Sorry to say this KIXEYE but you need to remove the anti-mortar from the game!

  • Liam-99
    Liam-99
    Master Tactician
    Joined Jan 2012 Posts: 2,112
    the SFB are a much bigger issue than the HAM's imo

    solid fuel boosters are not a issue. there great. check my post on bigballs video. regarding the seige missile set.
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  • jeremiah78
    jeremiah78
    Incursion Leader
    Joined Jun 2011 Posts: 1,426
    if your going to nerf it please do it now but next will be seige mortars and then i think i mine as well plant flower pots where my turrets are cause every base becomes unhittable again. Think they need to leave stuff the way it is. this is a pirate game and if you get attacked attack back go get your resourses. If there is a win button and you know about it why cry go use it yourself
  • Shootingblanks
    Shootingblanks
    Strike-force Captain
    Joined Jul 2011 Posts: 742
    Leave the hailstorms be....this is a war game....learn to adapt...and you also have the same oppurtunity to use the same weapons against your foes.
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  • Friendly
    Friendly
    Skilled Warrior
    Joined Dec 2011 Posts: 304
    jeah, but also remember they take away lot of firepower those hailstorms. Also they don't shoot down everything... I have 5 on my basefleet, sure it helps a lot against mortars. But if there are 2 mortars shooting and me i still have to keep moving
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  • spicer-70
    spicer-70
    Force to be Reckoned With
    Joined Oct 2011 Posts: 1,945

    Think of your base defense as a game of rock, paper, scissors; if you just choose paper every time, people will choose scissors every time to counter you. You gotta switch it up to be effective.
    for us who have to wait for build times or coin, you can't switch up effectively. Someone who has invested time (or money) to build multiple fleets (or several building diff fleets) can just swap a new fleet and roll you. If you decide to redesign to counter that fleet (add in time to change weapons per gun not to mention moving crap around) all they have to do is switch to a new fleet to counter.

    Gotta adapt yes... but switch it up?? Seems like something said from someone who doesn't need to worry about the time and cost involved in changing (mod/dev.. or hack). The game isn't designed or plausible to continually change up your base and it's defense to counter. It has to be a jack of all trades or you're a farm.
  • rufus
    rufus
    Greenhorn
    Joined Sep 2011 Posts: 2
    You have to see this from both sides; you're only focusing on what Hailstorms give you and not what you lose. For every Hailstorm that you have on a ship, you are loosing an offensive weapon. If you have a fleet of 5 FF and you have 2 Hailstorms on each, that's a total of 10 less weapons in your fleet, and thus you lose time in a base attack. Everything in the game is give and take; great at some things not so much at others. If Hailstorms are making your base weak, switch your Victory Mortars for Bombard Rockets. If missiles are getting you, switch your BRs to Flak Cannons. If ballistic is getting you, switch Flaks for Howitzers.

    Think of your base defense as a game of rock, paper, scissors; if you just choose paper every time, people will choose scissors every time to counter you. You gotta switch it up to be effective.

    well there is the third point as well.. what about all those ppl who are now massively disadvantaged because they do not have hailstorms due to ... oh i dont know ... having a life on NYE weekend!

    when will hailstorms be released into drac salvages?
  • gregde81
    gregde81
    Incursion Leader
    Joined Aug 2011 Posts: 1,174
    urborg74 wrote: »
    I think they should just give Victory Mortars a major overhaul, like half the damage but twice the firing rate, or 1/3 and 3x's the fire rate, etc. That or nerf the firing rate of the Hailstorms, give em a longer reload time so there's higher odds of mortars slipping through.

    Honestly if they cut down the flight pattern that would help significantly. The range of the hailstorms say 28, but they will shoot at VMs at the top of the arch. I believe this allows hailstroms to fire 2 volleys at the same group of VMs.

    I agree that VMs were the key to a good defense forcing players within the range of Howitzers, and not allowing them to sit back and pick off howizters one by 1.
  • Adam O'Connor
    Adam O'Connor
    Greenhorn
    Joined Jun 2011 Posts: 12
    bees wrote: »
    Remove the Anti-mortar from the game KIXEYE we already had Ablative Armor we didn't need more defence against mortars.

