Saturday, July 18, 2015

Dark Tide - One Day In

(OK a day and a half - I've been busy)

Dark Tide has started.  All of the campaigns have been changed around, and any player can do any campaign, so I'll try to round up some tips for everybody.

One important correction:
In my previous article on the new prizes, I had said that using Gauss Supercharger on the Fusion Cruiser would be a waste, since the stacking of supercharges has been additive past one, so the x3 of the FC with the x1.5 of the Gauss should result in a supercharge of x3.5... which really isn't that much better.  A player (fulcrumer) posted the the following screenshot on the Kix forums:

(OK I cropped & added the circle)

Which shows 4.54x supercharge.  I'd like to know what his retrofit level is on Gauss, but maybe the supercharge is stacking differently when stacking between ship + special vs. ship + weapon.  

Campaign Selection: 
The Elite campaign cannot be aborted, but you can launch another campaign simultaneously.  Someone else pointed out the trick to being able to select the campaign when multiple are open - when you click the relay tower, click on the campaign name to choose which campaign to hit.

Recon Campaign:
6,252 points total (57k more if below level 45)
This entry level campaign didn't seem too rough. I would suggest some sort of long range weapon to outrange the rocket turrets, but not mortars since those won't be able to hit the Reaver ships.  Most of the ships are drones, but there is a Scout on missions 2 & 3, a Hades (Remote targeted torrent missiles) on mission 4, and a Javelin turret on Mission 5.

This campaign has no Forsaken Merc ships to rescue, and is only worth 6,252 points to complete (for anybody above level 45).  Only worth your time for low level players.

Strike Campaign: 
458,421 points (420k more if below level 60)
More players will be working on this campaign.  It can be done with Frosty Crusaders fairly easily, but players with that sort of fleet might want to think about attempting more difficult targets, like the Elite.  I'll run through each of the targets in a little more detail:

Strike 1: (21,942 points)
7 Drones, 1 Scout
2 Javelins, Rockets, 1 Mortar

You start in range of four drones... but not too much going on here, I did this one counterclockwise to take out the longer range turrets early.

Strike 2: (29,900 points) 
2 Drones, 3 Scouts
Javelins, Rockets
3 Forsaken Rescue ships -> Flee NE (3 points)

Two Scouts start off active near you.  I  also did this one counterclockwise to leave the Rescue ships a clear path to exit.  They are really slow getting off the screen for just 3 points.  It might be a little quicker if you do it clockwise (from the outside), but your ships will need to be fast enough to cover the Forsaken ships as they exit so they survive.

Strike 3: (42,380 points)
3 Scouts, then 1 Sapper when Ships freed
Brimstone, Mortar, Rockets, Javelins
3 Forsaken Rescue ships -> Flee NE (?? points... probably 6)

2 Scouts start active.  This one is tricky to get the rescue ships off the map safely.  The first time I did this I went straight for the rescue, but then the ships died when sailing off to the right side, into the Sapper that shows up.  The second time I cleared the right side, then went in to free the ships, but then everything died before the ships got off the screen.  I did this tedious campaign a third time... took out the bottom two Scouts, headed up the right side & took out the upper scout too, then I headed in to try to hit the prison building from above, leaving the bottom turret, but then the mission ended with victory before I could even free the ships.  Apparently that behavior is "working as intended." Some buildings do not have to be killed before the campaign ends, but they are not (currently) marked.

You're on your own to try to free those Mercs.

Strike 4: (48,008 points)
1 Scout, 3 Drones
Napalm, Javelins, Rockets
3 Forsaken Rescue ships -> flee NE then exit NW (9 points)

This one is really easy, I just went Clockwise, then stopped after killing the prison building and waited for the ships to leave.

Strike 5: (54,335 points)
1 Scout, 1 Sapper, then 1 Scout, 1 Hulk when ships freed
Napalm, Javelins, Rockets
3 Forsaken Rescue ships -> flee SW (12 points)

You start in range of the Scout, and the Sapper starts active too, so you'll have to engage it quickly. The Sapper has long range rockets, so keep moving & try to stay at max range.  After that I went NW to hit the Napalm/Javs, then went to hit the mortar and free the ships.  When the ships are freed, another Scout and a Locust Hulk come in from the SW (where the rescued ships head), so you need to turn and get down there quickly to keep them alive.  After that, you don't have to wait too long for the Forsaken ships to exit before going after the remaining rockets.

