How to Survive Level 40 Part II: Raid Strategy

Weresquirrel
Weresquirrel
Moderator
Joined Sep 2011 Posts: 9,600
edited 14 Feb 2013, 6:24PM
Introduction

At some point every Battle Pirates player decides whether to participate in Kixeye's monthly raid events. A lot of rumor surrounds these events and the players who talk the loudest are often the least knowledgeable. So in response to requests for a player guide on the subject this is an attempt to provide one. The advice here is primarily aimed at midgame players who are researching new hulls and technologies and are just reaching the point where they can aim for the better prizes. Because no comprehensive raid guide has been written for the player community, this is presented as a separate "Part II" so that players at other stages of the game can share a direct link to the content that interests them.

Undoubtedly there are other players who are better suited to write a raid guide than myself. For example, I am unable to share firsthand experience on most of the tier 3 ship specials. The people who finish in the global top 100 and have played every raid since the events began aren't writing guides, so if you have the ability to improve on the information here your comments and input are welcome.


The Basics
About once every four weeks Kixeye holds a special Battle Pirates event that usually begins on a Thursday and ends the following Monday. Exact times and duration may change slightly. Raids get announced one week in advance and the prizes remain secret until shortly before the event; the information usually comes out less than 24 hours before the start in a teaser video posted by Kixeye staff to the General Discussion forum.

In addition to monthly raids, Kixeye began offering weekly events called Forsaken Missions in December 2012. The weekly events allow players to choose a 72 hour window to earn event points within a 7 day time frame. Forsaken Missions will not be offered when monthly raids are happening. An expansion at the bottom of this guide will cover weekly events.
Unofficial "leaked" prize threads that players start before an event are a combination of educated guess and Photoshop hoax.
b9hnph.jpg

Raid awards have a five tier structure with two redemption options at the first four quotas. Prizes are scaled to be useful to players at different stages of the game. A midsized player around level 40 can usually earn quota 3 with a reasonable effort; quotas 4 and 5 are possible with planning and effort and become easier as players gain better technology and experience. The top prize is new at each event; quota 4 usually returns former top prizes at least four months after the original release.

Raid challenges fit within the game narrative of player Forsaken forces battling against the Draconian empire. Event mechanics and challenges change periodically: past events have ranged from solo missions to team cooperative events where as many as 4 players work together. During raid events all ship repairs happen at double the normal speed. Players often build specific "raid fleets" to optimize performance under these special conditions.

Rumors abound about raids and in general the people who talk the loudest are the least knowledgeable.
  • Yes, it is easier to win a raid by coining; no, coining is not necessary.
  • Yes, it is easier to earn the top quota at a low level by spending a lot of time at the computer; no, the people who do that are not necessarily No-Doz addicts who live in Mom's basement.
  • Yes, it really helps to earn good raid hulls; no, they aren't an instant-win button. (Well, sorta)
Many of the top raid hulls take 4 or 5 days just to build the hull. So the fleets built from these hulls become long term projects unless you're a really heavy coiner. Players who skip the raids and builds Forsaken hulls will trade off quality for quantity: somewhat weaker in 1:1 matchups but more fleets to play with. People who play hard at every event collect a terrific hull collection, but then usually run a shipyard backlog of unbuilt hulls; this is the main reason behind the perennial player requests to implement a Dry Dock.

A player who wants to earn quota 4 or quota 5 for the first time would be wise to start building a raid fleet before the one week countdown announcement. It is usually possible to make educated guesses about the date of the next event and the tier 4 offerings. The surprise nature of these things can be frustrating: if your first set of plans is less successful than expected, then keep your head in the game and work out a plan B.

At the start of my second raid it turned out that nearly a week of refits and upgrades had been a waste of time: the fleets that had performed best on the previous event turned out to be totally useless. Yes, that was annoying. But raids are timed events and the clock doesn't stop until it's over. Probably the best decision I ever made in Battle Pirates was to keep playing the event anyway; ended up with both the Dreadnought X and the Barracuda which was much much better than expected.

Kixeye's forums often see venting threads as raids unfold. The choice in whether to participate in the event or in the debate is up to you. Personally, I would rather fly the Jolly Roger than this flag...
2chp3qe.jpg
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    The Sea Wolf Build

    Forum discussions about raid preparation usually focus on Sea Wolf designs. So let's put this out front. Later on in the guide we'll discuss lower tech raid fleets and fleets for coining.


    The Build

    It takes Engine 2 technology to make an effective SW raid fleet; field testing with Eng 1 got poor reviews from multiple players. If you're just now opening the technologies to operate a Sea Wolf raid fleet then you can skimp and get by with tier 1 on the other specials.

