Wednesday, November 11, 2015

Revenge Raid - New Prizes and What to Get

The Revenge Raid is coming up, and it is the 50th raid that Battle Pirates has offered.  You can say what you will about the state of Battle Pirates right now, but keeping this game going for that long has been quite an achievement for Kixeye, and they should be congratulated for that. 

That being said, I wish they had put a little more care into the setup for this raid.  I don't know whether it is because Doomrooster is on vacation, but the raid briefing is one of the most unclear and error-filled in memory.

The Briefing is at: https://www.kixeye.com/forum/discussion/586845
And the Video is at: https://youtu.be/oY9ES6yHDDc

I'm frankly not totally clear on everything, so here's the best I can do for you:

In general, you will have to hit sets of targets on the world map.  Hitting a complete set will give some bonus points.  Hitting the convoy ships fleeing a target will give additional points.  Players above level 60 will get reduced points for hitting C sets.  There will also be "open" targets not in a set, and players above Level 45 will get reduced points for hitting those.  Or they will get a popup saying they can't hit them at all.  I'm not sure... I've seen both.

And then there are levels associated with each target set - A is 70+, B is 51 - 70, C is 40 - 50.  But with the points info above, I'm not sure what this additional level information means.

I'll just move on to the Prizes:

Heavy Cruiser:


This hull has some very interesting qualities - The Assault Deflection of 300 is huge.  The Prototype Hunter has an Assault Deflection of 60, and I find that quite useful - the 300 will make this ship hard to kill with fleets. The Siege Deflection of 300 is not as strong as teh Neptune's 600 Siege Deflection, but will also be useful. 

Maneuverability will be interesting with this ship.  18 Combat speed is incredibly fast, but that speed is paired with a turn speed of just 6.  Although the Assault Deflection will make this ship hard to kill, it may be difficult to use this ship well in open water combat.  If you have only short range weapons (like Scatterguns), a skillful driver may be able to keep you out of range by driving perpendicular to your path.

UPDATE/NOTE: Hydraulic Resistors (but not Speed System 5) can be combined with Ion Thrusters to get some good maneuverability on this hull.

50% defense against all damage types except Corrosive and Concussive is very good, but 0% base Evade is not. 

Its (Kixeye, please note the correct spelling of "its" for your blueprint.  It's not a hard word to use properly) only weapon buff is a 50% reload bonus to Scatterguns.  With Scatterguns being short-ranged weapons, and no DPS bonuses on this hull, I would suggest that the best use of this hull would be to tank for other hitter ships (like Rhinos).  I'll come back to that after looking at the new scattergun options.

Heavy Scattergun D81-H

The only previous options for the heavy weapon slots were the Scythe and Death Scythe.  Although those weapons did decent damage, they had a long build time and also took a long time to land on their target, so they turned out to be unpopular when compared with the new missile options available. 

The Heavy Scattergun gives bonus defense and speed to a ship that carries it, and also does good damage.  Its big drawback is its short range of 76.

Scattergun D81-M



This new Scattergun's most interesting properties are not shown on its blueprint.  Its build time with officer is just 2 hrs 48 min, but it also has a uranium cost of 27,500 to build.  Kixeye has specifically posted that the uranium cost is a tradeoff for the reduced build time.

The real question is whether the weapon is worth using.  The range has been reduced even from the other Scatterguns to 73, and neither this nor the D81-H will do any extra damage over time from corrosive stacks.  

The Scattergun weapons compare as: 


And I guess to really understand these weapons, I'll put them on the bubble chart:



Scatterguns on the Heavy Cruiser do a nice amount of damage compared to other weapons on their "best" ships.  The Cobra Scattergun's long build time and the D81-M's short build time are pretty clear on this chart based on their bubble sizes.

The Heavy Scatterguns go real nicely on the Heavy Cruiser - even just for the buffs more than the damage.  The regular Scatterguns do OK damage, but I'm really concerned by their  short range.  Base hitting with Scatterguns will be dicey if guard ships are placed out of reach.  Without being useable by underwater subs, I'm just not sure where I really want to mount the new D81-M.

