Thursday, October 15, 2015

Death From Below - the Prizes & What to Get

Death from Below is starting soon - the first raid since the Ascension clusterf**k, and the first raid since Kixeye announced their new attitude.

So what would I want from this raid?
- A more player friendly format
- No changes mid-raid
- New prizes that have reasonable build times
- New prizes that are not overpowered
- A good selection of older items for other prize tiers

I'll come back to this list at the end of the article.

Some useful Kixeye Links:
Briefing/Prize list: https://www.kixeye.com/forum/discussion/579408
Tips: https://www.kixeye.com/forum/discussion/580642
Video:  https://www.youtube.com/watch?v=WtUAEExMYqU

I'm not going to rehash the whole briefing on the format, so you should read that one at least.

Raid Format:
The raid format is similar to what we have been seeing lately, with the three level-locked campaigns and an Elite Campaign.  Co-op is back per player request.  The ability to hit lower level campaigns for lower points is not back.  If I had to pick one, I would pick the open campaigns over co-op, as I don't like the dependency that co-op can breed.  (Although true teamwork in campaigns can be really fun).

World map targets will also be available at levels 35 & 55.  The 35 will have reduced points for players above a certain (unknown?) level.  I don't expect the map targets will be very popular unless the points / difficulty ratio changes drastically from the previous raid. The only reason to hit them in Ascension was to open the Sector Bar. 

The sector bar is gone, and Vanguard targets will be available two times for hitting.  
Vanguard prizes will be:
  • Ghostcrawler
  • Hellstar
  • Death Scythe
  • Cobra Scattergun
New Prizes:

Tiger Shark Hull Prize


The main prize is a new submarine hull - the Tiger Shark.  Its real standout capability is the Assault DPS of 2400, which essentially increases the FvF damage of each mounted weapon by 240 DPS... which is a lot.  Kixeye tried to explain DPS a little better in a forum post. That, with a little more info gathered through testing, has allowed me to finally figure out how DPS affects your damage output.  I plan to work through a few examples in an upcoming article.

The sub compares pretty nicely to our existing submarine hulls.



With all the weapon, special, and armor slots, combined with the new heavier torpedos, we see the first time since the original Barracuda that we've had to worry about Max Weight on subs.  Its submerge time is the same as a Spectre, it doesn't have the crazy low Banshee map speed, and this hull also has decent defenses in case you get in a situation where you are trading fire.

In all, we have a very good sub hull with great FvF damage output. I think we were all hoping for shorter build time.

Styx Weapon Prize


The Styx Torpedo has the same long range as the Charon.  Although it does less Concussive damage, it also does a good amount of Corrosive damage.  




Like the other Scourge torpedo, it doesn't give you a speed boost, and with modern subs having 4 special slots & the availability of Speed System 4 or 5... I don't think the Turn Speed boost is that amazing.


The number to look at is the bonus damage of 1080, which corresponds to the (potential) corrosive damage per torpedo hit.  Once again, Kixeye has given us part of the story in a forum post, but using data from our good friends over at Dark Alliance, we can figure out the rest.  The Death Scythe does the following:


If we assume that the "dotdamage" is done every "dotinterval", then we can figure that each corrosive stack will do 6 / 0.2 = 30 (actual) damage every second.  Multiplied by 135 Max Stacks, that works out to 4050 damage per second.  Since damage displayed on blueprints is doubled, we get a max Damage over Time of 2x4050 = 8,100 which corresponds to the number on the blueprint.  The DoT duration of 6 seconds defines the duration of each stack's damage output, so we can also tell that the total blueprint damage of each corrosive stack is 30 actual DPS x 2 blueprint / actual x 6 seconds = 360 corrosive damage per stack.  The Styx has a x3 Supercharge on its corrosive, which means that it will do 360x3 = 1080 corrosive damage per hit.  But not always... if you hit the max stacks, then the corrosive will not build up any more, and that damage will be lost.  I like to think about the corrosive damage much like UAV damage.  Once that UAV or torpedo hits its target, it will do the damage... it will just take a while to do it.


So overall, the build time is terrible, but the range and damage output is great.  Also consider that the new Scourge torpedos have a much faster travel speed than previous torpedos, similar to the new breed of missiles.  