    Here's a cut/paste of the free repair fleet I use. Kick the armor up to Steel 2 if you have a master fixer and use higher level specials if possible.

    Components:
    • Thud 4 Cannons
    • Engine 3
    • Guidance Scrambler 2
    • Auto-Loader 2
    • Steel 1 armor
    2cs6q7t.jpg

    Feel free to substitute Hardened Barrels in place of Guidance Scrambler if your HB research happens to be better than your GS.


    The Reasons

    A search of the Kixeye forums will reveal that this is a somewhat unpopular raid fleet design. Other players tend to favor ripper cannons, Compound Armor, and Draconian weapons. To give credit where credit is due, those other designs probably are slightly stronger in combat. I still go with this for two reasons:

    1. Repair cost
    21e45uh.jpg

    2. Construction time
    34rws4w.jpg

    You can build two fleets with this setup in less time than it takes to construct one fleet of most of the instant repair SW designs. This can take down a level 37 hub in two strikes and it won't run resource shortages. Many players analyze raid plans in terms of close combat tactics rather than logistics.

    For better points during events, be sure to mop up some of the 28s that spawn near your base. Even though it seems like a waste of points it helps get more 37s close to home. And have a coiner friend clear out the 48s once in a while.

    Suggestion for mid-level players: in between events upgrade your specials research at a rate of about one raid upgrade per month. Time the raid specials research to be ready about two weeks after an event; that leaves plenty of time to refit the fleet(s) before the next raid.

    Suggestion for light coiners: total fleet build time with a master engineer is 8 days, 3 hours. Which means if you start making raid plans after Kixeye announces its one week event countdown you could build this from scratch and coin the last ship.

    Suggestion for non-coiners: you can pick up enough free FB credits through 4loot.com to coin back your dock in case somebody hits you during a raid. This is a legit free offer so it doesn't reward a lot--a search engine that wants to build traffic by rewarding the people who use it. Just use it in place of Google.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Low Level Raid Fleet Designs

    So maybe you haven't reached the point where you can build a Sea Wolf raid fleet. Maybe you just don't have the right combination of 8 days, 3 hours and/or coins to construct that before the next event. Or maybe you've got a little friend who needs coaching for their first event. Okay here's the section for you.


    Battle Barge Build

    Players who have a master fixer can substitute Steel 2 in one of the armor slots and still have instant repairs.

    Components:
    • Thud 4 Cannons
    • Engine 1
    • Guidance Scrambler 1
    • Steel 1 armor
    10gfwhs.jpg

    It takes about two and a half days to build a raid fleet of Battle Barges from scratch. Slightly more than half that time is hull construction so refitted Battle Barge fleets are the fastest refit option for non-coiners who decide to prepare for a raid at the eleventh hour. In order to do well with BBs it is essential to operate multiple fleets.


    Pre-Battle Barge Build

    Players who are very new to the game can use a setup similar to this on their first event. Thud 4 technology unlocks in a level 2 Naval Lab. Hulls unlock rapidly during the first days of playing so a really new player can expect to operate fleets of mixed hulls.

    en4o0.jpg

    Don't be discouraged or intimidated: a player I know earned over 900,000 points from a raid that started about one week after he began playing. He collected a Light Cruiser from the event; during the next raid he used the LCs to earn a Battle Cruiser.


    Battle Barge With Arbiter

    A somewhat quirky option that is definitely not for everybody is to add an arbiter with Navigation Array 3 at the head of a Battle Barge fleet.