How to use them?
Well, I don't think I'd want to build a whole fleet of Heavy Cruisers loaded with Scatterguns.  You'll have to sail into a lot of danger & front line turrets... and I think the damage will build up on you eventually even with the deflection.  But you will kill everything as you take all that damage - remember nothing has corrosive resistance (yet), and Evade won't affect these splash weapons.  (I still won't be refitting with cadmium just yet).  So yeah, someone who does this will blast through stuff.  

Me, I've got a Neptune I've been using as a tank for Rhinos, and it works great.  I might try a Heavy Cruiser instead, in this sort of configuration:



I can get away with the Heavy Plate since the ship is so fast, and the Heavy Scatters make it even faster. The D98U would provide spotting for Rhinos.  I thought about High Explosive Shells to give more splash to the Scatters, but the ship is really for tanking, not dealing damage, so the Shielded Tac System seemed more useful. I think that it is interesting that this ship is nearly maxed out on weight once heavily armored and having the three heavy weapons.  Turn still sucks, even with Speed System 5.  But with such a low base turn, I think that the percentage increases from using turn armor won't be too significant.  Ion Thrusters would be a way to get better turn, but using those would require a different engine special... although using the regular researchable engine wouldn't be too bad since the accuracy doesn't matter in this design.  

After designing the build with the 3 heavys and having just about no weight left over to fill the other weapon slots, what kind of pops out about this hull is that you sort of have two basic scattergun options:  Either build with the Heavy Scattergun for the most range, damage, and defense, or do a quick build with the D81-M and no heavy weapons (save about 5.5 days).  You can even tailor your build time by mixing the two.

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.

Top Tier: 
Heavy Cruiser (12.5M): Although it has some weaknesses (turn speed, offensive buff to Scattergun only), the Deflection and resistances of this hull will make it very hard to kill.  Even if you feel like your "build list" is a mile long (which is a bad way to look at this game anyway), getting & building just one of these will make your other ships more effective.


Heavy Scattergun D81-H (6M): This weapon looks pretty powerful and also gives good defensive buffs.  Unlike the Scythes, I would consider builds with this weapon.  The range would be a concern, but the high speed & defense of the Heavy Cruiser should mean that you can get into the range you need.

Scattergun D81-M (6M): Although this weapon requires uranium to build, uranium is now easier to get and it also has a pretty short build time. Another interesting point about this weapon is that sometimes I end up looking for weapons to give a speed boost (for matching hull speeds), but all the other (surface) options like Siege Cannons or Blaze Throwers have a long build time... this one doesn't. 

Limited Items: 
Compound Armor D6-A (1.25M, limit ???):  I really like this special, since it is just a bit of a bump from D5-X without too much extra weight or build time.  I loaded up on all I could the last time this was offered.

Agility System IV (1M, limit ???): I'm starting to come around on this one, but I still don't like the build time.

Fallout Armor IV (1M, limit ???): I still don't think this is useful in most situations, and lack of ballistic defense can be a real achilles heel.

Gale Defense System 1/2/3 (250k / 500k / 750k, limit ???): Gale 1 in particular is light and cheap, but I'm not so sure how critical mortar defense is for today's fast fleets.  I prefer Phalanx with their higher accuracy for UAVs.  These anti-mortars can come in handy in 85s if you want to creep through the centers, so they aren't all bad, and they are a big upgrade from Hailstorms (a Gale 2 is more effective than a Hail C).

Hydraulic Resistors (1.5M, limit ???):  This combines a 15% concussive resistance with Speed System V.  If you aren't getting Tier 4 in the Forsaken Mission, this might be a way to get that capability for a fleet.  This is also a nice upgrade for "tank" ships, and wasn't available to buy last month.  UPDATE: These can be combined with Ion Thrusters to get a decent turn speed on the Heavy Cruiser.

Cobra Scattergun (1.2M, limit ???): The best use for this hybrid slot weapon seems to be on subs like the Tiger Shark.  Worth getting if you have a build in mind.

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


Tier 4:
Zynth Armor D5-E (5.5M):  Although this has been available on Tier 4 of the Forsaken mission, if you are missing it, this is a real must-have.

Siege Battery 3 (5M): It took a little while for this to grow on me, but especially with the latest hulls having 5 special slots, this should find a place in builds for Base Hitting or Missions.  Especially powerful when combined with Siege Deflection.