    You can gives us anti-submarine weapons instead that can replace the anti-mortars. Rocket torpedoes or something with 55 range since that is max detection range you can get with sonar 3, if you don't have BC!

    How easy do you want it ? use your brain if you have one, and if you can't even take out sub's why do you even bother playing ? Use your head and stop crying and try new seteps, don't spoil it for all of us who can adapt. Anti-mortar uses a weapon slot, Ablative armor uses a special slot.
  • vzeolyg
    vzeolyg
    Minor Nuisance
    Joined Aug 2011 Posts: 183
    Sry but I have to agree with him. I have 5 Vic's protecting my base and at one point I could severely criple an FF fleet, however anymore not one mortar round touches ground. Maybe I need to do a lil more research on my base set up. As it stands I also don't like the new anti mortar guns for the only weapon that ever kept anyone from just strolling in my base was the vic's. Sentinell 4's dont even scratch any fleet that has ever entered my base. Remember I never stated that the Vic's destroyed fleets unless they were sitting still. They would and could do just enough damage to make attackers think twice. Also a lil jealous of them I must agree because I was away with family durring the holidays and returned to find everyone hitting me with these new ship desighns at will with barely any damage to speak of. So it is off to the drawing boards with very little hope that I will come up with anything that will help my base survive know. Wich reminds me lets get something new to help with base alterations. Moving hundreds of little walls from here to there over to here then back over there just so I can move these 6 pieces of land makes 0 sence to me. I have allready rebuilt my base three times, and this 4th time I am allready regretting without even moving a single piece yet.
  • vzeolyg
    vzeolyg
    Minor Nuisance
    Joined Aug 2011 Posts: 183
    Well just got done watching a video proving that even 7 Vics are not enough to Damage let alone stop a properly fitted fleet with these anti mortars even from a stand still. So adjusting my base will not happen anytime soon since it will not help. Awsome for those of you whom have won them. Also the video shows bases being crushed with just 7 missiles spread between 5 FF rest of the slots are well you guessed it.
  • Rear Admiral TTJ
    Rear Admiral TTJ
    Minor Nuisance
    Joined Aug 2011 Posts: 135
    Gail_lim wrote: »
    NOPE not true dude try 5 vm's firing at your fleet. thats a total of 20 salvo dropping.
    vzeolyg wrote: »
    Sry but I have to agree with him. I have 5 Vic's protecting my base and at one point I could severely criple an FF fleet, however anymore not one mortar round touches ground. Maybe I need to do a lil more research on my base set up. As it stands I also don't like the new anti mortar guns for the only weapon that ever kept anyone from just strolling in my base was the vic's. Sentinell 4's dont even scratch any fleet that has ever entered my base. Remember I never stated that the Vic's destroyed fleets unless they were sitting still. They would and could do just enough damage to make attackers think twice. Also a lil jealous of them I must agree because I was away with family durring the holidays and returned to find everyone hitting me with these new ship desighns at will with barely any damage to speak of. So it is off to the drawing boards with very little hope that I will come up with anything that will help my base survive know. Wich reminds me lets get something new to help with base alterations. Moving hundreds of little walls from here to there over to here then back over there just so I can move these 6 pieces of land makes 0 sence to me. I have allready rebuilt my base three times, and this 4th time I am allready regretting without even moving a single piece yet.

    You have how many VMs on your base? Awh so sweet, where can I come for my new farm, the ones I have now are starting to dry up as I forgot to let the warehouses grow :o :crying:

    And no I don't have the anti mortars fitted to my Hammerheads.
    I Always Enter from the Rear!
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  • YeaRight
    YeaRight
    Greenhorn
    Joined Jan 2012 Posts: 29
    so Ef all these whiners kix , anti mort was and still is the ****
    LVL ?

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    Base name ?
  • katiekookaburra
    katiekookaburra
    Skilled Warrior
    Joined Dec 2011 Posts: 510
    i love my anti mortar cannons however my boats are nowhere near unsinkable, even ith reactive armour they still fail on hard bases
    Don't play with a keyboard and mouse. I play with a neural transceiver that allows me to control my ships with my thoughts. Keyboard and mouse players are my farms.