    rtkv9w.jpg

    This can work for a light coiner who has not yet opened up the technologies to run Sea Wolves. The downsides are that it is weaker than a Sea Wolf fleet and the cost of opening Navigation Array technology can push a level thirtysomething player closer to level 40 before base defense is adequately prepared. On the positive side, the increase in map and combat speed more than makes up for the loss of firepower. I have personally operated Nav Array Arbiter + BB raid fleets with very good results.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    edited 20 May 2013, 4:42PM
    <span style="color:#FFFF00"><span style="font-size:2.0em"><b>Fleet Designs for Light Coining</b></span></span><br><br>
    <br><br>
    A great variety of light coining raid fleets are possible in Battle Pirates. A few general principles to bear in mind are:<br><br>
    <br><br>
    1. Draconian evade armor is quite useful.<br><br>
    2. If you don't have evade armor, a map speed bonus is also useful.<br><br>
    3. Build a sixth ship for the raid fleet; let the shipyard help to subsidize the cost of repairs.<br><br>
    4. Choose a hull that can equip at least three specials. If you are working with Forsaken hulls these are the Sea Wolf and the Sea Scorpion.<br><br>
    5. When using a Draconian hull, pay careful attention to its inherent bonuses when planning your fleet.<br><br>
    <br><br>
    If you operate a light coining fleet in addition to an instant repair fleet, use the light coining fleet to help clear the local area of raid targets that are one level higher than your instant repair fleet can handle. That helps to get respawns of nearby targets for your instant repair fleet.<br><br>
    <br><br>
    <br><br>
    Here is my own somewhat quirky instant repair setup. It uses Hardened Barrels instead of Guidance Scrambler that combines with the hull's inherent range bonus for a +45% ballistic range. With careful tactical operation this fleet can shoot down targets while remaining completely out of range of the most destructive weapon on on level 37 and level 48 hubs. This cuts down total fleet damage from 40% - 50% per mission, down to 15% - 20% per mission. A similar arrangement of HB 3 + Thud 4 on other hulls can achieve the same results; the important thing is to pay very close attention to what causes the damage.<br><br>
    <br><br>
    Players who think tactics don't matter on hubs are--quite simply--wrong.<br><br>
    <br><br>
    Components:<br>
    <ul class="bbcode_list"><br>
    <li>Thud 4 Cannons</li><br>
    <li>Engine 3</li><br>
    <li>Hardened Barrels 2</li><br>
    <li>Auto-Loader 2</li><br>
    <li>Zynthonite D3-E armor</li><br>
    </ul><br>
    <img src="<a href="http://i45.tinypic.com/10mvuqq.jpg" target="_blank" rel="nofollow">http://i45.tinypic.com/10mvuqq.jpg</a>;" alt="10mvuqq.jpg" class="bbcode_img"><br><br>
    <br><br>
    Many players keep their raid setups a closely guarded secret. If you're willing to share yours and explain why it works then this guide may be expanded to credit you by name.<div><br></div><div>Here's another light coining fleet and an outstanding video on how to succeed using only researchable Forsaken technology.  The steering is excellent and worth study: builds are only half of what it takes to succeed at a tier. <br><a href=""><span class="VideoWrap"><span class="Video YouTube" id="youtube-R6rVhyl1_pI"><span class="VideoPreview"><a href=""><img src="http://img.youtube.com/vi/R6rVhyl1_pI/0.jpg" width="640" height="385" border="0"></a></span><span class="VideoPlayer"></span></span></span>
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Points Per Hour

    In spite of being a combat exercise, a raid is basically a race against the clock. Optimal raid results come from good communications, a little technical preparation, and recordkeeping.


    Spreadsheets

    One key piece of information I record on every raid is the hourly progress. This can be done with a really simple spreadsheet. Here's a shot of my spreadsheet from the last raid: the top prize took 18 hours of raid time. Repairs cost 150 coins for the whole event.
    11tsj2q.jpg

    What is really useful about this approach is that it gives a reasonable amount of information to balance raid goals against budget goals and other commitments. After about three hours of gaming it becomes clear how many points will usually happen per hour. Adjust about 20% for peak times during heavy competition for targets.

    If you don't have Excel, a free open source alternative spreadsheet that gets good reviews is Open Office.
    http://download.cnet.com/OpenOffice-...-10263109.html


    Computer Maintenance

    It is a good idea to clear cache and empty temp files before each event begins. Shut down unnecessary processes during raids and refresh the browser about three times per hour in between combats to keep errors and crashes to a minimum.


    Chat Software

    Voice chat software is a useful way to coordinate with teammates during a raid. Most laptop computers have a built-in microphone so this can usually be done without any purchase of hardware or software.

    A free option that works through the Facebook chat interface is vring! The interface is very simple but vring cannot do conference calls.
    http://www.fb.vivox.com/vring/landing-app/welcome.php?mt=ucc&tu=Organic&st1=FacebookVringme

    Skype is a service that offers conference calling. Calls are free from computer to computer (Skype also offers an optional paid service to place calls to regular telephones). Skype service is usually stable for groups of up to about a dozen people.
    http://beta.skype.com/en/download-skype/skype-for-computer/
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Forsaken Missions

    [expansion in progress]

    Tacitally, Forsaken Missions are a return of the Base Invaders raids that were monthly events during spring and summer 2012. For details on the Outpost format see the following links:
    http://battlepirates.wikia.com/wiki/Draconian_Outposts
    http://forums.kixeye.com/showthread.php?t=163683

    The Mission prizes are available in 3 tiers:
    150,000 points = tier 1
    500,000 points = tier 2
    2.5 million points = tier 3

    Occasionally players have reported problems in getting the blueprint for a completed prize tier. Apparently the game needs to save before the blueprint appears. So try going up to world map view and then returning to your base. if that does not correct the problem then file a support ticket.