Charon Torpedo (5.5M):  There's a a lot of back & forth about what to use for the "best" Tiger Shark build.  The Styx does more overall damage with its corrosive stacks, but it takes longer to build up.  You definitely want one or the other of the Scourge torpedoes, so get this one if you don't have either one and you are planning a sub build (or refit).

UAV Powercell (4.5M):  UAVs haven't seemed too useful lately, but if you are planning a UAV build, you do want this special.

Apocalypse Mortar (12M):  These take a while to land, and so you really want to combine these with Eruption Pyre on a Level 5 (or 6) turret... but these are an effective part of many base defense strategies these days. 

Dead-Eye Executioner (20M Limit 1 Max 1): The (regular) Executioner is a top base defense weapon.  This version has longer range and sucks down more power.  On a Level 5 turret, it isn't that much more effective than a regular Executioner with Smart Warheads. That might change on a Level 6 turret when you will have enough power to add Smart Warheads to this one.

Tier 3:
Compound Panels E (3M): This compound defense special may be useful on your front line base defense turrets if you don't like changing specials each time the game changes.

Siege Battery 2 (2M): If you can't get Siege Battery 3, this one might be handy for players to work their way up.

Zynth Armor D4-C (2.5M):  Stick with E armor, especially when you get heavy. 

Zynth Armor D4-P (3M):  Stick with E armor on your sub-hunters, especially when you get heavy.  For finding subs, just use Sonar or Sonic Targeting.

Siege Torpedos D65-S (2M):  Nobody wanted to use these when they were new... they certainly aren't wanted now.

Countermeasure Targeting (3M):  I sort of forgot about this special.  It may be useful on the Drac Coaxial Turret... But I'm not sure if the 40% accuracy buff makes a difference in countermeasure mode since those are splash shots.

Tier 2:
Compound Panels C (400k): This compound defense special is more of a stopgap until you get something better, but its low power use may even come in handy once in a while for some situations.

Siege Battery 1 (550k): If you can't get Siege Battery 2 or 3, this one might be handy for players to work their way up.

Zynth Armor D3-C (500k):  Generally stick with E armor, but D3 armors are a little more useful for their weight/build time, especially if you are working your way up.

Zynth Armor D3-P (750k):  Stick with E armor on your sub-hunters.  For finding subs, just use Sonar or Sonic Targeting.

Assault Torpedos D63-V (400k):  If you don't have any Scourge torpedoes, and you don't have the Assault Torpedo B, this is your next best option.  But if you don't have those, you might just want to wait on your sub build.

Tier 1:
Compound Panels A (50k): This compound defense special has a real mild defensive boost that you probably won't notice.

Zynth Armor D1-X (40k):  This is a light way to add some explosive (rocket) defense to a Sub Spotter or Remote Targeting ship in your base guard.

Zynth Armor D2-C (150k):  Generally stick with E armor.

Zynth Armor D2-P (150k):  Stick with E armor on your sub-hunters.  For finding subs, just use Sonar or Sonic Targeting.

Vortex Torpedos D61-M (50k):  Maybe if you're brand new you could put these on Predators or something.  As an aside, I am putting D61-Z on my Tigersharks just to rank them while building out the fleet.  I'll refit once I get them all built.

So overall, this prize list seems a bit "top-heavy".  I like the Top Prizes and the Tier 4 prizes, but there is really a lack of prizes for lower level players to work their way up.  There are no hulls, and no decent lightweight weapons.  Newer players should probably get the best Siege Battery they can, as that will be useful for a Forsaken Mission fleet (and base hitters).  After that, maybe consider some of the limited components as a shortcut to getting ahead.  Don't forget about doing campaigns at half repair too....

For for this raid, I'm hoping for some fun gameplay, and consistency from Kixeye.  I'm tired of mid-raid changes.  Recently we've seen changes to difficulty, points, schedules, prize lists, etc.  Just make a plan, make sure its good, and stick to it!

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

Saturday, October 31, 2015

Dragon Strike Campaign and prizes

The Dragon Strike campaign was released last week, and I haven't gotten around to reviewing it or the prizes until now.  This article took a while because I wanted to play through the campaign a couple times. The short story is that the prizes aren't super great, so I didn't feel the rush.  I thought the higher priority was to take a close look at the Cadmium armor... which I did.