Siege Campaign:
(~3.6M points)
I ran through the Siege campaign twice, and found it.. annoying.  The maps are large and spread out.  You often have to double back just to clear an area or pick off a lone rocket turret.  

The Forsaken Rescue ships are worth more than they are in the Strike campaign, starting at 4 points per ship on Mission 2 and going to 12 points per ship on Mission 5.  But all in all, I think if you go through an entire Siege campaign and rescue all ships, you get slightly less than 100 points, so you will need to do this campaign at least 9 times to earn the Elite Mercenaries crew.  NOT GONNA DO IT!

I'm not doing this whole campaign as a walkthrough - it's just too tedious for me to do it again.  I found the most serious threat to my ships in these missions (and the Elite) was the thrower-armed Scouts & Hellhounds.  They seem to be Kixeye's counter to Frosty Crusaders blowing through the previous raid.  When engaging the thrower ships, stacking up will allow the thrower to damage all ships.  I tried to split my Frosty off my fleet to draw the thrower fire while keeping my Crusaders in their range.  I had mixed success.  My Frosty Mastodon fleet did better against these ships (more on this in the Elite section), so I would sometimes try to 2-fleet these targets.

The Hulks with Locusts generally stay stationary.  Since my Frostburn has Phalanx 3 with Countermeasure 3, it shoots down almost all of the incoming UAVs and my fleet takes very little damage from those.  I highly recommend some sort of countermeasures when engaging the Hulks.

The other thing to watch out for are the Pyroclast turrets.  Again, the throwers eat up stacked fleets, but even (old) launchers can be used to out range them by stopping just as you fire.

This obnoxious campaign took about 20 coins for me to complete (with no crew).


Elite Campaign:
(~4M points)
The Elite target in this raid is less challenging than the one in previous raids, and easier to do than the Siege Campaign (in my opinion).  Instead of the tremendous barrage of fire we've seen previously, it seems more like just an extra-large map from the Siege Campaign.  Like the Siege, it's also got plenty of places where you end up doubling back, especially if you try to pick off pieces strategically.

My strategy for this target is to start with the Frosty Mastodon fleet.

(no I didn't actually use these Cudas)

I first engage the Hellhounds, being sure to keep the Frosty between the enemies and my Mastys.  Then I sail North to take out the Jav, first Shroud, and the Pyro, then go after the group of Drones and 2 Scouts, with the same general tactic as against the Hounds.  Use the Frosty to draw fire and keep it moving (to reduce thrower damage).

After those ships are dead, my frosty is usually pretty close to dead too, so I retreat and bring in the Frosty Crusaders.



They sail south to take out the bottom cluster of turrets and then activate the 2 Scouts.  I used my Frosty to draw thrower fire from the first one while the Crusaders killed it.  The screenshot shows how I was able to pin the second one against the wall and stay out of range of the throwers while killing it.  After that I come back for the drones, then retreat.  Engaging the half-shrouded turret cluster just north of the drones would be pointless.

After that, I sail the long way around to the Northeast side to take out what I can - the Hades would be a real pain firing missiles at me while attacking the Locust Hulk in there, so taking it from the outside is great.  The mortars will be firing at you, so you have to keep sailing by - you can't stop to shoot at the Hades.  Make a pass to kill it on the way back if you have to.  After the Hades, I keep going to take out the turrets on the large island.  I sometimes take out the Pyros by the mortars from Arbalest overshoot, but they don't pose a problem to take out later.  

After killing those targets, I sail back around and work my way through the base.  I have to keep moving to engage the Locust hulk because of the mortars.  It will fire rockets if you get too close, so my path is a bit of a balancing act to keep my distance from the Hulk, but not get too close to the shrouded Pyro on the other side.  

World Map Targets:
With fewer choices on the map and more choices in the campaigns, players are hitting a lot less of these, and I think it's taking longer for sector bars to open (point levels needed seem about the same as last time).

Remember  that you can choose your entry point on these targets, so choose wisely.

