Tuesday, May 13, 2014

Deathstroke - Analysis of New Prizes and What to Get

OK Pirates - Sorry for the long duration between posts. Between work travel and a little lull in story ideas, I haven't been able to churn anything out.  I expect my long duration between posts to continue through the summer.  I do want to do a piece on getting rank for ships, but we'll see when we can work that in.  Realistically, I don't expect it until after Memorial Day (end of May for you non-US readers).

So Deathstroke.  There's a lot of griping going on about the raid format, bonus caps on B & C, and the limited blueprints.  I'm not going to weigh in here with my opinions - I'll stick to analysis and let you guys decide how you want to play this game, including how much you want to coin. 

Video Link: https://www.youtube.com/watch?v=yPGaBsIgHN0

Raid info on Forums: https://www.kixeye.com/forum/discussion/466592

Dragonfly UAV
I'll start with the new Dragonfly UAV, and compare its weapon stats to the Hornet UAV.


StatisticHornet UAVDragonfly UAV
Range9794
 Fleet Damage66.0110.0
Building Damage33.055.0
Reload Time2.04.0
Swarm Duration3.26.2
UAV Reload0.61.5
Weight (Shipyard 2)479595
Damage TypePenetrativeBallistic
Fleet DPS198137.5
Fleet DPS/hton41.423.1
(building DPS is cut in half - see my Dragonfly article for method of calculating DPS on UAVs)

So in comparison, the Dragonfly has shorter (but still very good) range, more weight, less DPS, and takes longer to do its damage (look at the longer swarm duration).  It also has a longer reload time, making it more susceptible to countermeasures, and a higher damage per shot, making Plate armor less useful as a defense.

The Dragonfly has an ace in the hole though - its special ability to inflict a debuff: -3% accuracy and +3% spread.  Considering how many UAVs a fleet of carriers can launch, and the number of shots each of these UAVs will output, I can see a fleet that is under attack by these beasties being very quickly unable to hit anything.  Their DPS/hton value is pretty poor for base hitting, but I think these would be very effective in a FvF setting.  This brings me to the... 

Lightning Carrier, Nash's Lightning, Harlock's Atlas
Looking at the slot configuration, the new Lightning Carrier is like a Stingray with five Launch Pads.  One question I have is how many launch pads - I don't see a confirmation it will have all 7 weapon slots being launch capable, and looking at the video, I can only see 5 UAVs mounted on the Lightnings.  But let's look at the statistics:

StatisticStingray (R5)Lightning CarrierNash's LightningAtlas CarrierHarlock's Atlas
Weapon Slots77788
Armor Slots22244
Special Slots44433
Max Weight5,2506,2006,20014,24514,245
Base Armor1,4931,4931,4936,0956,095
Combat Speed1614141111
Turn Speed2419291414
UAV Damage-+19%+39%+30%+60%
Ballistic Range+10%+10%+19%--
Ballistic Reload+19.9%+30%+60%--
Evade Bonus+30%0+20%-10%+10%
(weapon resistances not shown)

The new Lightning Carriers even have some ballistic bonus.  So how would you use these?

At 14 speed, I think the Lightning Carrier addresses the biggest problem when trying to use the Atlas in FvF - Speed.  With 14 speed it can be upgraded to go quite fast, and UAVs won't even suffer an accuracy penalty.  I haven't tried any ship designs, but fitting all 7 weapon slots with UAVs would probably result in weight problems anyway, so this might be a good use for the new Impact R - mostly for the defensive buff.  I think I would try to outfit these with a mix of Hornets and Dragonflys to tailor weight and anti-ship capability.  Overall - this should be a very effective FvF platform, especially when combined with the Dragonfly.

Nash's Lightning and Harlock's Atlas add UAV damage and Evade to their normal versions, along with being able to 'randomly' launch a special UAV version.  Kamikaze, Marathon, and Pinch all seem like effective upgrades to the UAV abilities, but without knowing any probabilities or details of the benefits, I can't analyze it much more than being able to say "looks cool".

These new carriers with Dragonfly UAVs may also be effective as escort ships for other ships - using the UAVs to weaken enemies and the remaining ships to go for the kill - it will take some careful fleet tailoring to come up with good combos, but they may be effective as well.

So what should I get?
I think the first priority should be the D92U Launcher.  These weapons are very effective in many situations - base hitting, raids, and FvF, and if you missed them the first time around, don't do that again.  They are effective on many different hulls as well (MCX and Stingrays are two of my favorites to see), so don't fret if you don't have the Nuclear Cruiser... take them anyway.

Dragonfly and the Lightning Carrier - these are going to be great in open water fights.   I know players who did very well with Atlases last raid in open water, and these should be even better in that sort of situation.  As an interesting thought - if you can get enough points for 4 or 5 of Nash's Lightning Carrier, you may consider skipping the regular Lightning, since you probably won't need more than one fleet of Lightnings, and the regular version has no advantages.  Harlock's Atlas is also a nice ship, but I think each player will need to evaluate their own fleet needs before calling it a 'must have'.

Other prizes to consider:  
Tier 4: Javelin, Speed System 3, Strike System 3, Siege Mortar B, Shockwave Q, Assault Mortar X
Tier 3: Countermeasures 3, Phalanx 2, Hailstorm C, DU Shells 3 (use with Javelins), Halo
Tier 2: D3-E Armor, Hailstorm B
Tier 1: D2-E Armor, D2-V armor, Hailstorm A

Good luck Pirates - Happy Hunting!