Ghostcrawler Limited Hull (Vanguard Drop)


We all wanted our own Kraken, right?  This beast never surfaces, has a HUGE damage output (476 Assault DPS per weapon and +100% concussive damage), has high speed and good defenses against anti-sub weaponry.  88 thermal range means that no subs will be able to sneak up on you.

The deep submerge is interesting - I would suggest you do NOT want to use a Battery on this hull, because you want to deep submerge as much as possible to get the stun effect when you surface.
Although Scourge torpedos are an obvious choice for this sub, using Assault Torpedo B can get you some ridiculously high combat speed as well (leaving the GhostCRAWLER name a real misnomer).  The drop rate on this is supposed to be very low, so good luck trying to get this... unless you plan to use at against me, in which case I really hope you don't get it.

Green / Yellow / Red prize eval:

My color coding for prizes is:
Green  Most players should want this prize.
Yellow  You may want to buy this prize if you have a plan for using it, but consider "green" prizes first.
Red  I'm not sure why this prize would be worth the points it costs.

Tier 5
Tiger Shark (12.5M): I do think this is a great sub hull, but with the build time looking like 80+ days for a fleet of 4 with modern torpedos, it seems like a luxury item for a lot of players.

Styx Torpedo (7M): With long range and high corrosive damage, this is a powerful weapon, but the build time is a real drawback.

Multi-redeem:

Cobra Scattergun (1.1M each Limit 6): Players who have used this weapon seem to generally like it, but I'm going to go back to the build time again and suggest that it isn't for everybody.

Tokens: Based on how much damage you take getting points, these may or may not be worthwhile redemptions.

Tier 4:
Wendigo (25M Limit 1 Max 1): Kixeye added in this limited base defense turret after the initial prize list was announced. With the slowing ice field this turret adds, base attacking fleets without a Frosty or Aegis are often in trouble. The range is a bit short, so you will need to consider placement pretty carefully.

Kodiak (5M): A nice durable missile hull, but better ones are out there.

Mastodon (5.5M): With the new long range R5 remote targeting and the new breed of missiles, I'd grab it if I didn't have Rhinos.

Buzzard Missile (5.5M): An upgrade from Torrents, and I'm not sure these have been available since they were a FAT prize, but with the high salvo, these are not effective against the Scourge, especially compared to the Blade, Harrier, and Disruptor.

Concussive Upgrade (3M): This one might be useful in some sub fleets, but with Stealth Attack System 4 coming in the next Forsaken Mission, you might prefer that.  This also is inferior to researchable Concussion Warhead, so it is only useful as a second damage upgrade.

Evade Upgrade (3M): Sometimes useful if you have enough special slots, but again this is inferior to the first evade upgrade from Agility, Reflective Coat, or Scrambler.

Zynthonite D4-R (3.5M): I'd rather use D5-R - I just don't see this as all that desirable for the build time, unless you really need the R shielding and you can't reach the FM Elite Tier. 

Tier 3:
Mercury (1.6M): A great hull with low build time for players who are working their way up the build tree.  Consider that this might be easier to get from the campaign (Hunt the Nemesis #1).

Shielded Electronics 3 (3M): Useful in many situations, especially a base guard.

Compound Panels E (2M): For the power usage, I find these to be really useful in my base defense when I don't want to load up against anything too specific.

Hydrodynamic Shells 3 (1.8M): You may be tempted to try this with mortars or rockets to hit underwater Scourge targets.  I suspect that between their resistances and speed, you will be disappointed.

Poseidon Depth Charge 3 (2M): Possibly useful against the Scourge, these are still sort of short range (64) and potentially outrun. Maybe combine them with disrupter missiles?

Zynth Armor D4-V (1.5M): I'd just rather use armor slots for resistances.  I find D2-V more attractive when I'm desperate for speed anyway.

Tier 2:
Compound Panels C (400k): If you are really limited on power or cant reach the ones on Tier 3, these aren't bad either.

Shielded Electronics 2 (500k): You'd rather lave the one on Tier 3, but grab it if this is the best you can do.

Interdictor (100k): Possibly a useful ship against underwater targets, but I think it isn't worth its build time anymore.  

Hydrodynamic Shells 2 (350k): If the HD Shells 3 is unsatisfactory, this will cause even less submerged damage.

