Showing posts with label Retrofit. Show all posts
Showing posts with label Retrofit. Show all posts

Thursday, April 2, 2015

Uranium Management

Uranium is needed for Retrofits, Outpost 6, and Level 11 buildings.

Uranium has been difficult to get in this game... or HAS IT?

I recently saw a Level 49 player begging in comms for someone to prep a Level 62 dredge for him... he said he "needed" the uranium.  I asked him what he needed it for and got no response.  But someone was nice enough to do it... and then complained in comms that he got a 14.5 hour repair for that.  Ridiculous.

In this article I'm going to talk about Uranium Management.  The goal is that each player should understand how to best spend the Uranium they have coming in so that they don't run out, and so that they get the best benefits from the Uranium they spend.

So first off, the most reliable source of Uranium is the Weekly Forsaken Mission.  At Tier 3 you get 10k Uranium per week, and at Tier 4, you get 25k Uranium per week.  

Early on, you should focus on being able to beat Tier 3 - with light fleets and grinding away at strongholds 27 through 40, this should be achievable within just a few weeks of starting the game. 

For low levels, the best uses of Uranium are to upgrade to OP6 and Dock 11, and getting some of their earlier ships to R5 and then R10.  Battlecruiser is my favorite multi-role ship for early players (with the exception of instant repair capability), but other players might make use of the BCX, Battleship, or Vindicator.  Retrofit what you use the most.

Weekly Uranium Budget: 10k (Forsaken mission Tier 3) = 10,000 Uranium / week


UraniumNo officer Time (days)Uranium / weekUranium / day
Outpost 625,19518.089,7571,394
Dock 1119,95510.0013,9691,996
BC R1 - R51,2407.241,199171
BC-X R1 - R512,5738.5410,3091,473
Battleship R1 - R512,57310.028,7871,255
Vindicator R1 - R5146,47716.6861,4848,783

So the Vindicator retrofit is a bit expensive for a low-end player, and the Dock 11 upgrade will take a little bit of saving, but otherwise, these low-end uranium upgrades are priced fairly appropriately.  In reality, the way this would work is that 3 weeks of Tier 3 FMs would allow you to start Outpost 6, then you'd save enough in the meantime to be able to start Dock 11 when that is completed.

Mercury is probably the next useful stepping stone, and is available from the first prize pack in the Hunt the Nemesis campaign.  Upgrading the Merc & BC hulls to R10, along with an initial wave of component upgrades should be your next focus.  Tier 4 of the Forsaken Mission should be achievable when you are thinking about this stuff.  Hopefully you can build up a fleet that can beat Level 65 strongholds with a few hours repair (use a fleet with long range weapons & high evade, then 1 or more ships loaded with Phalanx & Countermeasures special).. or can beat Level 40s with minimal repairs.

Weekly uranium budget: 25k (Forsaken Mission Tier 4) = 25,000 Uranium / week


UraniumNo officer Time (days)Uranium / weekUranium / day
Mercury R1 - R5014.5600
BC R6 - R1075,00016.5031,8184,545
Mercury R6 - R1075,00016.5031,8184,545
Compound Engine R1 - R590,0005.00126,00018,000
Engine Systems R1 - R532,0005.0044,8006,400
Maneuverability Sys R1 - R550,0005.0070,00010,000
Lightweight Armor R1 - R575,0005.00105,00015,000
Compound Defense Sys R1 - R550,0005.0070,00010,000

This group of upgrades will drain more uranium than the mid-level players weekly Uranium budget, although you can save some Uranium up while working on the first five Mercury upgrades.

I compared various options in the retrofit lab in an article a while back... 

http://bpprof.blogspot.com/2014/10/new-retrofit-options-part-1-ship.html
http://bpprof.blogspot.com/2014/10/new-retrofit-options-part-2-base-turrets.html

Although there are new retrofit options since then, and the costs have changed a bit, I think the basic message is mostly unchanged.  

To get the best benefit per retrofit level, retrofit hulls you use, then weapons, then specials, then armor.

There are a few twists to that general rule.  Retrofitting weapons very early on might not be the best long term investment, since you may not be using the same weapons on your later fleets.  This is why I'm recommending your early component retros be things like Engines and E armor that you will be using on potentially every ship you build.  The other twist is that the costs for components can vary quite a bit, so doing a few levels of one component might have a better benefit and similar cost to one level of a different component.  

