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

bees
bees
Force to be Reckoned With
Joined Dec 2011 Posts: 1,999
edited 18 Jan 2012, 10:56PM
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!
  • PirateJ
    PirateJ
    Greenhorn
    Joined Nov 2011 Posts: 13
    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!

    I agree. Anti-mortar guns made this game bad. Now every base is easy to kill, no matter what its like and not matter how high lvl the owner is. VM = useless, sentinel = reactive kills it, Howie = will be sniped out by missiles or mortars...
  • urborg74
    urborg74
    Minor Nuisance
    Joined Aug 2010 Posts: 184
    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.
  • Michael Rega
    Michael Rega
    Unicorn Overlord
    Joined Jul 2011 Posts: 2,878
    Maybe the problem is your base design and not the hailstorm. Bases were not meant to be unhittable which is why SFBs were put into the game too.
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  • Pirate_Marices
    Pirate_Marices
    Potential Threat
    Joined Aug 2011 Posts: 60
    So they put in SFB and now its not defendable?

    Flaks = Fail - they were never designed for use against Assault Mortars or Siege Mortars - they were designed for CM's
    Vics = Fail - Anti Mortar has made them much less effective, but to many of these and fleets can just sail through
    Sents = Fail - RA 3 makes them much less effective
    Howies = Fail - to me they are the God Turret, fast and lots of damage, but to easily sniped now.
    Bombarders = Fail Useless vs Missle atttack nothing like having a wasted turret

    Multi turn Design... Spreads out Defense turrets, but still able to be navigated in time..= FAIL


    So whats the defense against Lvl 3 SFB... There isn't one...
    Put 5 tiles between your OP and WH's and you force a channel assault, which just delays the inevitable for the above listed reason.

    My base used to be a very efficient design, laid out good damage for a rush, prevented the 24% then 2nd attack, and had enough turn to make use of all the turrets complimentary defenses.

    Missles make them useless now...

    If you know of a solid defense please put it in here...
  • David the First
    David the First
    Force to be Reckoned With
    Joined Jul 2011 Posts: 1,659
    try variety ........if you use each type of defence as it is ment to be used it can be hard to beat a base.........
    King David Level 57

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  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    Maybe the problem is your base design and not the hailstorm. Bases were not meant to be unhittable which is why SFBs were put into the game too.

    Agree +1 bases wasn't ment to be unhittable but they wasn't meant to be defenseless either. Also it can be hard to understand the problem now since most people don't have siege missiles with SFB3 and anti-mortar yet, but when everyone in every sector have it you will also understand the problem.
    So KIXEYE need to make a balance in between there, or we all will be chewing bubble gums.
  • Dean Harvey
    Dean Harvey
    Strike-force Captain
    Joined Aug 2011 Posts: 670
    bees wrote: »
    Agree +1 bases wasn't ment to be unhittable but they wasn't meant to be defenseless either. Also it can be hard to understand the problem now since most people don't have siege missiles with SFB3 and anti-mortar yet, but when everyone in every sector have it you will also understand the problem.
    So KIXEYE need to make a balance in between there, or we all will be chewing bubble gums.

    i agree with that but most of the possible solutions i come up with cause other unbalances so the best idea ive had is increasing VM's salvo by 2 this means that at least 1 will always get through which is still a large drop in dmg to ship but now mortars can do some dmg and also i have to think if they change VM trajectory to like the missile one they made but with more height then that means that the travel time of mortars is a lot lower meaning that its not around 13-15 seconds to hit a target which is why hailstorms are being such a problem.

    So my best solutions are increase salvo of VM's by 2 and lower mortar trajectory to somewhere in between current and the missile like trajectory they tried.
  • Bradley Morton
    Bradley Morton
    Minor Nuisance
    Joined Apr 2011 Posts: 206
    I have a solid base defense... has not been broken.... but I'm not foolish enuff to post something that works...lol
  • Gail_lim
    Gail_lim
    Strike-force Captain
    Joined Oct 2011 Posts: 622
    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!

    NOPE not true dude try 5 vm's firing at your fleet. thats a total of 20 salvo dropping.
    Angel Base Design OP5<<< Click Link!:D
  • Gail_lim
    Gail_lim
    Strike-force Captain
    Joined Oct 2011 Posts: 622
    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.