    Important Differences Between Missions and Raids:

    Raids start at the same time for everybody within a 100 sector area, with different sector blocs staggered 1 hour apart. Missions let a player choose any 72 hour window within a 7 day time frame. The counter begins ticking as soon as a player approves the start.

    Mission tier prizes collect automatically with no deduction in total points for the events. Assignment of prizes is random.
    Raid tier prizes collect manually and each collection results in a point deduction. Players choose which prize to collect. So if you try for a major prize in a Raid, don't redeem any lower tier prizes while you are earning the points for the top prize you want.

    Repair times are not reduced for Missions. So if you want to use an instant repair raid fleet during a Mission, the fleet could take up to 25 minutes to repair with speedups. There are workarounds for this: under actual event conditions an instant repair fleet is not necessarily something that returns from no health to full health instantly--it's the fleet that can turn around and go out on another mission.


    Tricks to Getting Instant Repair Times during Missions:

    Damage often falls most heavily on one ship out of a fleet. So if you're adapting an instant repair raid fleet for Missions then build one extra ship so that you can cycle the most heavily damaged hull out of action for repairs while the rest of the fleet does another mission.

    The instant repair Sea Wolf fleet listed in the Raid section of the guide can auto level 20 hubs with under 2 minutes non-speedable repairs after each mission, as long as it enters the hub from the southwest or the southeast corner. The same fleet can take a level 25 hub manually with quick repairs: the trick is to take the lead ship out of formation before it gets more than half damage.

    For a lightly armored SW build that can clear 31s with instant repair times, see this post. Takes a few Draconian technologies to complete the build.


    Heftier Mission Combats

    What you usually want to do is lure the defending Drac fleet away from the hub and sink the ships while your fleet stays out of range of the turrets. The southwest corner is the best area for this because you can close comms and get maximum maneuvering space.

    Barracudas can take a 31 with minimal damage--sometimes instant repair level damage--if the player is sufficiently skilled. Stalker submarines have been reported to do the same. A Stalker build is available here. Spectres with caterpillar drive have been reported to do well on the higher hubs.

    Before logging off for long periods of time, try throwing a stronger fleet with longer repairs at a higher level target. The Battleship build listed above can take a level 45 hub and sustain about 7 hours of damage. The profit for that is slighly over 180,000 raid points. So a player who has a reasonably sturdy fleet can get over 1 million points just by attacking a 45 for three days before leaving for work and before bedtime.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Keeping an Inventory

    Once you have your raid and mission blueprints, it is a very good idea to take an inventory and store it off-game. This serves as proof of your game items in case a bug ever deletes an item and you need to submit a support ticket. The inventory doesn't have to be fancy; a collection of screen shots will do. Here's a sample blueprint inventory.

    161ayag.jpg

    The image has been resized for easy display in the guide; another full sized version would get submitted to Support if a ticket needed to be filed.

    Keyboard shortcut instructions for creating a composite image inventory in Photoshop:
    1. Screen shot.
    2. Switch to Photoshop.
    3. Ctrl + N, enter, Ctrl + V.
    4. Repeat steps 1-3 as needed.
    5. Crop screen shots.
    6. Open new file, manually set to 3000 x 3000 pixels.
    7. Go to a screen shot, Ctrl + A, Ctrl + C.
    8. Go to new file, Ctrl + V, use the move tool to position it.
    9. Repeat steps 7-8 as needed.
    10. Flatten image, crop.
    11. Save as "Blueprints [date taken]."

    Similar inventories can be made for ships. The examples below first give screen shots of the hulls in a dock, then the second image displays mouseover descriptions of ships. There aren't quite as many mouseover screen shots as hulls for two reasons: low level/inexpensive ships weren't inventoried, and on some of the cheaper fleets where all ships were alike only one example is documented.
    14436uu.jpg
    3308dg3.jpg

    It's a good idea to update these inventories twice a month.
  • Flo
    Flo
    Unicorn Overlord
    Joined Jun 2011 Posts: 8,595
    I preffer using a mis between thuds and rippers/siege cannons. Also it is maybe better to use ballistic system instead of AL/Hb as it gives a bit of both. And thud arbiter with level 1 specials and navigation array 3...I am probably not the only one who sees something wrong with this.
    Currently playing: Vega Conflict
    Alliance: Galaxy Lords

  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Flo wrote: »
    I preffer using a mis between thuds and rippers/siege cannons. Also it is maybe better to use ballistic system instead of AL/Hb as it gives a bit of both. And thud arbiter with level 1 specials and navigation array 3...I am probably not the only one who sees something wrong with this.