Poseidon Depth Charge 2 (100k): Possibly useful against the Scourge, these are still sort of short range (64) and potentially outrun.  However, compared to the level 3 PDC, these are way cheaper and a quicker build.  Possibly worth the risk to give them a try.

Zynth Armor D3-T (400k): Bleh.. do you really need turn speed?  Use a D3 with some evade or resist.

Tier 1:
Zynth Armor D2-S (100k): Best prize in the raid.  Many many players have been asking for this... don't miss it.  This one is so good, it feels like Kixeye will bring out something to make it obsolete next week.

Compound Panels A (50k): If you are really limited on power or cant reach the ones on Tier 2 or 3, these aren't bad.

Shielded Electronics 1 (150k): You'd rather have the one on Tier 2 or 3, but grab it if this is the best you can do.

Battlecruiser (60k): You probably have it already, but get it if you don't.

Hydrodynamic Shells 1 (50k): If the HD Shells 2 & 3 is unsatisfactory, this will cause even less submerged damage.

Poseidon Depth Charge 1 (40k): Possibly useful against the Scourge, these are still sort of short range (64) and potentially outrun.  I think the PDC 2 is sort of the sweet spot for this weapon.

To wrap up... How is Kixeye doing?

I'll go back to the list from the top of the article:

A more player friendly format
Co-op is good, but the lack of level flexibility isn't.

EDIT: It also looks like many of the NPC (Scourge) weapon reload times have been reduced from what we had during Caustic Warfare.  BOO KIXEYE!  Go here for details & I'll summarize in my "One day in" post.

http://www.thedarkalliance.org/forum/threads/654-2015-October-14th-Update

No changes mid-raid
We will have to wait and see

New prizes that have reasonable build times
Nope!

New prizes that are not overpowered
I'm not so sure on this - the Tiger Shark & the Styx look reasonable, but the Ghostcrawler is going to break something.  Try loading up on cloak armor & see what happens...

A good selection of older items for other prize tiers
D2-S almost makes this one "yellow" by itself, but not quite.  Adding the Wendigo gets it there, and I'm glad that Kixeye has heard and responded (a bit). I still think the prize list from end-to-end is pretty weak overall, and if you are still getting your anti-Scourge fleet in shape, sitting out this raid isn't going to be the worst thing ever.  The Mastodon is the most desirable hull in there, and there really isn't any desirable weapon to go after.

Although I may get the new hull & weapon (depending on difficulty), I plan to focus on tokens for this raid. We will have to see if the Scourge difficulty is the same as during Caustic Warfare (lower than the initial raid difficulty).  An interesting thing is that although co-op is available... when I look at the prize list, I'm not sure what "must-haves" I would want to help lower level players get... maybe Mastodons?

Good luck Pirates... Gaming is not a crime!

Friday, October 2, 2015

Prepping for Death From Below

Kixeye has announced the next raid will start on October 15, called Death From Below.  The Scourge will be returning.  Most of this article will talk about some of the ways you might want to think about preparing for them over the next two weeks.

Before I get into the guts of this article, I want to talk about some of the latest out of Kixeye.  Although player discontent has been simmering for a while, it seems the event that really spurred the Kixeye team into action is the announcement from the Battle Vortex Battle Pirates Arbiters that they had mostly stopped playing Battle Pirates seriously, and were looking for replacements.  Some of the Kix team met with the BV guys, and then they appeared on the subsequent show.  

It's a good watch (or listen... I listened last night while finishing off the FM), and you can find it here: 
https://www.youtube.com/watch?v=6t-al4itDq4

