Thursday, January 21, 2016

New Forsaken Mission gear - Solar Panels, Armor Piercing Shells, D5-M, & Coldsnap

Following the usual post raid cycle, Kixeye has released four new items for this week's Forsaken Mission.

Cadmium Solar Panels


These add 200 power to your base.  Clearly the best way to add power is to upgrade your Outpost, but once you hit Level 7 you might be stuck at the 85,000 power limit.

With 18 turrets at Level 5 (4,000 max power each), you can only use 72,000 power total, so 13,000 power is plenty for various tactical fields.
At Level 6, turret max power goes up to 6,400, so with 5 of those turrets, you can use up to 84,000 power in the turrets, and you might start maxing out your base power.  

The these Solar Panels are turret specials.  You will need to give up special slots on some turrets in order to get more power (for others?).   But really 200 power per panel isn't a huge deal - it might get you that extra bit you need for a field, but you'll need to build 12 to get enough power to move a maxed L5 turret to a maxed L6 turret, so I don't see these as a huge impact.

Armor Piercing Shells


Arbalest vs. Railgun... players seem so desperate for one to be better than the other.  With the weapon rebalance most of the weapons' efficiencies have become very close to each other, so there isn't a real good answer.  I lean towards the Arbalest with its higher building damage & higher damage per shot.  Also using a heavier weapon frees up weapon slots for things like D33-DR Disruption Cannons or D30-R Impact Cannons (which got real light in the rebalance).

Either way, this Armor Piercing Shells special is an OK deal.  35% damage for 14% weight is decent, and it enhances your piercing abilities by reducing the decay.  But when you add it to the Punisher with its 100% built in damage bonus, the relative benefit is lower, because the damage bonuses add (not multiply).  The 35% bonus becomes more like a 17% increase in damage, which isn't so good for 14% weight.  (By the way, this sort of math happens with other damage increase specials when stacked with a hull damage bonus... like Strike Warheads on a Rhino.)

So is it the best deal?  Let's look at a chart:

Looking at the raw DPS/hton numbers, the Armor Piercing Shells is isn't as good a deal as the Autoloader 3.  But there is another consideration - against deflection the damage reduction might swing things back to favoring the higher damage of the Armor Piercing Shells.

So if I look at this Punisher fleet as a target:
https://www.dahippo.com/bp/ship/#!B06M01R1R0U252B0O5Z1B1B1B1B1B1B0NH0251R25345Y6A680U232323514Q4Q4Q4Q4Q4Q0NH0251R25345Y6A680U232323514Q4Q4Q4Q4Q4Q0NH0251R25345Y6A680U232323514Q4Q4Q4Q4Q4Q0NH0251R25345Y6A680U232323514Q4Q4Q4Q4Q4QdC

Some design notes on this fleet:

  • I like the Arbalest better - only 3 per ship seems low, but I have the Autoloader.
  • DR cannon slows enemies in open water.
  • Impact Cannon D30-R provides even more resistance and does good damage / weight.  (these seem to be overlooked in a lot of builds I'm seeing with empty slots & extra weight)
  • The Aegis is a ship I can reuse - I only have one Harlock Aegis & I don't think I would prioritize protecting this fleet over my Rhinos.
  • Using the Heavy Plate slows the Punishers down so the Aegis has a prayer of keeping up.
So I end up with a target that has 90% resistance against ballistic & missiles, 78% evade, and 500 siege/assault deflection. Heh heh heh.. I'm not sure what this fleet will be really good at, but it will be good at avoiding damage.

I was going to run some numbers here, but when looking at the Arbalest damage reduced by 90%, even the 3607 damage with AP shells comes up to be less than the Deflection of the Punisher (361 vs. 500).  So you'd have to hope for some kind of minimum pass-through damage (which we've never gotten a good answer from Kixeye about).  In that case, the higher auto-loader fire rate probably helps.  Against Carriers and Heavy Cruisers with less extreme resistance, then you'd start to have a chance to make a difference. My Drac Carrier design has 78% resistances, 76.4% evade & 450 deflection.


