Monday, July 13, 2015

Fusion Cruiser and Antipode Launcher D98U

The Dark Tide event is coming.  I think it was originally name Dark Water, but Kixeye quickly realized that they would confuse all the old farts that like to talk about "black water days", so they tweaked the name a little.  Me - I'm such an old fart that I like to talk about the days when talking about black water days was fun.  So there.

Anyway we've had a bit of official data come out about this raid along with some obfuscation.  There was a forum post off the Wishlist that was making the rounds today, it included Borba's Goresaber and a Reaver short range rocket defense turret along with a complete prize list including a sector store.  As far as I can tell, that post had no basis in reality.

Kixeye Tips & Tricks:
What we do know is what came out in Kixeye's Tips & Tricks post:  https://www.kixeye.com/forum/discussion/558707

This explains a couple interesting things:
- Campaign structure will be similar to previous campaigns, but...
- ALL campaigns will be available to ALL levels

Assuming difficulty is similar to previous campaigns, this will allow high level non-coiner players to grind through Strike (or even Recon) campaigns to earn points more slowly than Siege / Elite campaigns.  I think the players this really helps the most are the players that just crossed level 60 and experience the huge jump in difficulty from Strike to Siege campaigns.

This post also describes the mechanics for rescuing Forsaken ships to earn "Forsaken Rescue Points".  The FRPs can be redeemed for an Elite Mercenaries crew.


Free the ships marked with "!"






Earn points towards the Elite Mercenaries


Use the Elite Mercenaries to help you in the Raid (or maybe some other time...)


My Frosty Crusader fleet is drooling.

I had actually been saving up a bunch of Fearless Blitzers that I want to burn up during the raid (and 2 Grease Monkeys).  We'll see what I end up using.


Speaking of drooling, lets get to the new prizes.

Fusion Cruiser
Kixeye's rotating wheel of weapon love has come back around to launchers this month.  The Fusion Cruiser is launcher-optimized with built in reload, range, and supercharge bonuses.

This info didn't come from an official raid briefing thread, but DOOMROOSTER is posting this stuff, so I believe it:  https://www.kixeye.com/forum/discussion/559216

How does it stack up to other launcher ships?

I did make the assumption that the build time posted in the thread (by DOOM) was the no officer build time (since it matches the current Greta/Nuclear Cruiser exactly).  I also noticed that we couldn't see if there is a repair modifier.  All other Forsaken ships have had 100% repair modifier (or lower), but we don't know what this one will be for sure.

So it stacks up pretty good.  Although it doesn't have the speed of the Interceptor/Hellblazer, it has decent speed, good defenses, and the reload/range/supercharge bonuses will make this ship an offensive powerhouse that has enough defense to hold up in a fight.  (especially when paired with new launchers...)  Although the Greta & Nuclear Cruisers match the reload, they don't match the range bonus or the supercharge.  

Really the best description of this hull is the "Crusader for Launchers".  Compared to the Crusader, it has the same speed & turn, the 8/4/4 configuration, slightly better defense/evade, slightly less built-in armor, much less cargo capacity, and serious offensive enhancement for launchers instead of ballistics.

A few more notes on building these...
- Don't use Gauss Supercharger on this hull, since the x1.5 from Gauss will only get you to x3.5 charge, not x4.5.  It won't be worth the weight or special slot. 
- Like Crusader builds, one Reaver Bulkhead will be an efficient way to increase your armor points with reasonable weight & build time.  More bulkhead than that will probably leave you vulnerable.
- Also like Crusader builds, I expect to see lots of 3 FC + flagship fleets, probably with a Frosty, but it might be harder to match speeds without the +20% speed bonus from the Nuclear Accelerator commonly used on Crusaders (one could use speed upgrade as a 4th special).  A 4 ship FC + blank HLNC might also be a fleet we see a lot of.  However with D98-U, shockwaves will come fast so maybe the HLNC won't be too much of an enhancement.

Antipode Launcher D98-U

(from wikipedia) Antipode: In geography, the antipodes (/ænˈtɪpədz/; from Greek: ἀντίποδες,[1] from anti- "opposed" and pous "foot") of any place on Earth is the point on the Earth's surface which is diametrically opposite to it.

I'm not sure what that has to do with this launcher weapon...



In the thread, DOOMROOSTER also posted that the Aux Shockwave takes 30 charges, and the full Shockwave takes 60.  

At a glance, this weapon looks powerful, but I'll stack it up against the other launchers:


(Woops - no Ballistic Bypass for D92!  I'm busy on the next article so I'm not going to make a new chart)

For the shockwave damage, I added the Auxillary and the Main Shockwave damage numbers, figuring you'll cause both over the 60 charge cycle.  (Aux at 30 and Main at 60, then repeat.  It may be possible that you get Aux at 30 & 60, then Main at 60, but my head hurts already.)