My most important takeaways from that show are as follows:
  • There has been a change of leadership in the Battle Pirates team - They didn't emphasize this, but I think it is important to note that the new (current) leadership are BP veterans who went to other projects for a while and have now returned.  Remember that the flood of content really got going around the beginning of 2014.  I don't know how that timing correlates with the previous shift, but I'm hopeful that the new (old) blood can rejuvenate the game.
  • Kixeye recognizes that the pace of new content must be slowed down - cancelling the FAT & Reaver Holdout return, and the delay of the Base Invasion campaign are all tangible steps that Kixeye has taken to slow things down.  We will need to see if this continues.
  • An effort will be made for longer term planning - More recently, I have recognized that a major problem with the game is lack of predictability in direction.  Although build times are a problem on their own, they are an even bigger problem when we can't be sure that the fleet we begin today will be useful in three months when it is complete.  
  • An effort will be made for better communication - The first step in this was made a while ago - long time players will remember that the monthly WIP was not always so regular and was not always so informative.  Much more recently, we also saw Raikan return to the forums and get involved in the discussion of the Base Invasion campaign.   It sounds like that was quite productive and helpful for both Kixeye & the players. After the disastrous video, I recognized that this type of communication needed to continue, and I'm glad it did.
Death To the Scourge!

After the Ascension raid, many of us found that our fleets were not up to the task.  What makes the Scourge difficult?
  • Subs - Many players might have had strong launcher or ballistic fleets, but those didn't do much good against the underwater targets.
  • Resistance - The Scourge have both high percentage and high plate resistances, along with increased submerged resistance (see my "Ascension - One day in" article for the numbers).  That combo resulted in low damage / high fire rate weapons like Strike & Torrent missiles being about as effective as spitballs.  This has been reduced somewhat for the Caustic Warfare campaign, and I'll get into more detail there.
  • Good Tactics - the Scourge AI is pretty good at closing in and surrounding you, making the Tank / Zombie strategy difficult to pull off effectively.  Stonefish in particular can really mess up your Zombies.  The Caustic Warfare campaign may have targets that are easier to kill, but many of the layouts are set up so that you are surrounded from the start.
What's changed?

Modified Scourge Stats

As always, I am dependent on the guys over at the BP Info blog for this data, and we are all thankful.  The changes are summarized in this post: http://www.thedarkalliance.org/forum/threads/608-2015-September-16-Update

I'll show the updates in the same table format as I used during the Ascension Raid.  Updated stats are in orange:

Ships:


The most important change is that all of the Scourge targets received a non-100% Submerged Defense statistic (like Reapers), so that non-underwater weapons can now do some damage.  For players that don't understand that statistic, Submerged Defense is the amount of defense a submerged sub gains against non-underwater weapons.  When its Submerged Defense is 100%, then it is immune to all damage except from underwater weapons like torpedoes, depth charges, or missiles with retargeting.  A ship with 50% submerged defense will still resist half the damage it would be taking while surfaced, but is still damaged underwater by weapons like Launchers or Arbalest.

You can also see reduced resistances on the Daggertooth and Stonefish, increased surface times on Viperfish & Goblin Shark, and the re-submerging of the Daggertooth.  Also, a change from my previous table is the removal of the Electric Eel's submerged bonus, but I think that was my error, not a Kixeye change.

Weapons:


The Typhon cannon (on Viperfish, Goblin Shark & Daggertooth) has reduced Reload & increased Damage, but it also has reduced Corrosive Damage, and a reduced maximum Corrosive Stack.  I don't understand the corrosive statistics well enough to advise whether that would result in a net increase or decrease of DPS.  It may depend on how much cannon fire you take, as the corrosive damage can't build up as much (so just a few shots may do more DPS than previously, but if you are under sustained fire you'd suffer less damage once the corrosive is done.)

The Manticore missile (on Stonefish) has reduced Damage, Corrosive Damage, and reduced Corrosive Stack.

Outpost 7 & Dock 12
With the release of OP7 and other base upgrades a few weeks ago, many players should be able to get Dock 12 done before this raid starts - my Level 7 outpost finished last night (I coined the last couple hours so it wouldn't finish while I was sleeping) and I was able to get my Dock started ... so I'll have about a week's time to experiment with heavier fleets.  I haven't done an article focusing on OP7 upgrades, but the Dock should be everybody's first upgrade after the Outpost is finished. After that I'll likely focus on getting the two additional base defense turrets in place by getting them to Level 4, then adding center island weapons, then continuing to upgrade turrets.  