This campaign is structured like other campaign sets, unlocking at level 55 and having three difficulty levels with increasing encounters and decreasing time at each level. The main differences from other campaigns are: 
  • The time allowed for each campaign is longer than other campaigns - 24 hours for Pack 1, 18 hour for Pack 2, and 12 hour for Mastery.
  • The third level (mastery) is a limited time campaign. It will be available until November 10th (Tuesday before the next raid).
Of course, the other big difference between the Dragon Strike and other campaigns is that some of the encounters (3, 5, & 7) are attacks on your base.

I have some tips for these campaign encounters:

Encounters 1 & 2 (FvF):
  • These aren't easy targets, so make sure you have a good FvF fleet to use that won't utilize the ships you depend on for base defense.
  • Scourge Torpedo subs can beat these pretty handily.  Even without those, I used my Spectres with Assault Torpedo B to prep all of the ships except the ones with thermal.  Just be smart about your flagship - make it dead, Phantom, or expendable because they will chase it (on encounter 1).
Encounter 4 (Drac Platform with guard ships):
  • Not a simple target either, but if you break it apart into sections (instead of just charging in) you can do it more easily.
  • Subs can also prep some ships in here, but you probably want to be careful about trying for the ones on the interior.
Encounter 6 (Drac "Base" with guard ships):
  • The initial entry has cryo mines, you can rim those and try to get some retargeting onto their turrets.
  • After opening the gates & clearing mines, the base might be sub preppable (Tiger Sharks & Banshees).  Tiger Sharks with their sonar can probably clear the mines themselves.
  • Watch out for the Ballista in this base - keep moving to make it useless.
  • Pinch something - either an Enforcer or the center turrets.
Encounters 3, 5, & 7 (Base Defense):
  • If you don't want to coin base repairs, plan your time so that you can wait the time between base repairs but still complete the campaign in time.  Leaving 8 hours for base repair (this allows turrets to be fixed), you can do the first two packs over that 8 hour period and you are allotted 18 - 24.  Hit #3 at the start, then #5 eight hours later.  If attempting the Mastery level with three base hits, you won't be able to let your turrets totally repair between each hit - you'll need to work with damaged turrets or do some coining.  I would suggest running the first two hits closer together, then making sure you are fully repaired for the final one.
  • After a successful base defense, you will get a 12 hour bubble.  Starting the base defense encounter will not pop an existing bubble.
  • Don't be afraid to drive your fleets.  Greta Spader won't send you any condescending messages.
  • Don't worry about sub defense in your guard fleet.  If you have a ship optimized for sub spotting, consider swapping it out for something with more punch.
  • Use an Aegis if you have it.  It can be tricky to use an Aegis in offline base defense, but when you can drive it to a spot, it is much easier to use.
  • The incoming ships were heavily distracted by firing at non-defensive buildings like resource generators and labs.
  • They also seemed to prioritize targeting guard ships over turrets, so a ship would often drive into pyroclasts or other short-range turrets to fire at guards.
  • Use a crew - Sea Serpents is very useful since the extra evade works against the missiles and launchers that the attackers are firing.
  • Keep your dock away from your entrance side of your base - the attackers seem to fire a few missiles with very long range when they warp into your base, and those few missiles really love docks somehow.
  • The Proto-Nemesis in #7 is most vulnerable to subs.
Just to diagram a few of these principles for you, I'll show my interior base layout:

(I actually recorded a video, but the file got corrupted.  Sorry!)

The Aegis isn't usually part of my guard fleet, but I have room for it since the Dock 12 upgrade (haven't messed with my guard yet).  I also use a Mastodon & Omega Behemoth instead of the Rhinos.  The Mastodon is a little more optimized for base defense with its longer range, but my Rhinos have more punch and I can drive the Rhinos to the spot I need them.  l also don't need the Omega since I don't need its sub spotting.  Again, the Rhino has more firepower.  When the battle starts, I drive the Aegis into a position to cover the Enforcer, and the Rhinos behind that to cover the Enforcer's fire circle.  If the Enforcer dies, I would drive the Aegis to cover the Harlock Carrier, and reposition the Rhinos to stay out of trouble.