23: (851 raid points, 10 Sector Points)
3 Drones, 2 Scouts

The Reaver ships are shockingly slow in this one.  You're just not getting any raid points to speak of when you hit it.  

43: (27,090 raid points, 100 Sector Points)
4 Drones, 3 Scouts, 2 Hades

The Reaver ships here still aren't very fast... I suspect a decently built Mercury could match them.  I entered from the SW and had 2 Drones & 2 Scouts activated.  I tried to run south before engaging them to stay out of the Hades remote targeting range, but didn't go far enough.  I then came in to finish the Hades and the remaining ships.

65: (381,979 raid points, 600 Sector Points, 600 Uranium)
7 Drones, 2 Scouts, 1 Hulk, 1 Sapper

There's a few videos on these - the generally recommended tactic is to enter from the north and take out the drones and scouts with a surface fleet (maybe using a sub decoy), then sub out the large ships.

The videos mostly show Nighthawks - I was able to do it with my Magnus Drive Spectres by entering from the SW, taking out the Sapper, surfacing far enough from the Hulk to avoid activating it, then I came in and managed to sink the Hulk about 1 second before I surfaced.

Here's one video:
https://www.youtube.com/watch?v=adP0dpqgbCw

Let's try a Western theme for this roundup - The Good, the Bad, and the Ugly

The Good:
Just about anyone can find a target tailored to their capability. The points on the Strike campaign are pretty low for the higher levels, but it should be doable for just about all players who have any sort of decent fleet.  I also think the Elite campaign's level of difficulty is not too high for most players to attempt it.

Oh, and have I mentioned that the new prizes are pretty amazing?

The Bad:
The most exciting new feature of this campaign is the Forsaken Ship Rescue.  Unfortunately, the "sometimes a level just ends" feature and the "wait a long time for the ships to leave or you don't get credit for the rescue" feature make it slow and tedious to rescue ships.  In addition, I think you'd have to do 9 Siege campaigns, or pretty much the entire raid on Siege, in order to earn enough points for one of the Elite Mercenaries crew.  Getting the Rescue points in Strike is totally pointless.  We need more prizes at lower point levels, and I think if the Forsaken ships are alive and the Reavers are not, I should get credit for rescuing them.

Oh yeah, and good luck opening the sector bar when nobody wants to hit the map targets...

The Ugly:
The level design.  The targets are very spread out which just makes the whole thing take forever.  The Siege Campaign is full of rocket turrets that are spaced out all by themselves. They aren't any challenge, but it sure is annoying to sail out to kill one and sail back.  The multi-hit method I detailed in the Elite is also somewhat tedious.  Why can't I just sail around the right corner to continue my prep?  This may have been an attempt to make players think strategically about how to approach the targets, but it really ended up just being annoying.

Tuesday, July 14, 2015

Dark Tide - Raid Info & What to Get

If you read Monday's article on the Fusion Cruiser and the D98-U early - I did forget to paste in the side-by-side hull comparison chart, so if you are interested and you missed it, scroll down and take another look.

Official Raid Info:

Overall, the raid is similar in structure to the last one, with three tiered campaigns + Elite campaign, map targets, and a Sector Bar.  The big difference is that all of the campaigns are going to be available to all player levels.  This will be a big benefit to the high level non-coiner players, who should be able to grind out Strike Campaigns at a much lower cost than Siege.

One other important detail is that the Elite Campaign is non-abortable.  This was true last raid as well, but it has been specifically announced this time.  If you don't think you can finish an Elite, don't start one, because you might be stuck begging someone else to finish it for you.  Kixeye also says in their post that there will be an expiration timer, so you might not be locked out of all campaigns for the rest of the raid (previous expiration timers counted down to expire at the end of the raid).  They also say that you can have multiple campaigns active - last time that seemed to work from the campaign window, but I didn't seem to be able to actually attack the second campaign I launched, so I was stuck attacking the Elite one only.  

It also seems like they have reduced the variety in map targets (23, 43, 65, and 90) - if the composition of the specific target numbers is the same, then it looks like they will be moving toward fleets only.  I thought the base-type targets took to long to complete anyway. 

I guess the 85s have disappeared?  