The Shipyard 3 upgrade (as Pain suggested on the Battle Pirates Crib show) should wait until you really need the additional 9% Draconian component weight reduction - since it means that you will not be able to use the shipyard to build ships while it is upgrading.  You also might want to think about timing your shipyard upgrade to maximize the ability to use FM Structure Build tokens to speed that upgrade.  You should be able to use 3 days worth of tokens if you save a token from the previous mission, start the Shipyard, use the token, then do the current mission to Tier 3 twice and use those two additional tokens (you'll have to be caught up on Tier 3).
(Quick update - a reader mentioned in the comments that you can now save 2 Structure tokens, so you could try that too. Check it out!)

Some Anti-Scourge Fleet Strategies:

Hunter/Rhino
I think Rhinos & Hunters will be the "premium" hulls for fighting the Scourge for a while.  Certainly the Blade missile will be quite effective and some whales will be coining Hunters with Blades and doing quite well with them.  I just started the Hunter build shown in this fleet, and plan to pair it up with Rhinos and a fast Aegis.  (The Rhinos would also benefit from Blades, but I want to get my full fleet in place before refit.)  I want to use the Hunter as a tank and take advantage of the Assault Deflection stat.  

(my Rhinos aren't armored yet)

I like this Hunter build much better than the ones I see with Charon Torps - the B torps are there so it matches speed with my Rhinos.  
 
One more note on this build: I put D2E armor on the Hunter because I want the Evade.  Although there is plenty of room for heavier armor, we've seen (in the October WIP) that Cadmium Armor with reduced repair time is coming out soon.  When we know the stats I'll run some math on whether you'd rather have Cadmium for quicker repairs or more Evade for less damage, but for now I'll put some armor on there quickly and plan to refit later.  This is a concrete example of how getting more information from Kixeye can help us out.

V2-H with Disrupter Missiles
For players who don't quite have access to the best tech, but are getting to the Forsaken Mission Tier 3 regularly, don't overlook the Disrupter Missile.  The bypass capability is very important against Scourge.  I was talking to an alliance mate last night who was not aware how good the D53-D Disrupter missiles are (he didn't even realize he had it).  You won't be able to finish a fleet like this in 2 weeks, but refitting Strike (or even Torrent) missiles with Disrupters would be a quick enhancement that players can do between now & the raid.  Also make sure to have a few Phalanx for incoming missiles from Stonefish.  


That 10.5 day build is really sort of a starting point... for starters you could add heavier Armor or Agility System.  Using Missile System trades a little range for the accuracy, which is good against Scourge since they won't stay at Max range anyway.  The single Siege Missile Z is all that fits (weight wise).  One Siege Z will do more damage than one Disrupter, but it is better to fill all weapon slots since the Disrupters are more efficient.

Harriers are lighter and build faster than Disrupters, but do the same damage.  If you have Harriers use those with just a few Disrupters (for example - the build above could use 4 Harriers, 2 Siege Z, 1 Disrupter & 1 Phalanx 2)

Launcher or Ballistic Fleet with Spotter
For players that have a good launcher or ballistic fleet (think V2-C/Fusion Cruiser with D98-U or Crusader / R10 SCX with Arbalest), consider adding on a spotter.  I've heard players saying that launcher fleets in particular seem to be doing well in Caustic Warfare.

A Frostburn makes a great spotter, and giving it some Harrier missiles is a light way to add some punch to it.  But if you don't have a Frostburn, remember that Thermal is NOT needed to spot Scourge, so enhanced Sonar range is all you need in a spotter.  Although I don't recommend building a fleet of them, even an Interdictor (especially the limited Viper or Vassago versions) could make a good one-off spotter.


(I'm using a fair amount of Tier 4 tech on this one - tailor it to what you have)

Retrofits:

Retrofit the components you are using.  

Since the last raid, I have gotten my Bypass Missiles up to R15, and am now working on Missile Systems (to enhance the accuracy bonus of Guided Missile System).  Note that I already have my Evade Armor, Compound Engine Systems, Compound Defense, and Siege Missiles up to R15, so players that are further behind might have other priorities, but the Bypass Missile & Missile Systems are relatively cheap options for the Uranium needed.  

Doing many different components to R5 might be the best option for those players who are Uranium-constrained.  Also keep working on the V2-H hull retrofits if you plan to use those as your main platform.

I'm hopeful we will start to see a shift out of Kixeye... I feel like all I have been able to do in this blog for a while is "review" the new tech, so I look forward to being able to slow down and offer a few more strategy articles like this one.  Get planning Pirates!