Soon, some supplement is going to be needed, and Drac Bases should be the next source.  A well built fleet that can beat a Level 65 stronghold should be able to beat a Drac Base, and that would be the next way to increase Uranium intake.  The Mercury fleet I use for strongholds and Drac Bases can also beat Level 51-53 dredges, but I get more Uranium and less repair from hitting the Drac.  

Beating 2 Drac Bases per week (solo but not 100%) gives the following Uranium budget:

Weekly uranium budget: 25k (Forsaken Mission Tier 4) + 2 x 3k (2 Drac Bases beaten per week) = 31,000 Uranium / week

Players who can beat the Level 61-63 dredges have a higher Uranium intake - for example, a player might be able to beat 3 dredges per drop for another 27k Uranium twice per week.

Weekly uranium budget: 25k (Forsaken Mission Tier 4) + 3 x 2 x 9k (3 Dredges twice per week) = 79,000 Uranium / week

Let's see how some other ship upgrades work out:


UraniumNo officer Time (days)Uranium / weekUranium / day
Interceptor V2-H R1 - R5125,00026.0033,6544,808
Kodiak R1 - R5148,20026.0039,9005,700
Atlas Carrier R1 - R5217,55616.6891,32013,046
MCX R1 - R5148,20016.6762,2288,890
MCX R6 - R10300,00039.0053,8467,692
SCX R1 - R5100,00016.6741,9905,999
SCX R6 - R10250,00039.0044,8726,410
Triton R1 - R5016.6800

These are generally all within the uranium budgets of players who can supplement with some Drac bases or Dredges (Atlas being the exception).  Eventually, you'll have to work all this out for yourself, and plan your budget.  My source for all the hull retrofit times and costs is: http://www.thedarkalliance.org/tools/bp/index.php

Later component retrofits at R6 and up are more expensive... and will bust most players' weekly Uranium budgets if they keep at them, but at that point in the game, you should be able to manage your own Uranium and prioritize your spend.

I wanted to do this article because I was getting nearly maxed out on Uranium while working on my V2-H retrofits (I ended up doing some components to spend U faster), and I wanted to poke some holes in the prevailing sentiment of "uranium scarcity".  I also was sort of annoyed by low levels demanding help with dredges in comms.  

If you can't afford the retrofits you are looking at, you're probably not spending your Uranium on the right things.  

Some players spend a lot of Uranium on Rogue Crews or the Arena, so consider that in your budget.  

The other big variable is coining... if you start coining the retrofits, then you'll have to bring in more Uranium to keep up with that... so if you can't bring in the Uranium to keep your Retrofit Lab fed, it might not be worth coining speedups there.  Don't coin retrofits when you lab will be sitting idle due to a lack of Uranium... if so, coin for dredges or drac bases instead.  Think about it.

Thursday, February 19, 2015

Retrofit Pack 15, Proto-Mastodon, and Repair Specialists

The content keeps coming....

Retrofit Pack 15 - Kodiak, Nighthawk, Interceptor V2-C, Interceptor V2-H

When this retrofit pack was announced, I think one of the most common opinions I heard was "These hulls are pretty recent and good still... why are they getting retrofits?"

The other constraint on these hulls was that they each had a corresponding limited hull, so any enhancements to speed or turn would have resulted in a mismatched fleet in battle.  These retrofit enhancements ended up pretty mild overall.  Let's take a look:

Kodiak:
The Kodiak, which is already very good when taking fire, is getting better at defending:



I really like the armor abilities bonus in general, so the 25% is welcome, although lower than that on other hulls.  150,000 total Uranium is needed to get to R5.

Nighthawk:
The Nighthawk is also getting better at defending at R2, R4, and R5.  This improves its ability for prepping, when you want to surface and survive a few salvos of fire and move on to another guard.



More damage is always good too.  200,000 total Uranium is needed to get to R5.

Interceptor V2-H:

These enhancements made me think that these might be a little better in Dredges, especially with the extra Missile Damage, and maybe also in Drac targets.



125,000 total Uranium is needed to get to R5.