    You're probably talking about a build like this, Flo?
    2cs6q7t.jpg

    A closer look at the build time:
    317bcp5.jpg

    And the repair cost:
    2pze6p5.jpg


    Now compare those to the plain vanilla Thud build:
    Construction time
    34rws4w.jpg

    Repair cost
    21e45uh.jpg


    If you prefer an exact comparison against tier 3 specials on the "plain vanilla" thud build, then go ahead and post the exact specs of your choosing and we'll run the numbers.

    The result you'll see is that fancy build more than doubles the construction time. Before writing this guide I ran detailed analyses of several popular SW builds: in order to gain slightly better combat specs the players end up with one raid fleet when they could have built two. Also the resource cost of repairing the fancy build is considerably greater than the plain vanilla Thud build.

    In recent threads I've raised these points for discussion and other players replied that they hadn't considered these factors. They were looking at combat specs instead of logistics, not realizing that the logistics were so lopsided that they outweighed the tactical benefit.

    If you would like to discuss the arbiter setup too we can do that also, but better to look at this one point at a time. Yes, this guide swims against forum consensus in a couple of ways: all of the points where it swims against the tide are the result of careful research and field testing.
  • Flo
    Flo
    Unicorn Overlord
    Joined Jun 2011 Posts: 8,595
    For build time and repair cost, I have no doubt that yours is probably one of the best but when it comes to effectivness, using a ripper-thud combo with cannon system will probably be better. It can outrange siege cannon ships easily while still being able to deal extreme damage to drac ships that don't have rockets or cannons(or drac turrets at hubs). Of course you would need to salvage while the raid but if you are well preppared you can play at least a day or two before needing to refill wh.
    Currently playing: Vega Conflict
    Alliance: Galaxy Lords

  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    The reason for recommending the Thud build in this guide is that running two fleets is more profitable in terms of raid points per hour. Even though each fleet is slightly weaker in combat this lets the player make use of map transit time to engage the other fleet in battle.

    If you would like to post the full stats of your build I'll gladly add it to the guide as an alternate.
  • Ish
    Ish
    Skilled Warrior
    Joined Oct 2011 Posts: 483
    I used my FvF ballistic wolves for the last raid. Thuds/Assault Cannons HB,AL,Engines (all tech 2). They worked well, but repair costs were insane. I used my Base fleets to auto 28s to cover my resource costs.

    It seems to me that your Sea Wolf build with Tech 3 would still have fairly low repair costs, enough to be covered by 500%ing.

    Ultimate Shipyard link
    (this happens to be the fleet I am planning on building for the next raid.)
    Ishylwyff-Sector 90-Level 32
    Death From Below
  • Lucky Luke
    Lucky Luke
    Unicorn Overlord
    Joined Dec 2011 Posts: 5,546
    Another great guide.

    Id like to add if i may,

    If your fleet is running at a resource lost to repair here is a very simple tip. Save your gifts up. Its quiet possible to have 20 or so gifts on hand when the raid starts.

    Also you can use your merc fleets in raids..easy points for no time/damage.

    Before going to bed, Grab your best fleet..go and hit everything till its dead. Hit repair and let it repair overnight.

    Its also important to experiment a bit in the first few hrs of a raid...find your level "sweet spot". This means points vs time vs repair. Normally lvl37s.
    Proud member of DFWDP est Oct 2 2011.  Black water player. User ID is: 1497238.
  • Brademus-Krieg
    Brademus-Krieg
    Strike-force Captain
    Joined Mar 2012 Posts: 888
    Guys please don't post, or explain your forwards, for those of us who can't open Ultimate Shipyard in IE and can't open the forum in Chrome.
    Sectors 489////493////121////88///121////8

    "Life is hard. If you are stupid its harder."


    Tried alliance, sail under no man's colors but mine, if I dance I will choose the fiddler and the tune.
  • SOB_AssassinKiller
    SOB_AssassinKiller
    Strike-force Captain
    Joined Jul 2012 Posts: 659
    Guys please don't post, or explain your forwards, for those of us who can't open Ultimate Shipyard in IE and can't open the forum in Chrome.