    Great suggestion to be taken into consideration
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  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    I have a solid base defense... has not been broken.... but I'm not foolish enuff to post something that works...lol

    Have you been at attacked by real fleets like BigBalls fleets? BTW my base haven't been broken yet either but not because off my design or DU4 turrets because no one in the sectors around me have that kinda fleet yet.
  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    Gail_lim wrote: »
    NOPE not true dude try 5 vm's firing at your fleet. thats a total of 20 salvo dropping.

    This Bigballs dude used 17 hailstorms type B on his fleet then he got 68 salvos to fire back every 4 sec(elite rank) and vms isn't very acurate they sometimes hit on the land.

    Then you have your 20 salvos reload time 10sec VS 68 salvos reload time 4sec.
  • Ip_Dark_Reaper
    Ip_Dark_Reaper
    Skilled Warrior
    Joined Dec 2011 Posts: 366
    you can hold back the hailstorm ships, you just need to know the right design, quit whining. Its battle pirates not farmville. You dont like it then stop playing, no ones forcing you.
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  • lerick545
    lerick545
    Master Tactician
    Joined Oct 2011 Posts: 2,307
    some drac weapons was leaked and they look awesome once they are released it will take base defense to a whole new level.
  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    you can hold back the hailstorm ships, you just need to know the right design, quit whining. Its battle pirates not farmville. You dont like it then stop playing, no ones forcing you.

    Agree with that battle pirate isn't farmville but it isn't a autopilot game either.. At this moment you can let your fleet autopilot down bases with the right fleet build. But what the heck i like it, so **** easy to get resource now that i sometimes fall asleep during base busting..... But KIXEYE can't make the game a challenge then the crybabies like you turn upp. So they must make sure it so easy that everyone can do everything.
    Hey i think KIXEYE just made Battle Pirates turn into farmville, or not think you need more skill in farmville than in BattlePirates.
  • Kenny Lashley
    Kenny Lashley
    Minor Nuisance
    Joined Jul 2011 Posts: 127
    if you want to whine what about the stalker hit a base and run thru submerged hit them with a large pinch then sit in corner out of range and take what you want. lol
  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    if you want to whine what about the stalker hit a base and run thru submerged hit them with a large pinch then sit in corner out of range and take what you want. lol

    haha you made me laugh thanks =) a base attack last for max 5minutes and 30 sec your stalkers are under water for 26 sec and over water for 14 sec that is a rotation on 40 sec so you get 7 rotations in 1 base attack max. That means you are over water 7 times during the base attack and got 1 minute and 38 sec together to use your over water weapons to take down my base or 1 WH which means you have no chance to take down even 1 WH in that time since you can max have 8 over water weapons in a fleet + it takes time to drive to the back of the base.


    I invite you to come to my sector and hit my base with your stalkers i gonna record it, this will be awesome...! <3
  • KIXEYE Swag
    KIXEYE Swag
    Unicorn Overlord
    Joined Nov 2011 Posts: 3,665
    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!

    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.
  • Gail_lim
    Gail_lim
    Strike-force Captain
    Joined Oct 2011 Posts: 622
    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.

    Give us Flak towers that cannot be change to other weapons, JUST FLAKS LOL
    But i disagree that hailstorm should be remove, i attacked a base today with 5 Victory mortars dropping on my hailstorm fleet. i was totally annihilated in 2 mins or less. I could rush into the howie towers neither can i hit enough Vm down.
    Angel Base Design OP5<<< Click Link!:D
  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    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 losing 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 think it is great that bases are easy to take down, but they should also be a challenge or people will get bored. Ever tried to play a game with unlimited life? it is fun in the start but you get fast bored, same will happen with Battle Pirates if stuff gets to easy, just saying it.

    I played a lot of games in my life and the reason i quitted playing most of them is that they allways end upp getting easier and easier.
  • bees
    bees
    Force to be Reckoned With
    Joined Dec 2011 Posts: 1,999
    Gail_lim wrote: »
    Give us Flak towers that cannot be change to other weapons, JUST FLAKS LOL
    But i disagree that hailstorm should be remove, i attacked a base today with 5 Victory mortars dropping on my hailstorm fleet. i was totally annihilated in 2 mins or less. I could rush into the howie towers neither can i hit enough Vm down.