Interceptor V2-C:

With the extra anti-missile accuracy and Evade, I definitely think these are going to be better against Dracs.



Just like V2-H, 125,000 total Uranium is needed to get to R5.

Overall, these retrofits are worth doing if you use the hull, but they don't really bring anything super desirable or any new capability.

For the V2-C R5, you might want to see if retrofitting Evade Armor will have more benefit than spending 75,000 Uranium for 10% Evade.  It will depend on your current retrofit level and your armor loadout... use Huggy's Shipyard to check.

After looking at all these hulls, I thought I'd do a comparison chart on the missile hulls. With various combinations of reload and damage bonus, the question often comes up - which does the most damage?  The bottom three rows of this chart show the weapon DPS for each hull, using the reload and damage bonuses only (no alliance bonus) against a zero resistance target.


StatisticInt V2H R5Interceptor V2HKodiak R5KodiakMastodonMCX R10Mercury R10
Weapon Slots8810101066
Armor Slots4455543
Special Slots4444433
Max Weight6,5486,5489,0009,00012,3008,6956,920
Base Armor4,9544,9546,5056,5053,5522,9652,665
Combat Speed15151111111215
Turn Speed20201313131522
Evade20%20%10%10%-10%30%25%
Ballistic Defense20%20%30%30%20%35%0%
Explosive Defense30%20%40%30%20%30%0%
Penetrative Defense40%20%40%40%40%60%40%
Concussive Defense40%40%0%0%0%0%0%
Radioactive Defense20%20%20%20%20%30%40%
Penetrating Reload90%90%100%100%120%150%30%
Penetrating Damage25%0%0%0%0%0%60%
Building Damage0%0%100%60%0%0%0%
Anti Mort Range0%0%50%50%0%0%0%
Flak Evade30%30%30%30%30%30%0%
RetargetingYesYesYesYesNoYesYes
OtherUnreactive, Thermal ImgUnreactive, Thermal ImgAnti-Mort Acc +20%, Armor Ability +25%-Remote Targeting--
Repair Modifier100%100%100%100%100%100%100%
Hull Build Time w/off4d 23h 54m4d 23h 54m5d 16h 15m5d 16h 15m5d 16h 15m4d 20h 38m1d 3h
Total U needed125,0000150,00000375,00075,000Basic DPS
Siege Z Ship DPS457.3384.9405.2405.2445.7506.5382.2202.6
Torr 3 Ship DPS287.6242.7251.3251.3267.8290.6266.2150.0
Strike B Ship DPS66.553.256.056.061.670.058.228.0

MCX R10 with its 150% reload bonus is the DPS master, but the V2-H R5 looks pretty good too.  The Kodiak retrofit did not come with any ship damage enhancements, just the building damage increase.

For some more commentary on the retrofits (and the rest of the topics I'm about to discuss), check out this week's Battle Pirates Crib live show: https://www.youtube.com/watch?v=V_su-XgUSY4&feature=youtu.be

Snowfall Campaign and Proto-Mastodon:

Kixeye has released a new campaign called "Snowfall" - with a new limited hull as the mastery prize - the Proto-Mastodon.  And just in case it was holding you back, you can start campaigns at lower levels... this one unlocks at Level 48.

The Snowfall campaign is structured similarly to the other campaigns with mastery prizes. 12 hours for 5 engagements to get the first Prize Pack, 6 hours for 6 engagements to get the second Prize Pack, and 1 hours for 7 engagements to get 1 blueprint for the Mastery prize.  Multiple Mastery blueprints are needed to build multiple hulls.  

The engagements for this campaign are taken from the Arctic series of raids.  I'm not going to go in detail through each encounter, but they are briefly described as follows:

Encounter 1: Open Water Fleet - Kodiaks
Encounter 2: Open Water Fleet - Proto-Nemesis
Encounter 3: L Base
Encounter 4: Split Pads
Encounter 5: U Base
Encounter 6: Big Triple Base
Encounter 7: Kraken

The descriptions are how I think of them, and hopefully they will be memory joggers for those of you who have been through the Arctic raids.  I have seen playthough videos on You Tube, so if you want to see more detail, find one.