So it may look powerful, but when running the numbers we see it is REALLY powerful.  I was going to just combine the DPS numbers of the weapon damage and the shockwave, but I thought it was more impressive to show them separately, then combine them.  Both the weapon DPS and the Shockwave DPS are much larger than previous launchers.  You can see that the D98-U are expected to do over 3.5x as much damage (per weight) as the next closest launcher (the D104-N).

Those numbers were all run on a "zero bonus" case.  We all know that at higher reloads, the S launchers look better compared to the weapons with a higher salvo, so I'll reproduce the bubble charts for the launchers, but change my baseline ship to a Fusion Cruiser (with 45% reload bonus).



I included the data table since all of the launchers other than the Antipode look like they are sitting on top of each other in comparison.  The surprising part of this chart is that the S launchers did not catch up to the non-S launchers.  I had to stare at that a bit to undestand why, but the reason is that the x3 Supercharge on the Fusion Cruiser helps the U and N launchers much more than the S launchers.  I had to make some assumptions, but we've been told that the bonuses add, but start at one.  

The formula I used to add Supercharges is:  
Final Supercharge bonus = (Bonus1 - 1) + (Bonus2 - 1) + 1 

By that formula, U, F, and N launchers on a Fusion Cruiser get an x3 supercharge.
D104-S starts with x5, and with the x3 of the Fusion Cruiser ends up at x7 supercharge.
D92-S starts with x8, and with the x3 of the Fusion Cruiser ends up at x10 supercharge.
So the relative improvement of the S launchers is much less than the non-S launchers.

I'm sure people will want to see the Legendary case, so here it is:
 
The S launchers pass the non-S launchers with the high reload bonuses, but still aren't close to the Antipode Launcher.

If you are wondering about the "Bpw" number, that is build time / weight (in seconds per ton), so a lower number results in faster builds when using that weapon.  The Antipode, although it builds relatively fast at under 14 hours (with officer), its shipyard 2 bonus does make it a lighter weapon than the other launchers, so it has a relatively high Bpw number (although still better than S launchers).

Yeah... these are the launchers you are looking for.  No Jedi Mind Trick should convince you otherwise.

The other big effect these may have on the game is that having these high damage weapons on an offensive hull with over 98 range will mean that many bases will need redesign.  The previous rule of thumb was (approximately) that players needed 4 large (water) + 2-3 small (wall) tiles to keep snipers from reaching a turret.  This increase of offensive range from 96 (Hornet UAV) to 98.7 (FC + D98-U) will mean that another wall tile will be needed to keep buildings safe.

Overall:
Are these items game-changers?  Let me put it this way:

Maybe you missed out on the Crusader and the Arbalest.  Maybe you won them but didn't build them.  If you fall into either of those categories, you are probably sad about it.  If you won and built them, you probably know someone who didn't, and you may hear (constantly) about how they wish they had an awesome Crusader fleet like that.  If you don't start building Fusion Cruisers with Antipode Launchers, that is how you will feel.  But sadder.    With the removal of level limits from the campaigns, most players really have no excuse to not get these... 15 Strike campaigns over 4 days shouldn't be that difficult.

Or maybe you'd like to see it this way:

(45% rank for all weapon classes, each weapon is mounted on a hull optimized for that weapon type, launcher hull updated from NC R5 to FC)
(Sometime, I should probably update this plot to add Dragonfire Rockets and use Goresaber as the Rocket reference hull)

The first time I made this sort of combo plot, I had to make a separate plot without the Locust UAV, because it kind of collapsed everything else.  Now the Antipode makes the Locust almost fall back into the pack with every other weapon.  Are these overpowered?  Yes they are. Deal with it.  Welcome to Battle Pirates.

Thursday, July 2, 2015

Forsaken Wallet War & Valkyrie Carrier

Opinion on the Tournament:

If you need detail on the tournament structure, you can


With all the negative commentary on this month's Forsaken Wallet War ... (Arena Tournament for those who aren't in the know), I really wanted to dislike it.  The maddening part is... it's really fun.  I'm still not willing to pay for my repairs though.  But here's the thing:  You know how when you've been working on a fleet build for 2 or 3 months, and then finally it's done.  And you launch it and it's SO AWESOME.  Well with the Toybox feature, you get to build and use a fleet right away.  It's great.  Except for repairing it.  

I understand that Kixeye has to make money, and they need to give us "opportunities" to coin.  But don't make us coin... make us want to coin.  If they were allowing Uranium for repair insurance, and instead charged for fleet refits (not full price but maybe some set amount in the 20 - 50 coin range), they would still have plenty of opportunities for players who really want to perfect their fleets to spend money to tweak them, but also be allowing free players to get in the Arena and have a shot.