    How many hailstorm did you use and what type and did you have engine on your fleet? just wonder since it reduce the accuracy on weapons.
  • sulack
    sulack
    Minor Nuisance
    Joined Jun 2011 Posts: 128
    wrong forum this needs to be moved to wish list
    Quote "Kixeye CM Swag"

    Okay, this is not the place for this. Take the trash talk to the War Room please!
  • McShivers
    McShivers
    Incursion Leader
    Joined Dec 2011 Posts: 1,077
    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 said.

    Besides, people are going to complain about every single update you make, it's highly unlikely they played any sort of retail game involving Player vs Player combat, where people are forced to do more than slam down high damage-per-second characters or things.

    Their lack of understanding how games work and balancing along with strategy and tactics results in threads like these.

    You cannot make these people happy when they want everything to be super easy to get, destroy, or defend.
    Their headquarters and servers are in america. If you dont like it, dont play american made games. Enough said!
    [QUOTE=Kixeye CM
  • Vancouver Jimmy
    Vancouver Jimmy
    Force to be Reckoned With
    Joined Aug 2011 Posts: 1,553
    My base used to be a very efficient design

    Exactly! it USED TO BE. It AIN'T anymore.

    Another "Nerf it and save me" thread cause someone doesn't want to make a better base or simply can't. Well it's great that Marices knows everything about base design and how it DOESN'T work...might be time to learn how it DOES work now.
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  • Themistocles
    Themistocles
    Force to be Reckoned With
    Joined Aug 2011 Posts: 1,808
    You also have to take into consideration that in most cases you can make up 25-28 mil in one or two base attacks. You aren't really losing much.

    Or you can keep your resources low and people won't risk repairs for low gain.
    To those people who take things on this game a bit too seriously....it's a game, not real life. Chill out a bit

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  • sarge
    sarge
    Minor Nuisance
    Joined Oct 2011 Posts: 174
    I have a solid base defense... has not been broken.... but I'm not foolish enuff to post something that works...lol

    HAHA same here, they can snipe one WH which i can replace in 10 minutes, and haven't changed the entrance one bit. But yes not foolish enough to share it :cool:
  • APOC-Dragonslayer
    APOC-Dragonslayer
    Minor Nuisance
    Joined Jan 2012 Posts: 184
    use more howie's and give them good BR coverage, put lots of labs and res buildings up front so they can't prep your guns. boom, problem solved. they can't rush 6 howies, and they wont have time to kill them all when they're covered by BR's. The only way will be multiple rockets, but there is no defense against that no matter what.
    Sector - 28
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  • Kevin Quirke
    Kevin Quirke
    Greenhorn
    Joined Jan 2012 Posts: 15
    o bull those anti mortars dont make such a big difference
  • Liam-99
    Liam-99
    Master Tactician
    Joined Jan 2012 Posts: 2,112
    So they put in SFB and now its not defendable?

    Flaks = Fail - they were never designed for use against Assault Mortars or Siege Mortars - they were designed for CM's
    Vics = Fail - Anti Mortar has made them much less effective, but to many of these and fleets can just sail through
    Sents = Fail - RA 3 makes them much less effective
    Howies = Fail - to me they are the God Turret, fast and lots of damage, but to easily sniped now.
    Bombarders = Fail Useless vs Missle atttack nothing like having a wasted turret

    Multi turn Design... Spreads out Defense turrets, but still able to be navigated in time..= FAIL


    So whats the defense against Lvl 3 SFB... There isn't one...
    Put 5 tiles between your OP and WH's and you force a channel assault, which just delays the inevitable for the above listed reason.

    My base used to be a very efficient design, laid out good damage for a rush, prevented the 24% then 2nd attack, and had enough turn to make use of all the turrets complimentary defenses.

    Missles make them useless now...

    If you know of a solid defense please put it in here...

    jeeez another thread another moan at kixeye. is there ever anything positive on this forum. ive picked out this comment as you clearly need to learn how to design and defend a base. thanks kixeye the hailstrom is a excellent weapon. the game got to a point where some bases were just too tough and couldnt be broken. the hailstrom have brought the balance back to the game,
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  • APOC-Dragonslayer
    APOC-Dragonslayer
    Minor Nuisance
    Joined Jan 2012 Posts: 184
    the SFB are a much bigger issue than the HAM's imo
    Sector - 28
    Level - more than 1, less than 100
    Occupation - pwning bases
    Favorite thing - see above
    Least favorite - crying in comm's
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