    Yes I have read the above comment from Brademus-Krieg but i really need someone opinion on this raid fleet, it's fitted with Titanium 4, Ripper 4, Reactive Armor 2 and Auto Loader 1 ( Im thinking about replacing RA with HB 1 and AL with engine II? But then I thought maybe this fleet would be better, currently this fleet takes up to 9 coins ton repair and i havnt even refitted them all, some have ripper II on them as they are outdated, and I seen a Dread X raid blitz for 3 coins!
    Ultimate Shipyard link
    BP NAME: -SOB-AssassinKiller         BP LEVEL: The Mighty Level 60!                                                   

    ALLIANCE:  SOB1                                                           HOME SECTOR: 41                                                                                                   
    PLAYING BP: Since The 3rd Day of Alpha Stage          

    Coords: Sector 271 - 162149,208. Closest to 271 West Relay Tower. Hit me, I want more YouTube Videos...
  • UnNamedSoulz
    UnNamedSoulz
    Potential Threat
    Joined Nov 2012 Posts: 73
    For the last Hub raid (was lower level 30 then).....I finished an arb, no module, with RA and scrambler.....putting that in front of my BB or Levi fleet, I used Thuds to take 28 Hubs solo and 37 with a friend, or two runs if solo. I was able to get both lower tiers with minimal hours spent per day. The Arb took all the oncoming fire and with high evade, lasted very well. Before next raid I have modules to put on them. Also have SWs in the oven this time.

    The ripper fleets just took too long to get close for range........thuds seemed much better for me.
  • Mr. Blizzard
    Mr. Blizzard
    Unicorn Overlord
    Joined Jun 2012 Posts: 3,178
    Flo wrote: »
    I preffer using a mis between thuds and rippers/siege cannons. Also it is maybe better to use ballistic system instead of AL/Hb as it gives a bit of both. And thud arbiter with level 1 specials and navigation array 3...I am probably not the only one who sees something wrong with this.

    that and it free's up a spot so you can actually get 4 specials in on a 3 special ship even if you have to sacrifice a bit of firepower



  • LloydG
    LloydG
    Greenhorn
    Joined Dec 2012 Posts: 15
    This is a really good guide. I just have one problem that is I can not use the link you gave for the spreed sheet download.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    LloydG wrote: »
    This is a really good guide. I just have one problem that is I can not use the link you gave for the spreed sheet download.

    This should cover the complete range of operating systems and languages for OpenOffice download.
    http://www.openoffice.org/download/other.html
  • Deth_Okay
    Deth_Okay
    Greenhorn
    Joined Oct 2012 Posts: 16
    Good guide wish I read this before 35...
  • NeCr0Mancer
    NeCr0Mancer
    Minor Nuisance
    Joined Oct 2012 Posts: 216
    its a good guide iam now a lvl 41 and sofar i did not hit any big problems, mainly also because i focused on my base first and not my ships. It looks a little slower then doing ships but its all depends on how you set your goals. Biggest problem in this game is new players coming in and think yeah we can build bases ooh and look at all the shiny ships we can get and start building the base looking at the tuterial videos building/ copiing a SQAURE base (wrong forget about the videos they out of date) look at ohter higher level players (when they attacked) see how they build up there bases. As 40 i got attacked a few times by a lvl 56 in a HH SC fleet... okay i lost 52% of my base but he ran out of time and lost one of his HH's and i damaged the rest of his fleet good. Biggest mistake i often see is turrets they dont look at the optimal ranges or they place them so that they can be easy prepped by cheap missile fleets, and after that use a baser to, well just to walk in the park methode then and flatten. Ive encounterd many player for example a lvl 51 good with his fleets but when i enterd his base i noticed he had only lvl 4 sents and all the rest of his turrets where lvl 3, just anohter good example for somebody that focused on ships first and not his base.

    your base is key turrets are key to a good base, labs and ohter building you can loose easy, loosing your defence like the base turrets or your base fleet well fill in the rest yourself, your done then, welcome to bubble mania. As for me i just started on my fourth SW my naval lab is upgrading to 10 now but my turrets are already lvl 4 and devided in a section (not snipeble) front some howies and sents IV and second line behind it VMs , flak and 2 ohter sents that cover the entrance, channel again but can,t be hit unless they go in and have to go 5 turns before the second line of turrets come into range, and after they destroyed the basefleet and first line of turrets. and in the whole process also the second line of turrets shoot at them. So its just how you set your goals in this game go to the map with a shiny fleet and show them of (and have a base that can be hit easy) or do your base first and then ships, and get flattend to but not without them taking alot of damage before they get in.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    its a good guide iam now a lvl 41 and sofar i did not hit any big problems, mainly also because i focused on my base first and not my ships. It looks a little slower then doing ships but its all depends on how you set your goals. Biggest problem in this game is new players coming in and think yeah we can build bases ooh and look at all the shiny ships we can get and start building the base looking at the tuterial videos building/ copiing a SQAURE base (wrong forget about the videos they out of date) look at ohter higher level players (when they attacked) see how they build up there bases. As 40 i got attacked a few times by a lvl 56 in a HH SC fleet... okay i lost 52% of my base but he ran out of time and lost one of his HH's and i damaged the rest of his fleet good. Biggest mistake i often see is turrets they dont look at the optimal ranges or they place them so that they can be easy prepped by cheap missile fleets, and after that use a baser to, well just to walk in the park methode then and flatten. Ive encounterd many player for example a lvl 51 good with his fleets but when i enterd his base i noticed he had only lvl 4 sents and all the rest of his turrets where lvl 3, just anohter good example for somebody that focused on ships first and not his base.