Now you see a slight edge for the Armor Piercing Shells.  So the "best choice" is all situational.  Stop asking for builds.

Zynthonite D5-M Armor


When D5-M was announced in the WIP, the deflection was mentioned, but the missile resistance was not... many people were confused by the D5-M designation on an armor with no missile resistance.  Well it has missile resistance and it is called D5-M.  

With 15% missile resistance and a relatively small amount of deflection, I consider this armor usable but maybe not a "use everywhere" sort of thing. Compared to D5-E, you have the same weight, armor points, and build time.  The Missile Resistance (+15%) is higher than the Evade Bonus (+10%). (Both can be increased with retrofit)

One more consideration for this armor is the reduced repair time.  This armor has the "40% repair reduction" compared to the 20% reduction of D5-E.  This is because the D5-M is a single resistance armor.  



When adding armors, I like to balance my evade with my weapon resistance - because "Kixeye math", adding 10% more evade at 80% evade doesn't help a whole lot, but adding 10% (or 15%) missile resistance at 40% missile resist helps a whole lot more.  Of course, it only helps against missiles, and not so much against ballistics or torpedos.... and then you have to think about bypass on incoming fire (bypass affects resist but not evade), and deflection.

For deflection, 20 seems mild, but I wouldn't kick it out of bed for eating crackers (if you know what I mean).  It is a bigger enhancement for hulls that have deflection already, since the extra deflection will be a bigger percentage of the remaining incoming damage.

One more consideration - Armor Abilities (like on the retrofitted Juggernaut X or Kodiak) do not affect the deflection on this armor.

Coldsnap Rocket Turret


Some of the Limited turrets have been good (Wendigo, Scattergun) and some haven't (Dead-eye Ballista).  What's this one?

I'm not even going to analyze the damage from this one .  It will do some damage (less damage than a Gargoyle & longer reload) but I don't care.  The big deal is the Coldsnap ability that disables tactical fields & overloads for 5 seconds.  In the WIP, they talked about overloads, and we were interested.  But fields make all the difference... because of Aegis.  Many base attacking fleets are hard to kill because of the extra 40 - 45% resistance from the Aegis/Harlock Aegis.  Combine that with some deflection and it's even worse.  The field is disabled for 5 seconds, and the weapon's reload time is 9 seconds.  But if the rocket is given a special that gives it nearly 100% reload or better, then the result will be that it reloads faster than the effect wears off.  Eruption Pyre would be my first choice, since that special also increases splash and projectile speed.  Slide Loader 2 or 3 would also give enough reload to have the same effect, but not increase the splash/speed of the projectiles.  Slide Loader 2 can be added to this weapon and still fit within a Level 4 turret.  Using Slide Loader 3 or Eruption Pyre will require a Level 5 turret.

The range of this turret is 140, which is a moderately long range... just a little bit longer than the Wendigo's range of 131.  Combining this weapon's effect with the Wendigo will be a real killer, since many fleets ignore Wendigo's ice effects via the Aegis or Frosty field.  If the Coldsnap disables the field, then the Wendigo applies the speed reduction and bypass effects, fleets could be a real sitting duck for Apoc mortars (or any other weapon).

Base design will be even more interesting.  Since the Wendigo placement usually ends up in a front corner, there may not be a good way to combine that with the Coldsnap.

Another consideration is that one type of countermeasure can shoot down rockets - the Trident missile.  Although Tridents don't have nearly the range of Blades or Harriers, they can be effective when used on Remote Targeting hulls, so some players might try the Trident to neutralize the Coldsnap.  We will have to wait and see whether that works...  You will need at least 10 Tridents to even have a shot at stopping all of the rockets in the Coldsnap salvo, and if even one gets through... it will be enough.

Friday, January 15, 2016

Revenge Raid 3 - Revenge Raid 2 Reloaded

Yeah this is my "One Day In" post.  I tried to come up with a snazzier name, but Chris P. Bacon was taken.

Overall, the map set targets are pretty close to the same as last time, maybe with the exception of the C sets.  So if you want more detail on the targets, see last month's "One Day In" post.

Anyway for this post I'm going to be that guy you hate... Blah blah blah I'm doing the raid for free blah blah.

