Tuesday, April 7, 2015

New Forsaken Mission Prizes - Shielded Tactical Systems, D33-DR, Searing Barrage Mortar

Before I get through more content, I would like to mention how pleased I am that we got to catch up with the Forsaken Mission content. A couple months back they dropped three items and only gave us two weeks to win it before adding in more content... I'm all caught up again, so I guess we got an extra mission in there somewhere. (yes, I understand that many many players are NOT caught up, but at least we're not all falling further behind)

Kixeye has brought out three new items for the upcoming Forsaken Mission:

Shielded Tactical Systems:


The Shielded Tactical System is a combo special that gives resistance to Slow Effect duration, and to Tactical Field effects. 


Shielded Tactical System 3Shielded Tactical System 2Shielded Tactical System 1Shielded Electronics 3Shielded Electronics 2Shielded Electronics 1
Total Weight9%6%3%9%6%3%
Tactical Field Resist30%20%10%0%0%0%
Slow Resist50%35%20%60%40%20%
Stun Resist0%0%0%60%40%20%
Total Build Time w/Officer???20h 48m12h 45m8h 48m

I compared to Shielded Electronics - the closest special there is, although no current special helps against Tactical Fields (although Hellstrikes & Hellhounds have 50% Tactical Field Resistance built in).

So what does this help you against?
The Slow Resistance helps you by reducing the duration of slowdown caused by things that hit you.  These include Harpoons and (Reaver) Disrupter Cannons.

The Tactical Field Resistance helps you by reducing the effects of enemy fields, including Tactical Module fields, Fire patches, and Ice patches.  So you gain an additional resistance (stacked with radioactive resist) to the DPS you take when you are within a fire patch, the bypass and slowdown effects of ice patches are reduced, and whatever nerf you take from enemy Tactical fields is lessened (like Armor Bypass or Microwave Disruptor).

As an aside, I wondered if this would combat the Sonar effects of the ECM Destroyer, but that field is a friendly field that increases cloaking, not an enemy field that decreases sonar. So this will not help against ships covered by ECM.

The Frostburn is clearly still the best way to deal with the fire and ice fields... although 30% resistance would help, it's not nearly as good as making those fields vanish.  "Enemy" Tactical fields aren't currently seen too often, and equipping this special would mean giving up a different special that is probably more valuable.  The value of this special might come into play later - as the next enemy faction "The Shroud" is expected to make more use of fields.  I can't yet recommend refitting or building new ships with this special for that purpose since we don't know how we will be fighting those new enemies.   This special also won't be too useful for base guards - it has no stun (pinch) resistance, and so the majority of the benefits won't come into play.

One note - if planning to mount this on a Hellstrike or Hellhound, I suggest you check (in the Kixeye shipyard in game) to see if the Tactical Field Resistance stacks as expected, or if it does a "select highest" like the Turret Resistance property of the Siege Battery. 

Assault Disruptor D33-DR

This new version of the Assault Disruptor comes fairly quickly after the previous version was available as a raid prize.  How do they compare?

D33-DRD33-D
Max Range4745
Damage160100
Building Dmg160150
Bonus Damage640
Salvo22
Reload Time1.51.5
Accuracy90%100%
Weight (Shipyard 2)200150
Bonus Armor15050
Fleet DPS118.658.8
Fleet DPS/hton59.339.2
Building DPS131.888.2
Building DPS/hton65.958.8
Build Time (w Off)?1d 6h 48m
Slow per hit10%5%
Max Slow80%75%

The new version has improved range and damage, as well as doubling the slowdown per hit.  That comes at the cost of a little bit of accuracy and weight.  The loss of accuracy offsets the improvement in slowness, but just a little bit.  I think the weight increase won't affect too many players, unless they are looking to refit existing hulls that are right against the ship or fleet weight limit.  The DPS is also decent, but using these disruptors is not about their DPS.  You want to slow your enemies down to keep them at range, or to land mortars/rockets on them.

Although Arbalests on Crusaders have been getting a lot of attention, the concentrated fire ability of the Crusader hull to increase accuracy makes it a great match for this new cannon.

Overall, this is an improvement over the previous version, and could be very effective when combined with the latest generation of ballistic hulls and the Nuclear Accelerator.  Build time is a question mark still... we will see if the D33-DR has a longer build time than the already long build time of the older D33-D... it isn't a given, considering our recent experience with the Nuclear Accelerator (for example).

Searing Barrage Mortar:

And we have a new Reaver mortar, which at a glance, looks like it does a lot of damage:


Searing Barrage MortarChaos MortarShock Mortar QShock Mortar LNegotiator 2
Range40-8530-8240-8540-8540-89
Damage1,100616880820436
Bldg Damage1,37580011001025763
Bonus Damage6601,447000
Salvo43211
Reload Time6.57.06.57.05
Splash15148813
Spread100110100100100
Equiv Accuracy40.0%33.9%21.3%21.3%34.7%
Weight (Shipyard 2)3501300350350265
Bonus Armor2001,00010000
Fleet DPS99.294.628.025.030.2
Fleet DPS/hton28.37.38.07.111.4
Building DPS114.6103.135.031.252.9
Building DPS/hton32.87.910.08.919.9
Build Time (w Off)?1d 11h 38m2h 49m1h 44m2h 33m
OtherRadio Def: 2%Radio Def: 5%---

Why yes... it does do a lot of damage!  

We have a new DPS/hton champ (for mortars at least).  In fact, the most amazing stat on that chart is that if you look at the straight DPS (not DPS per weight), one Searing Barrage Mortar is expected to do more damage than one Chaos Mortar (at longer range too).  Splash of 15 is great, and at 350 tons, it is a drop-in replacement for any Shockwave Mortar.  The high salvo will help it overwhelm countermeasures.

The questions that remain for this mortar are - 

Will it have a reasonable build time?  Although I never built them... I'd love to see how some of the old "Black Rain" DNX fleets (loaded with Shock Qs) would do when refit with these.

Will it have a low arc?  One of the qualities that makes the Chaos Mortar and the Negotiator Mortars so much more useful than other mortars is that the shell flight time is lower than other mortars.  

When using this mortar, splash bonus specials will really make it shine - Incendiaries, Combustion System or High Explosive Shells will be key.

Overall: I'm excited for these new weapons.  I recently made the point that weapons are more important than hulls when you are trying to build an effective fleet.  The D33-DR and the Searing Barrage Mortar just might be some useful tools in any player's toolkit.  The Shielded Tactical System doesn't seem all that useful yet, but we might need to wait & see.

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.