Each of the Encounters (except the Kraken) has certain targets designated as Priority, and just like during the raids, killing all of the Priority Targets will end the Encounter.  Some of the later encounters can be lengthy, so take advantage of this where you can.

In addition, many players find the Kraken quite difficult, since the Kraken sub never surfaces and has very good resistances and evade.  Thermal Detection is very helpful, and so is Bullseye Brigade with missiles.  Players who use Poseidon Depth Charges on a fast fleet have reported good success against Krakens.


The Proto-Mastodon adds a few stat buffs to the original Mastodon design and also adds a Cryo Missile override launch - it creates splash damage and a cryo field.  The stats compare as follows:

StatisticProto-MastodonMastodon
Weapon Slots1010
Armor Slots55
Special Slots44
Max Weight12,30012,300
Base Armor4,5363,552
Combat Speed1111
Turn Speed1813
Evade0%-10%
Ballistic Defense30%20%
Explosive Defense30%20%
Penetrative Defense40%40%
Concussive Defense0%0%
Radioactive Defense30%20%
Penetrating Reload130%120%
Penetrating Damage0%0%
Building Damage25%0%
Anti Mort Range0%0%
Flak Evade30%30%
RetargetingNoNo
OtherRemote Targeting, Cryo Launch OverrideRemote Targeting
Repair Modifier100%100%
Hull Build Time w/off5d 16h 15m5d 16h 15m
Siege Z Ship DPS465.9445.7
Torr 3 Ship DPS275.6267.8
Strike B Ship DPS64.461.6

The new Proto-Mastodon is a very desirable hull - it is equal to or better than the regular Mastodon in every way.

Also for players that don't have it yet - the Strike Cruiser X is available in Prize Pack 1.  With the R3 Ballistic Reload bonus (100%), R5 Ballistic Range bonus (40%), and the R7 Ballistic Damage Bonus (50%), the SCX can be quite capable with ballistics, especially the Bypass Chaingun.
Repair Specialist:
This is a new feature Kixeye has announced.  

Their official announcement is here:
https://www.kixeye.com/forum/discussion/528659

The "Vote on which hull comes first" thread is here:
https://www.kixeye.com/forum/discussion/528668

And the discussion thread with much moaning (and not the good kind) is here:
https://www.kixeye.com/forum/discussion/528899

All of this has not been completely explained yet, but I'll try to summarize what we have been told from CM/Moderator sources:

  • Repair Specialists will be released for specific hulls in packs, similar to retrofit packs.
  • The first pack will be released on March 3
  • When you unlock the Repair Specialist for a hull type, the repair modifier will be modified based on the ship's rank.  Higher rank ships will repair faster.
  • The amount of repair reduction is not stated, but may be different on different hulls.
  • Repair Specialists will NOT require gold to unlock.  
  • Resources that will be needed (Oil/Energy/Metal/Zyn, Uranium, Time) to unlock Repair Specialists has not been stated.
  • Repair Specialists will be in the Intelligence Lab.
TOTAL SPECULATION FOLLOWS:
One thing I'm concerned about from the last item - if these repair specialists are in the Intelligence Lab, then you may need to have your Intelligence Lab at a certain Level in order to access/unlock them.  When the Outpost max level was increased to 6, and the Lab max levels were increased to 11, I thought that it was curious that the Intelligence Lab could be increased to Level 11 with no apparent benefit from doing so.  It may be possible that in order to unlock the Repair Specialists for the higher-end hulls, you may need a Level 11 Intelligence Lab.  In order to upgrade the Intel Lab to 11, the Naval, Weapons, and Advanced Lab must all be Level 11.  In case you haven't done these yet (I haven't), upgrading all 4 labs from Level 10 to 11 will take over 15 days and 3,320 Uranium.  March 3 is under 13 days away...
Disclaimer: If you spend the Time, Resources, & Uranium to upgrade these labs... they might continue to be useless.
END OF TOTAL SPECULATION

Some players are criticizing this upcoming change already, some are praising it.  I think that we don't have enough information yet to evaluate.  Rank is already very valuable for the reload bonus, and this change will make it even more valuable.  Many players have been asking for a reduction in repair times, and we will be getting a mechanism for exactly that.  I'll be cautiously optimistic for now.

Stay tuned - when more solid information is released I'll get on it.