Thursday, May 1, 2014

New Mission Items - Lead Panels and Impact Cannon R

Yes, Kixeye put out new items in the Forsaken Mission starting today.  Lead Panels provide Radioactive and Stun resistance for base turrets, and the Impact Cannon R is a new weapon that has statistics that make it look more like a Thud 5 than another Impact Cannon.  Let's run some numbers.

Lead Panels
With their Radioactive resistance, the hope here would be that these defensive weapons would slow down Nuclear Cruisers.  In general, a NC fleet will destroy a base turret by concentrating two volleys of launcher fire onto the turret, cause damage from the launcher hits, and then the shockwave triggered by the second volley will destroy the turret.  This rhythm allows NCs to get into bases and barely slow down, unless you have some high evade guard ships that force the NCs to stop longer.  This makes weapons like VMs, Halos, and Brimstones mostly useless against the NCs (or even other launcher-armed base fleets).

So the question is - will the addition of Lead Panels cause the turret to be able to stand up longer and make those NCs stop?  I'll look at two scenarios - one with 25 launchers (5 ship x 5 launchers), and one with 32 (4 ship x 8 launchers).  I think that's pretty much the worst case scenario... I could imagine a base fleet having 35 launchers, but it would be pretty lightly armored.  

The following tables show the damage buildup over time for the two example fleets:


25 Launcher Fleet
Turret Level 4 Health = 10800(Elite NC fleet) Time:25 Launchers
No Panels
25 Launchers
Lead 1 (30%)
25 Launchers
Lead 2 (40%)
25 Launchers
Lead 3 (50%)
Volley 1 - Salvo 10500350300250
Salvo 20.11000700600500
Salvo 30.215001050900750
Salvo 40.32000140012001000
Volley 2 - Salvo 11.710364725562185182
Salvo 21.810864760565185432
Salvo 31.9795568185682
Salvo 42.0830571185932
Volley 3 - Salvo 13.3865574186182
Salvo 23.4145101243710364
Salvo 33.510614
Salvo 43.610864


32 Launcher Fleet
Turret Level 4 Health = 10800(Elite NC fleet) Time:32 Launchers
No Panels
32 Launchers
Lead 1 (30%)
32 Launchers
Lead 2 (40%)
32 Launchers
Lead 3 (50%)
Volley 1 - Salvo 10640448384320
Salvo 20.11280896768640
Salvo 30.2192013441152960
Salvo 40.310424729762545212
Volley 2 - Salvo 11.711064774566385532
Salvo 21.8819370225852
Salvo 31.9864174066172
Salvo 42.0145941250910424
Volley 3 - Salvo 13.310744
Salvo 23.411064

 So what does all this tell us?  First of all, I was surprised to see that the 32 launcher fleet does not kill a turret with the first shockwave - it takes a few more hits to do it.  Against the lighter launcher fleet, any Lead Panel pushes the turret destruction from the second volley into the third volley.  Against the heavier launcher fleet, Lead Panels 1 or 2 pushes the turret destruction only fractionally - into the end of the same volley, but the Lead Panel 3 pushes the turret destruction into the third volley.

So are the Lead Panels worth it?  They will delay the launcher fleets, but certainly not stop them cold.  If you are able to reach Tier 4 in Forsaken Missions, Panel 3 is worth waiting for over the lower level panels, but Lead 2 does not give any noticeable upgrade over Lead 1 against the types of fleets we usually see.  Overall, I wouldn't refit every front-line turret with these Panels - most of my cerbs are using one of the drac base prize specials by now. But I might fit one or two of these just to mess with the nukes a little more.

Impact Cannon R

Up at the start of this article, I said the Impact Cannon R looked more like a Thud 5 than a Impact Cannon - let's look at the statistics and see why.

Impact LThud 4Impact R
Range424948
Weight8062100
Accuracy66%70%50%
Reload3.03.53.0
Salvo111
Fleet Dmg100150238
Bldg Dmg150262714

It's really the range and the big multiplier on building damage.  If you look at the other lower level Thuds, it sort of follows their progression.

But what we really want to know is how good it is.  The best thing about this weapon... it weighs exactly 100 tons, so its DPS/ht is EQUAL to its DPS.  Well, maybe it's only me that thinks that is cool.

Ballistic
Weapon
Fleet DPS/hTBld DPS/hT
Impact R39.7238.0
Thud 456.9142.0
Assault Z58.458.4
Impact L27.562.5
Ripper 439.0113.7
Chain 125.035.7

It's not bad in terms of efficiency - I think a lot of people are wondering if they should replace their assault cannons.  The short answer is not for FvF - the Impact Cannon R damage is decent but not great, and remember it is lighter.  The new Impact has a few things going for it - the building damage is great, and it also brings 50 armor points (meh) and +3% resist against Missile, Ballistic, and Explosive damage.  It can be retrofit for additional gains too, but I wouldn't make it a top priority.

Where is it useful?   The first thing that comes to mind is to use it on fleets that auto low-level Forsaken Mission targets.  The ship damage is adequate, and the building damage is great.  Just make sure you aren't leaving a bunch of fleet weight on the table if comparing it against heavier guns like assault cannons or chainguns.  Unfortunately, the players that could use this gun the most (that don't have good alternatives) probably aren't able to get to Tier 4 on the missions.  I wouldn't depend on these in FvF - their accuracy is too low.  These might come in handy on ships with a little spare weight and a spare weapon slot - the defensive bonus is what you'd really be looking for.

Happy sailing - let me know if you have any article requests - I'm a little tapped out at the moment!