World Map Sets 

A set
Here's my plan:
Enter with Styx Tigers with a BB-A instant repair flagship decoy.  (actually one of those Tigers is still all Vortex Z torps).  
Send the BB away to draw out the initial Heavy Cruiser & kill it, sail around and kill the other HC and Kodiaks, then retreat.  
Come in with my fast missile fleet (my usual Proto-Hunter, 3 Rhino, Aegis except I just finished my Harlock Aegis) and pick off the V2s before they get within launcher range.  86s are the best since they don't even break formation.

Collect 2.86 million points from that, don't touch the 89 Mega Hull, repeat.

B set
Very similar to last time, just trigger each ship and engage one at a time.  Although you can't outrange the Kodiaks, their missiles don't seem to have flak evade so Phalanx works well.

C Set
These targets have been changed from last raid.  They don't seem so crowded anymore, and the super long range missiles from the Missile Cruisers are gone.  Overall they look more appropriate for the lower levels than they used to.  Again you can really cut your damage with some Phalanx.

The Mega Hulls

89 Mega-Hull Target
I tried this one and found that the very long range splash missiles were just too annoying (damaging) for me to want to attempt this target.  The energy platforms are spread out at all 4 compass directions, but since you are being shelled with those missiles, you can't use the "hit one then retreat" tactic, so you'll take a lot of damage just sailing around.  If you want the extra 625k or so points, do another 86.

69 Mega-Hull Target
This one is more do-able, but still doesn't seem worth it for players who are doing B's to get points.  It was worth 265k points to me.  
Chat comment of the day
49 Mega-Hull Target
Probably hard for players doing C sets - possibly not too bad if you have enough Phalanx for those missiles.  It's only worth 55k points though.

Before the raid, I suggested that taking out the platforms before engaging the Mega-Hull would be a good idea.  Now that I've seen a few, I think that if you really are determined to take these things on, the best tactic would be to just take out one platform on the way to the center, kill the Mega ASAP, then you can take out the rest when the hull is sunk and you aren't getting shelled.  But that's just theory.  I don't think these guys are worth the points for the damage you take, and unless you find some creative low damage way to do them... my advice is to skip them.  They aren't fast to complete, and they'll deal out plenty of damage along the way.

101 Mega-Hull Target
Apparently these were easy to do early on, but they got changed.  BOO KIXEYE!  Mid-raid changes are the worst thing.  Any built-up trust vanishes right there.  When this happens, it isn't the fault of the players (even those who are posting videos)... it is Kixeye's fault because they didn't test the target correctly.  I'll admit that I haven't done any of these, I don't want to, and I'll move on.

So that's the raid... Vanguards open up Saturday.  I might just skip those and have a raid where I don't spend a single coin.  Hasn't happened in a long time.

More on Railgun vs. Arbalest
I gave the Railgun a "yellow" in the What-to-Get list, mostly because I didn't see it as blowing away the weapons that came before it.  What I think is that there are some situations where the Railgun would be better, and others where the Arbalest would.

Railgun Advantages
  • 10% more DPS/hton against fleets (25.0 vs 22.2).
  • 29% better projectile speed will help it hit moving targets more accurately.
  • Less pierce decay (15% vs 20%). 
  • More bonus armor per weight
Arbalest Advantages
  • Higher damage per shot will help overcome Assault Deflection
  • Higher weight per gun will use less weapon slots for a given damage output
  • Lower accuracy might help it get lucky against faster moving targets
  • 30% More DPS/hton against buildings (84.7 vs 63.9)
Railgun & Arbalest Tied
  • Build time
  • Weapon Range
  • Pierce Range
I feel like the Railgun's advantages are small, but the Arbalest's biggest advantage - the higher damage per shot - is big.  Again, all this stuff might just work differently once we see it, but I don't see the big need for getting Railguns if you have Arbalest.  If the Railgun had some Ballistic Bypass, or or even 1 more point of range, I'd be telling a different story. As is, my gut feeling is that the Arbalest might be better in bases, but the Railgun will be better in open water fights.  As always... we will see.