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    Sector 250

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  • Tom Larkworthy
    Tom Larkworthy
    Skilled Warrior
    Joined May 2011 Posts: 539
    vzeolyg wrote: »
    Well just got done watching a video proving that even 7 Vics are not enough to Damage let alone stop a properly fitted fleet with these anti mortars even from a stand still. So adjusting my base will not happen anytime soon since it will not help. Awsome for those of you whom have won them. Also the video shows bases being crushed with just 7 missiles spread between 5 FF rest of the slots are well you guessed it.

    where's this vid I want to see it.
    "Schneier's Law" for Battle Pirates, "any person can invent a base so clever that she or he can't think of how to break it.". An example of the Dunning-Kruger effect, named after the authors of: "Unskilled and Unaware of It: How Difficulties in recognizing One's Own Incompetence Lead to Inflated Self-Assessments."
    http://forums.kixeye.com/threads/159878-(un)Questionably-the-greatest-base-(part-deux)
  • shocwave
    shocwave
    Potential Threat
    Joined Dec 2011 Posts: 71
    anti morts do not take out all the shells fired it will get 1 in 3 or 2 in 4........i dont mind the feature and my vmsx2 at lv4 still work well and some players with lv38 fleets well no
  • Amir Vansover
    Amir Vansover
    Minor Nuisance
    Joined Oct 2011 Posts: 110
    The R. wrote: »
    Actually no. My base (all towers lvl 4, DU4, 7-turn gauntlet) was just beaten for the first time in ages by a guy with a HH B fleet. He had mainly mortars, some missiles, and, essentially, one or two Hailstorms on each ship, plus RA3. My sents hardly scratched him. My 3 VMs were shot down in mid-flight. He had very good steering skills and took out my spread-out 3 Howies from a save distance. Now I have no problem being beaten every now and then, but the thing is, this guy can come back every 36 hrs from now on and I have no way whatever to defend myself. And this is just not right. The only solution: Increase howie range. I see no other way out of this predicament.

    How many BR do you have in your base?
  • War_Book
    War_Book
    Potential Threat
    Joined Jul 2011 Posts: 91
    u have no flak.....u are wide open to missile attack.....u just haven't had a good player hit ur base yet, do the math, 13 siege missile, 17 hailstorm, RA3, Solid fuel Booster, titanium 4, = ur base %100 destroyed, sry, not trying to make u mad but i had very close to same base as u, layout and gun placement, i to thought i cldnt b touched, till i met a fleet as i just described....
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  • Anthony Nelson
    Anthony Nelson
    Greenhorn
    Joined Jan 2012 Posts: 16
    Lmao omg are you serious, Most of yhall can't be serious cause if you are ha ha ha lmao dam your pathetic lol lol lol omg my sides hurt.
  • deathowl
    deathowl
    Minor Nuisance
    Joined May 2011 Posts: 253
    bees wrote: »
    Remove the Anti-mortar from the game KIXEYE we already had Ablative Armor we didn't need more defence against mortars.

    stop complaining... first off VM did crap against any ship that had eng 2 or higher on it.. so mortars never were an issue.. and with anti-mortars it makes them even less of a issue.. thanks kixeye for adding them.. btw it was nice to have something that can help on fvf mortars
    Dea7hHarVSter in Section 57
  • wesker
    wesker
    Unicorn Overlord
    Joined Sep 2011 Posts: 5,473
    You have how many VMs on your base? Awh so sweet, where can I come for my new farm, the ones I have now are starting to dry up as I forgot to let the warehouses grow :o :crying:

    And no I don't have the anti mortars fitted to my Hammerheads.
    if he has lots of good turns then they might do some good damage on them
    Decimate the Weak

    Ships Won: who cares you will see them :D 
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  • USA
    USA
    Incursion Leader
    Joined Sep 2011 Posts: 1,182
    Guy Kixeye set ya'll up for Drac Base weapons come on everyone you been down this road before. When the Drac base weapons comes out you will be back on here going not fair can't hit a base now to hard. Game of chest it is roll with it. :)