I think it's going to be more difficult to open the sector bar this time. The diversity of target choice has gone down, and some of the weaker Level 60+ players who resorted to hitting 40-level targets for raid points will be hitting Strike Campaigns instead.

Reaver Assault Platforms will be available again to drop Hellstars and Proto-Nemeses, but the respawn has changed.  Now they will respawn every 6 hours - starting on day 2.  This will give players more chances to try them.  The new Elite crew earnable from this raid (see Monday's post or the Kixeye Tips post) will probably be very useful for those Crusader drivers hitting 90s.  The announcement will now be a ships per hour meter, instead of a chat announcement.  That actually sounds a little more useful to a data-oriented guy like me, and will (hopefully) cut down on the chat spam followed by snarky comments.

The Sector Bar structure also looks similar to previous raids.  The only stat buff this time will be a 10% speed increase at 40% points.  80% points opens the sector store.  70% / 90% completion gets 5% / 15% point bonuses, and 100% opens the Reaver Assault Platforms.

What to Get:

The new hull and weapon are detailed in Monday's article.  If you've read it, you know that the new items should be the top priority for any player.

Prize recommendations - 
Green is "All players probably want this"
Yellow is "Maybe get it"
Red is "Probably useless"

Tokens:
24 hour Ship Build (2.75M) (limit 4)
12 hour Ship Build (1.4M) (limit 5)
1 hour Ship Build (120k) (limit 12)

These are yellow because their usefulness depends on how much it costs you to get them.  The largest tokens are the best deal in terms of benefit/point.  These point levels and limits are the same as last time, allowing a player to spend up to 19,440,000 points to earn one week of ship build speed-up.  You will be subject to token capacity limits so you will need to spend tokens before buying multiples of the same type.

Tier 5: 
Fusion Cruiser (12.5M):  This hull will give any launcher a big enhancement with Range, Reload, and Supercharge bonuses, but the new D98-U will especially benefit.  This hull is like the Crusader for Launchers.

D98-U Antipode Launcher (5.5M): This launcher has a longer base range or 94, and also a quicker, larger shockwave.  it also adds an "Auxiliary Shockwave" at half charge which debuffs radioactive resistance.  This will be a great upgrade compared to any launcher, but will work especially well on the new Fusion Cruiser.

Sector Store:
Reaver Bulkhead (5M): You don't want to build a ship with all Reaver Bulkhead Armor, but mixing one into a build will seriously up the armor points without too bad of an increase in weight or build time.  If you've been unlucky in the Forsaken Mission so far, you may want to get this one.

Grimshine's Berserker (25M): This limited flagship hull gives a triple salvo and a defense bonus when it takes overload damage.  This one may be an alternative to the Frostburn as an effective flagship for a Fusion Cruiser fleet.  There may be some targets that can stand up to the normal amount of fire from FCs, but surely not a triple salvo!

Warbird Carrier (12.5M): This limited hull (limit 2 in this raid) is another 4 special carrier hull, like the Valkyrie available from the recently completed Forsaken Wallet War.   The Warbird, at speed 12, is slower than the Valkyrie and doesn't have the anti-sub capability, but it also gives special override UAVs and a nice damage bonus.  It can be used effectively in both base defense or in open water.  12.5 million points each is a bit expensive ... but possibly worth it if you have a use in mind.

Impulse Launcher D92-S (4.5M): With the release of the D98-U (for just 1 million points more), I don't see any situation where you would rather use this launcher.

Mastodon Model (5M):  This model isn't too objectionable like some of the other ones we've seen, but I think it looks too much like the Proto-Mastodon, leading to confusion.

Tier 4: 
Zynth Armor D4-R (3.5M): Radioactive Defense will be very important, and D5-R doesn't exist (yet).

Compound Plate IV (4.5M): Not an awful choice, but I think I prefer the specialized plates based on what I expect my build to be doing.  

Reaver Scout Engine (4.5M): Useful for decoy subs or perhaps drone carriers, this can be used well if you have the right build in mind.

Pandemonium Mortar (5.5M): The very high splash of this mortar makes them more useful than the higher (theoretical) DPS Searing Barrage Mortar.  I think a D98-U Shockwave will be doing even more damage though.

Mastodon (7.5M): I like these against Reavers, which we will be seeing for a few more months (at least).  If you can't beat the Kraken to get a Proto-Mast from Snowfall, this is an alternative.