Maybe next time Kixeye?

I've paid Uranium to open up a few fleet slots, and it is not too expensive:
Second slot: 2000 U
Third slot: 5000 U
Fourth slot: 7500 U
Fifth slot: 10000 U

You could think of it as each extra fleet slot gets you an extra battle.  Well... it's more expensive than Repair Insurance was, but I am pretty stocked on Uranium right now.

The scoring is the same as last time, which includes starting off with your arena rating / 10 for points. I'm not so sure that's "fair", but that's how it is.  I guess it prevents ties.

Battle Stories:
I have tried 4 different builds in the arena so far - I'm not going to share the exact build for each, but I'll share battle stories from my first half-day.

I started with a Phantom Nighthawk fleet, not even worrying about stealth, hoping to catch any players who didn't worry about sub defense.  I figure with no armor, it would be a relatively quick repair.  (under 4 hours)  When I came up against a fleet with an Aegis, I realized that just about every fleet would have some thermal (because you are really missing out without an Aegis), so that sub fleet would actually be fairly useless.

I next tried a fleet with a Grim Berzerker flag, 2 heavy Goresabers with 4 Dragonfires each, a Crusader loaded with DR disruptor cannons, and an Aegis.  I was hoping this fleet would use the Crusader to slow enemies that would then be picked off by rockets.  This fleet came up against a fleet of Monarchs loaded with Firebats, which turned and ran.  Although the rockets could kill the Firebats quickly, they would still be able to fire the throwers before they died.  I thought I'd be killed, but managed to corner the Monarchs with just a bit of life left & pulled out the win.  

The next fleet I tried was a fleet with 2 Crusaders (loaded with 8 Arbalest each), an empty Savage Kodiak, a Proto-Mastodon loaded with Buzzard Missiles and an Aegis.  This fleet also came up against a Monarch drone fleet and pulled out a win fairly quickly by chasing down the Monarchs.  (I might have emphasized speed in my build...)

Next I decided to join the drone crowd, and built a fleet with 5 Monarchs, each with a Firebat 3 Module, and some Locusts.  It came up against a pretty standard Frosty Crusader fleet.  It was doing pretty well at running away & killing my drones from out of their range, until I maneuvered one of my Monarchs in range to launch UAVs.  At that point he shifted fire to my Monarch, which allowed the Firebats in to open up with throwers, and it all went south for him after that.

All those battles were really fun and exciting (except the sub one).  IT'S A DAMN SHAME I'M NOT GONNA DO IT VERY OFTEN.  I think I'm going to stick with the Crusader-Mastodon fleet for a while.  (my 5th match against 4 Crusaders went real well).

My general build philosophy in this Tournament is to build with lots of weapons, high speed, and light armor.  I figure if I'm outclassed by a mismatch, using light armor will reduce my repair time, and having a heavy emphasis on weapons allows me to be sure to deal out damage if I end up in an even slugfest (or get a quicker kill in a mismatch favoring my fleet).  Speed emphasis means that I'm more likely to be able to choose the engagement range instead of allowing my opponent to do so.  One more tip (and I'm hesitant to share this one) - if you're going to use drones, spread out your drone carriers.

Valkyrie Carrier

  
This new prize hull is a high-speed, heavy UAV carrier that fires Special Pinch and Cavitator UAVs as overrides.  Fundamentally it makes the Nash Carrier obsolete.  Let's see how it stacks up against that & the Warbird...

 

Speed, UAV damage, and resistance are standouts, although low evade and no concussive resistance might make this hull a bit more vulnerable to subs than a player would hope (given the Cavitator capability). 

The Nash/Lightning is really more of a Stingray that can carry UAVs, and the Warbird is slower but can pack more armor.  The Valkyrie is really a powerful open water UAV hull, even without the anti-sub capabilities.  I like it.  I'm not going to coin for it.  

I think the problem that many players will have with this hull is that if you only win 1 or 2, it will be difficult to speed-match other ships with it to make a fleet, unless you specifically slow down the Valkyrie (which would negate one of its best qualities).  Although a little light on armor slots, base defense might be a decent use for this hull if you only win one (and don't have a Warbird or Harlock there already).

With the coin-friendly Forsaken Wallet War format, many players are skipping the event, and they are missing out on a good hull, but not on a must-have item.  If a lot of players take the "no-coin" attitude, then the brackets will have some scores that are not too high.  My recommendation is to get in a bracket, take a look at the scores, fight a match or two, and see how you do.  In my bracket (10 hours in), 1st place is currently around 4000 points, 2nd place is 1900, and 10th place is 934.  96th place has 200 points.  I don't know if these scores are typical, and yes, the top 10 are probably coining, but the overall scores are definitely not outrageous, the hull is not out of reach for a non-coiner (even if the top spot is).