  • xtiangong
    xtiangong
    Greenhorn
    Joined Oct 2011 Posts: 22
    Gail_lim wrote: »
    NOPE not true dude try 5 vm's firing at your fleet. thats a total of 20 salvo dropping.

    yep very TRUE dude.. i have same in my base, its like raining to their ships, they can only catch that if they put all antimortar in their weapons bwahahaha
  • Plunder Ye Booty
    Plunder Ye Booty
    Minor Nuisance
    Joined Dec 2011 Posts: 191
    bees wrote: »
    Remove the Anti-mortar from the game KIXEYE we already had Ablative Armor we didn't need more defence against mortars.

    You can gives us anti-submarine weapons instead that can replace the anti-mortars. Rocket torpedoes or something with 55 range since that is max detection range you can get with sonar 3, if you don't have BC!
    no they dont have to. i have built a base that defends from mortars with anti mortar and missles with anti mortar and can stillsink the fleet.....get out there and redo ur bases like swag said.
  • Vancouver Jimmy
    Vancouver Jimmy
    Force to be Reckoned With
    Joined Aug 2011 Posts: 1,553
    Can you imagine being a high level player that DIDN'T get hailstorms during the last raid cause you were on vacation or whatever??? Limited item you can't get now and it's dominating new base hitting fleet design. Talk about getting the bone from Kixeye!!!

    Of course new players will NEVER get it (apparently)...so good luck when you get big guys!
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  • jay711
    jay711
    Minor Nuisance
    Joined Jul 2011 Posts: 281
    You have to see this from both sides; you're only focusing on what Hailstorms give you and not what you lose. For every Hailstorm that you have on a ship, you are loosing an offensive weapon. If you have a fleet of 5 FF and you have 2 Hailstorms on each, that's a total of 10 less weapons in your fleet, and thus you lose time in a base attack. Everything in the game is give and take; great at some things not so much at others. If Hailstorms are making your base weak, switch your Victory Mortars for Bombard Rockets. If missiles are getting you, switch your BRs to Flak Cannons. If ballistic is getting you, switch Flaks for Howitzers.

    Think of your base defense as a game of rock, paper, scissors; if you just choose paper every time, people will choose scissors every time to counter you. You gotta switch it up to be effective.

    I'd rather get hit and lost 28 mils, than spending few days to switch turrets because I can just get those 28 mils back in 20 mins. :)
  • Kickass BDS
    Kickass BDS
    Incursion Leader
    Joined May 2011 Posts: 1,426
    antimortar isnt the big problem. RA3 IS. it effectively nerfs the sents to the point of them being almost useless. they are and should remain the staple base defense. RA should be cut in half. also, rockets should not be able to be fired at docks. we also need a launchpad cool-down. the dock rocketing is just retarded.
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  • Damian Harris
    Damian Harris
    Potential Threat
    Joined Oct 2011 Posts: 29
    I find them useful, slow ship usin anti mortar and missile armour is a big plus
  • Chris_Wolfe
    Chris_Wolfe
    Skilled Warrior
    Joined Aug 2011 Posts: 425
    Mike Wood wrote: »
    antimortar isnt the big problem. RA3 IS. it effectively nerfs the sents to the point of them being almost useless. they are and should remain the staple base defense. RA should be cut in half. also, rockets should not be able to be fired at docks. we also need a launchpad cool-down. the dock rocketing is just retarded.

    Dock Rocketing is Strategic planning. If players are doing it to you, do it right back at them. They will learn quick enough not to it. RA3 is not a problem. High level players need to adjust their turret layout and stop relying on sents to do the damage that protected them so well in the lower levels.
    If playing Battle Pirates taught me anything, it's:

    You can please some people most of the time, and you can please most people some of the time, but you will never, ever be able to keep those bitchy little whiners who inhabit yours forums from having a cry about every single thing you ever do (or don't do).

    *In my best old man voice* Kids these days have no idea how easy they have it. All these new fangled gadgets and no idea how to use it.
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