Berserker (9M): Between the fact that their only real bonus comes from taking damage combined with their 150% repair modifier... I just have never been a Berserker fan.

Cryo Launcher D104-N (6M): These are probably the second-best launcher to put on Fusion Cruisers, but not even close to the D98-U in damage output.  Why would you spend more 0.5M more points for these?

Inferno Rockets (3.5M): With the release of longer-range, quicker-build Dragonfires, these don't seem to be worth it anymore, but maybe as a last resort if you won Goresabers without Dragonfires.

Magma Throwers (4M): Some people like these, but I think they are too short range to be really desirable.

Tier 3:
D5-X Compound Armor (2.2M): This is my favorite armor special, even though may players prefer one of the alloys.  This is lighter than alloy and I have focused my retrofit uranium on it.   I also think that weapon damage types have become more diverse, so you can't really count on being able to avoid any particular damage type in a fleet for raids, base hits, or FvF. 

Maelstrom Rockets V (2M): These have come down in price from 3.5M last month.  If you don't have Dragonfires for a rocket hull, this can be a decent alternative, but you will want Cluster Warheads and high rank with these.

Poseidon Depth Charge 3 (2M):  A bit specialized for sub-killing.  If you know you want these, then they are worth getting, but the Poseidon 2 might be a better value for points and build time.

Nuclear Cruiser (2M):  Oh dear how the once mighty Nuclear Cruiser has fallen.  If you really can't get the Fusion Cruiser, and you don't have the V2-C, but you can scrape together the 5.5M for D98-U, then get this hull and start it in retrofit.  But you really want the additional 10.5M for the FC.

 Unstable Core III (2.2M):  This might just be my preference, but I hate building ships just to blow them up. 

Reaver Chaingun 3 (1.85M):  No, you want the Bypass Chaingun if any chaingun.

Tier 2:
Hurricane (400k): If you want a cheap way to get a lot of Firebat Drones into the water, this is your hull.  Lots of Firebats MAY be an effective way to take down Fusion Cruiser fleets (or any launcher fleet), as I don't think you'll be able to build a shockwave on a drone before killing it.

Poseidon Depth Charge 2 (100k): At this price, it is tough to tell someone not to get these really capable sub-killers.

Compound Plate II (350k): The way Compound Plate scales, the bigger ones are more efficient for damage reduction and build time.  You just don't want to use this one.

Assault Rockets D93-S (400k): Meh.  Kinda heavy, not that good, long build.  If you're using these, you probably could use  non-S Assault rockets instead.  

Unstable Core II (200k):  This might just be my preference, but I hate building ships just to blow them up.  With the slower speed, you won't get in range anyway.

Strike System II (200k):  You're just not going to want to use this long-term, you want Strike System 3.

Tier 1:
Battlecruiser (60k): A solid starter hull, and with the R10 upgrades this is useful even to high level players.

D1-M (40k), D1-C (40k) Armor: These armors can be useful when you want to add resistance without adding a lot of weight.

Poseidon Depth Charge 1 (40k): Sure, pick these up, but I think PDC 2 are in the sweet spot for this weapon type.

Unstable Core I (30k):  This might just be my preference, but I hate building ships just to blow them up.  With the slower speed, you won't get in range anyway.

Firestorm Rockets D91-S (100k): At half the weight, I usually prefer one of the other Firestorm versions (N or L) whenever I am considering light rockets.

Overall:
I have a very strong opinion that the new launcher and hull will be very powerful, and very powerful when used together.  Sometimes I advise players that if they don't think they can reach the hull, at least get the weapon.  In this case, you really want both.  Grind away on Strike or Recon if you have to... you shouldn't have to beg for help.  

Let me answer all questions of the form "Should I get X or Y?" right now...

Get the new ship and the new weapon.  Yes get them both.  

I should be able to post a "One day in" post on Friday like I usually do for raids... let me know in the comments if you want a detailed Strike walkthrough.  Well designed Mercuries and Battlecruisers should be able to blow through Strike.  Again, a countermeasure specialist ship helps immensely in that campaign because the large ships fire Locusts - shooting those down is key to cutting damage.