A little over 2 hours repair after an lv110 outpost. Seems fair, considering we don't use all the new destroyers, but we start too far from the base and lose almost a minute on approaching to attack. I finished 14 seconds before time ended and had to rush the last line a little. I would like to start as close to the base as before.
@Sequestor said:
A little over 2 hours repair after an lv110 outpost. Seems fair, considering we don't use all the new destroyers, but we start too far from the base and lose almost a minute on approaching to attack. I finished 14 seconds before time ended and had to rush the last line a little.
I would like to start as close to the base as before.
Apparently starting so far back isn't by design and will be fixed next time. I asked about it at the start of the event and isnt something they can fix on the fly. You can just about finush a 110 if you don't hang around. The 100 doubtful because of the extra turrets on the side
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
Just tried an outpost 90 again 3 times more damage, turrets range appear to have had a significant increase. Aren't catch up events supposed to be easier than the main event?
Just tried an outpost 90 again 3 times more damage, turrets range appear to have had a significant increase. Aren't catch up events supposed to be easier than the main event?
Well, I don't think Mobilization is really a catch up event. It's where the current month's new crafting is first released. Also, I believe it was stated (probably in a calendar or a season intro thread) that the month main event is actually the least difficult of the three PvE monthly events.
Yep, lv100 is even worse than 110. Too much distraction, even more repair time. Cheap tricks like plasma turrets everywhere. This is still a little more than 2 hours repair, but i cannot attack again because my cruiser has less than half hp left and therefore even projectile armor will barely help. And by the time i get good inquisitors, it will be the time to build the new carrier.
We were alerted to the cost scale implemented back into the Blitz feature when choosing to Blitz multiple times. This was unintentional and has been reverted back to its intended form of a flat cost should you choose to continue a Blitz. The max amount of times you can Blitz has also been changed from 1x or 5x to 1x or 10x. Thanks
Yep, lv100 is even worse than 110. Too much distraction, even more repair time. Cheap tricks like plasma turrets everywhere. This is still a little more than 2 hours repair, but i cannot attack again because my cruiser has less than half hp left and therefore even projectile armor will barely help. And by the time i get good inquisitors, it will be the time to build the new carrier.
The projectile armor help is not calculated on HP left
Just something to consider here but fleet battles take 5 minutes to do. Base battles take 10 minutes (or more) to do. Yet the crafting rewards are the same for both targets even though bases are double the time.
Crafting progression is much longer on bases than fleets. Would it be possible on the next event to increase the contents on base earned boxes to reflect this
The problem with this game is the power curves. Just look at the graphs I made. Said no vega conflict player ever
I think, we both know what will be the answer. Sadly. You could as well ask to remove plasma weapons from all enemies in the game as there are no means to improve protection against it. Perhaps, only the starting position will be fixed.
I would like to start as close to the base as before.
Apparently starting so far back isn't by design and will be fixed next time. I asked about it at the start of the event and isnt something they can fix on the fly. You can just about finush a 110 if you don't hang around. The 100 doubtful because of the extra turrets on the side
Just tried an outpost 90 again 3 times more damage, turrets range appear to have had a significant increase. Aren't catch up events supposed to be easier than the main event?
We were alerted to the cost scale implemented back into the Blitz feature when choosing to Blitz multiple times. This was unintentional and has been reverted back to its intended form of a flat cost should you choose to continue a Blitz. The max amount of times you can Blitz has also been changed from 1x or 5x to 1x or 10x. Thanks
Crafting progression is much longer on bases than fleets. Would it be possible on the next event to increase the contents on base earned boxes to reflect this
A total time of 18minutes 41 seconds. I left the back row of turrets for a second hit. 4 minutes of this was traveling time
This is literally 3 times the play time on this target compared to a fleet battle next to my planet for the same drop reward quantity
Perhaps, only the starting position will be fixed.
Can not claim the Driver_3 RI items..
I have more then enough points.. All the buildings are at max level.. All of the other prizes for the event are claimed..
Can someone explain why it is locked?
Just to let you know: Works for me.