potential, and the increased splash and projectile speed will result in better damage done against moving targets.

If using Victory Mortars or Meteor Mortars, the other offensive Special option available is the Fire Support Platform X, which gives the same +30% Projectile Speed, a higher +150% Explosive Reload, but a -50% Explosive Damage reduction at a cost of +25% power.  Slide Loader 3 gives +200% Explosive Reload at a cost of -66% Explosive Damage at a cost of +20% power.  I would take the higher damage, splash bonus, and lower power of the Eruption Pyre... wouldn't you?

Nuclear Accelerators:
At a glance I thought this new tech was like Strike System for Ballistics.  But then I realized it didn't have enough Combat Speed to let you leave out an Engine Special.   Let's hope you can stack an Engine Special with this...


Unlike the engine or ballistic options, this seems to come in only one size (no 1, 2, 3 like most engine or ballistic specials) 

The other options for Ballistics compare as follows:
Nuclear AcceleratorsHardened
Barrels 3
Cannon
System 3
Autoloader 3No Special
Weapon Weight55%60%89%60%0%
Combat Speed20%0%0%0%0%
Ballistic Range50%50%35%0%0%
Ballistic Accuracy40%0%0%0%0%
Ballistic Reload0%0%75%110%0%
Total Build Time w/Officer9h 51m10h 45m10h 45m10h 18m-
Bypass CG 3 DPS456.9326.4430.4463.2326.4
Bypass CG 3 DPS/hton43.930.433.943.148.6

So this is really like Hardened Barrels, but better.  It gives the same range as HB3, but at lower weight and adds on the Speed and Ballistic Accuracy bonuses.  Although the build time will likely be longer, the Nuclear Accelerator special will always give better performance than HB3.

I think players who use SCX with Bypass Chainguns should really be salivating at this... oh yeah, and you Goliath users too.  Autoloaders are less useful on the Chainguns with their long salvo time.  Cannon System's range penalty compared to HB/NA makes it not very helpful in most situations.  Be sure to confirm the build time - I expected this one to be over a day, not shorter than HB3.

Earthshaker Cannon:
This new Reaver cannon seems to be intended as a new & improved Siege Cannon.


How does it stack up?


Earthshaker CannonSiege Cannon ZBypass Chaingun 2
Max Range47.043.050.0
Damage6503502620
Bldg Damage1,9509622620
Bonus Damage3251751310
Salvo3130
Reload Time4.04.57.5
Accuracy40%40%70%
Weight (Shipyard 2)480350446
Bonus Armor50000
Fleet DPS88.646.7206.8
Fleet DPS/hton18.513.346.4
Building DPS517.0252.7295.5
Building DPS/hton107.772.266.3
Build Time (w Off)1d 15h 47m1d 15h 47m12h 34m
OtherSplash 6,
Speed +5%,
Fire Field
Splash 4,
Speed +5%
27% Ballistic Bypass

(DPS numbers do not account for splash or fire)

In comparison - it gives the speed bonus and even better splash than the Draconian Siege Cannon Z.  The fire field strength is not shown in our blueprint preview, so that also is not considered in DPS above.  Although its anti-ship DPS is computed to be lower than the (similar weight) Bypass Chaingun 2, that does not account for the splash (even when the shot misses) or the fire fields.  

With NA or HB3 on a 20% range bonus ship, the total range becomes 79.9, and on a SCX or Goliath with 40% range bonus it is 89.3.
.
So we have decent range, splash damage, fire fields... yeah this is a usable weapon for Ballistic Hulls.  Just add the new Nuclear Accelerator... and you got yourself a meal.  Watch out for Reavers sporting this combo in the next raid... try to spread out if it shows up.

Overall, this content drop in the Forsaken Missions looks pretty powerful.  The re-release of the Vindicator in the previous raid may have been for players to have a ship available to take advantage of the new Reaver ballistics.  Even if you don't plan to use these items, they are equal to or better than their previous equivalents in just about any category of comparison. All three are in Tier 4 of the Forsaken Mission this week... don't miss out (all the Tier 4 items are fairly useful this week).  Again, I would watch out for the build times - they seem really good right now and we've known Kixeye to change them... double check before you start builds.