One more update - at Mastery level, I used the layout above, but I swapped that carrier for a Grim Wrath (to get even more reload on my Rhinos), and used Steelheads crew.  The Proto went down without even killing my Enforcer.

And just as an aside, I'm not too thrilled with this design for OP7... I need to spend some more time laying out a new concept.

For an even more sneaky tactic, check out PriceIsWrong's video of the Elite campaign.  At one point, he shows how guard ships on the outside can be used to make the attackers circle back and forth in your channel.  You may be able to keep them under Apoc Mortar fire with this tactic, or even make them time out if you are skillful and patient enough.

https://youtu.be/Uwgm2ktO5CI?t=10m45s

And now on to the prizes....

Shockwave Plate:

Versions of this armor are available from prize packs 1 & 2.  This armor has a benefit of giving a flat damage reduction (like Plate armor or deflection) against launcher shockwaves (and nothing else).  comparing the damage reduction to the amount of damage from an Antipode shock (24k+), it seems pretty low, so for this to have a good effect even in its intended use, I would think you need to stack up a few of these plates.  With that configuration, you are losing your options for the defense bonuses from Zynthonite armor, which most ships depend on.  

Ignoring the usefulness (or non-usefulness) of the armor's special capability, the Shockwave Plate 2 has a decent build time for a "large" piece of armor, but the Shockwave Plate 1 does not.  The weight per armor point is the same as the other Forsaken Plate armors.



It is tough for me to come up with a ship configuration where this armor would be really useful - most PvE targets do not have enough massed launchers to get shockwaves against decently built player ships.  In base hitting, Enforcers do have a decent chance of getting a shockwave against incoming ships, but I'm not sure that I'd want to build a fleet or even a single tank ship to be so specialized.  

Ballista Turret:

The Ballista is available from Prize Pack 2.  Most of the players who went to build the Dead-Eye Ballista found out that the turret has a big weakness - The D-E Ballista fires at a spot like the Arbalest, so it has real trouble against moving fleets. I am pretty sure this turret does the same, but even so... Information from readers and the forums suggests that the Ballista turret is aimed, unlike the Dead-Eye.  Comparing this turret to the Javelin, we see only a mild DPS increase although it does have much better range.


The key to using this turret is finding a way to make it hit.  For example, placing a Ballista on the center island with my base layout I showed above would be pretty much useless.  Incoming attack fleets are not stopping anywhere for very long.  The only way I could think of to make the Ballista (or the Dead-Eye version) useful would be to layout the base so that it fires straight down a chute at incoming ships, so that they are moving toward the shot.  

Fundamentally, I don't think players that will be able to win this turret are really looking for another turret that has similar DPS to the turrets they already have, yet would require a base redesign to use effectively.

This turret has a nice range upgrade and a mild DPS upgrade from the Javelin.  I suppose it would be preferred to the Jav, but maybe not a priority to build.

Draconian Coaxial Turret:

This limited base defense turret is available at the Mastery Prize pack (1 per campaign with a limit of 5).  This is an improved version of the Coaxial turret we have had available for a while. The major differences are that the countermeasures have longer range and are area effect (like flak), and the gun fires more slowly with a heavier shot.

The DPS of the "gun mode" is improved compared to the previous Coax:

And the 4 shot flak is the only way the countermeasures are even remotely useful in today's game - the incoming volume of missiles from ships like Rhinos will easily overwhelm any sort of single shot countermeasures available to a player.

The problem with the countermeasures is that many players are using Blade Missiles with their 80% flak evade... so the flak mode will still only reduce the incoming volume of fire by 20% at best (unless you can layer a few of these).  It likely won't be enough to make enemies stop for very long.  But the other thing to consider is that the gun mode has a range of 96, so it might be able to get a few shots onto enemies that don't carefully stop at their missile weapon's max range (98.6 with Blade and SFB3 or GMS).  The Pyroclast has the potential to hit harder, but with a range of 90, it is easier for attackers to avoid.  For players that can earn it, I don't think this turret will be the key to stopping missile (or any fleets), but it will possibly be a benefit.  For example, it you look at my base picture up above, I might consider replacing the third Pyroclast in with one of these - it would cover the other two front Pyros and the Enforcer.

So overall, I think that Dragon Strike is a pretty cool concept, but the prizes are pretty meh.  Play it if you want.  Don't if you don't.