    your base is key turrets are key to a good base, labs and ohter building you can loose easy, loosing your defence like the base turrets or your base fleet well fill in the rest yourself, your done then, welcome to bubble mania. As for me i just started on my fourth SW my naval lab is upgrading to 10 now but my turrets are already lvl 4 and devided in a section (not snipeble) front some howies and sents IV and second line behind it VMs , flak and 2 ohter sents that cover the entrance, channel again but can,t be hit unless they go in and have to go 5 turns before the second line of turrets come into range, and after they destroyed the basefleet and first line of turrets. and in the whole process also the second line of turrets shoot at them. So its just how you set your goals in this game go to the map with a shiny fleet and show them of (and have a base that can be hit easy) or do your base first and then ships, and get flattend to but not without them taking alot of damage before they get in.

    All good points. Please bear in mind that this thread is part 2 of the guide to surviving level 40. Part 1 deals with base design--which you're right does take priority.
  • NeCr0Mancer
    NeCr0Mancer
    Minor Nuisance
    Joined Oct 2012 Posts: 216
    Lise wrote: »
    All good points. Please bear in mind that this thread is part 2 of the guide to surviving level 40. Part 1 deals with base design--which you're right does take priority.

    Note i have to make i do not always agree with Kixeye his updates gamewise, some are realy good for example the baseplanner the new ships modules, but some realy have no point like having a depthcharge thats fired from your base out of the launchpad, it shoud of been a ships based wepeon as you need the launchpad for base attacks 99,9%. I see many players flaming kixeye for choices he made... but have to say you can rant him and give no positive input on how to change it or you can start being constructive and help him improve it, its all up to you. And for the coining part you all seem to forget that Kixeye also got to pay Facebook so he can distributed the BP and ohter of his developed games to us, so in a way the coin drops in 2 way.

    Note to lise i will look at part one to and paste my former comment also there if its still active.
  • Mu Ru Der
    Mu Ru Der
    Minor Nuisance
    Joined Sep 2012 Posts: 220
    In reference to the Lightning Raid, defending the hub meant FvF battles for the majority of the time. My best fleet was Sea Wolves and I had the classic Cutlass 3 missiles with SFB, Engine, and Laser specials and steel 1 armor for instant repair. With skilled driving I could take as little as 3 minutes damage on the entire fleet when attacking a level 28 hub, sometimes doing three hubs before needing to repair.

    Also as it pertains to the new points reductions and reaching level 40, you can greatly reduce the player experience gained during a raid by letting your warehouses stay full. I noticed many people spending as much as they could, and/or giving it way with rimmed warehouses, causing them to level up faster. Even if you are over level 40, keeping your level lower may help you get more points in the next raid, assuming the points reduction system stays in place.
  • raleigh
    raleigh
    Potential Threat
    Joined Aug 2012 Posts: 25
    I would like to add to Mathew Davis' comments. I myself followed the fleet set up for the raid and found that although it could instant repair, i could only kill one level 28 hub. I found as Mike said it was easier to use my salv fleet using cut 3's and was able to kill 4 x 28's before i needed to repair. Also the repair time was faster as i did not have any armor. I also used them on the fleets but again you could only kill lower levels to be successful -consequently the points were poor. i also leveled up during the raid and was penalised on points for still hitting 28's, although i could not hit a 37 without dying instantly. This is something Kixeye should look at for the future. I did put a complaint into them but only got an automated response to put it up on the discuss board and hoped that i was enjoying the raid. No i was not enjoying it - that's why i was complaining. I spent just over 6 days to get 7.5 million. I thought i had done well until some guy came on the comms and said he was up to 33 million!
    It also did not help when a level 70 sent out ten fleets on auto hitting everything in sight despite the level of hub. 14,28,37 48 and 65's.
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Regarding the recently ended raid, Kixeye always changes the events at least a little so it's guesswork what to anticipate. The "defend the hub" mission made it tougher to solo.

    On team missions here's how we did it in my alliance: one player goes in with an instant repair SW fleet to suicide on the turrets. If the angle is right the fleet usually survives the turrets with a little strength and then turns southward to meet the first wave. Second player would enter at northwest and gather ships in the corner until the turrets fall; this keeps the combat alive until the first player enters with another fleet. Then the Battleship build enters and the two players split the points on fleet waves. Usually costs the Battleship owner 1 coin to repair the fleet between missions.

    When the Battleship setup solos it usually costs 2 coins to repair from a 37. The SWs can auto level 20 hubs while the player manually controlls the 37 fight.

    A guy in my alliance who started playing less than one week before the raid and used the Marauder setup now owns the Sea Scorpion A and the Light Cruiser. Another (high thirties) took the Battlecruiser and skipped half the raid.
  • ACJ73
    ACJ73
    Strike-force Captain
    Joined Oct 2012 Posts: 908
    The SW (vanilla thud build) is extremely effective.
    So far (being stupid and slow and hardheaded) I only got one of those, but still it accounts for maybe 1/4 of my 15 mill points in this raid. My heavy SC flt only gave me around 2.5 mill, spending most of its time being repaired.
    Another Sw build with missiles (eng2, RA3, SFB3, no armor) was great at lvl 28 hubs but less effective in auto ever since I replaced the LT with RA (for hunting elite salvs), but still was instant repair in events (although extremely expensive to repair).
    So Im gonna build some more SW thuds and maybe (since I do have master fixer) a SS thud fleet as well (2 extra weapons!), which are almost instant repair.
    One other good flt was my unarmored BCs with - yeah, u guessed it - thuds. They withstand heavy damage, but are not instantly repairable when totally wrecked but they solo more typhoons and hubs that the SWs and repair at lower cost.
    My cousin used the LC, and it is a ship that easily compares to BBs (a good workhorse btw). U can - if U want - dispense with the torpedo, although it does fair damage on heavy ships and structure. But the torpedo may not reach its target before the target is down. U can arm that ship with 2x titanium 1 (or if U got master fixer, 1 tat1 and 1 tat2, or tat2 and steel2 or whatever combination U got at hand). It will still instant repair (almost).
    I wonder how far I had come had I used more SW thud flts that just the one...

    Oh, and the reason the LC is comparable or even superior to the BB is due to the tact that it has 20% base evade. If given the choice of speed over ballistic system (if available) use range, if no system is available, use reload (getting near the target, just to wait out the battle due to slow firing... not the best option).

    If "stuck" with BB or even LC, high speed combined with rockets (firestorm for instance) is another way to go, particularly against typhoons - not so good on hubs, but still... They are cheap and fast built too.
    And Kixeye is always fixing issues on the back end, taking staff off of new features won't get it done any faster (9 women can't make a baby in 1 month), and stagnation can easily kill a game.

    Seriously. I see it as one more chance for me to NOT get siege B or shock Q.

  • Deth_Okay
    Deth_Okay
    Greenhorn
    Joined Oct 2012 Posts: 16
    I recently won my first Drac hull, the BS, using a couple fleets of insta-repair BBs and an evade/eng/thud Levi fleet. My tech is limited to HB1, AL2, Eng1 and GS2. I do have D2-E armor. I was thinking of building a fleet that could take out hub and then take fleets. Thought of making a BS fleet with HB1, AL2, GS2 and the D2-E which is slow but does have 51% evade. Equip with 5 Thuds and 1 Hail-B each to help with mortars from eventual fleets. Thinking this may work okay with salvaging as well. I plan on refitting when I get the tech for the specials. Think this would work for raids and auto-salvaging or what changes to suggest with my tech level? Thanks!
  • Weresquirrel
    Weresquirrel
    Moderator
    Joined Sep 2011 Posts: 9,600
    Deth_Okay wrote: »
    I recently won my first Drac hull, the BS, using a couple fleets of insta-repair BBs and an evade/eng/thud Levi fleet. My tech is limited to HB1, AL2, Eng1 and GS2. I do have D2-E armor. I was thinking of building a fleet that could take out hub and then take fleets. Thought of making a BS fleet with HB1, AL2, GS2 and the D2-E which is slow but does have 51% evade. Equip with 5 Thuds and 1 Hail-B each to help with mortars from eventual fleets. Thinking this may work okay with salvaging as well. I plan on refitting when I get the tech for the specials. Think this would work for raids and auto-salvaging or what changes to suggest with my tech level? Thanks!

    Swap the guidance scrambler for an engine upgrade. Battleships have good resistances with evade armor; they're clumsy in combat without an engine though.
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