Ahoy, Captains!
The Reavers return with a vengeance, this time bringing some new technology and new invasion tactics. Below are some tips and tricks to help crush your enemies before you. Apocalypse begins Thursday, March 12th.
Let's talk about the Reaver fleet...
The Reaver Warhost:
If you're unfamiliar with the Reaver Warhost, I've included a the information on how their hulls operate below:
Reaver Scout: Moderate Ballistic Damage, Moderate Radioactive Damage
Vulnerability: Penetrative Damage

This ramshackle craft is the mainstay of the Reaver Horde. Fast and Deadly they move quick in a straight line but are slow to turn making it possible to out maneuver them. The bulk of their damage is splash. Possessing Moderate Ballistic Damage, and Moderate Radioactive Damage, Chainguns and Thrower weapons, its best to keep your distance using long range weapons, and use its slow turn radius to your advantage.
Reaver Hulk: Heavy Explosive, Heavy Radioactive Damage
Vulnerability: Radiation Damage

This behemoth is generally slow moving and slow turning. Heavy bulk and heavy armor make it one of the most durable hulls in the Reaver Horde. The Reaver Hulks primary damage type is Mortars making it possible to outrun its deadly rain, it also comes equipped with flamethrower weapons, its best to engage this hull at range, speed, or with maneuverability.
Reaver Hades: Heavy Penetrative Damage
Vulnerability: Ballistic Damage

This long-range support hull rains Torrent Missiles from afar. Most of its damage is single target accuracy based, so evasion will be a great benefit against these ships. Captains should be careful on relaying on range, as the Hades possesses the Remote Targeting ability. This ability allows the Hades to fire from an extended range, allowing it to fire on your hulls while other, faster moving Reaver ships close the distance with you.
Reaver Sapper: Heavy Explosive (Rocket Type) Damage, Heavy Radioactive Damage
Vulnerability: Explosive Damage

This hull makes use of new unstable disruptor technology, slowing ships that come into its range, and eradicating fleets with Reaver Rockets. Make sure your ships stay away from this one... or have enough armor to stand their ground against the Sapper's onslaught.
Reaver Hellhound: Heavy Explosive (Rocket Type) Damage, Heavy Radioactive Damage
Vulnerability: Concussive Damage

It hunts in packs. These kamikaze ships get stronger as they take more damage, causing them to overload. Overloading causes this ship to increase its resistances and combat speed for each one that is berserking. Your best bet would be to focus fire on a single one killing it before moving onto the next one.
Reaver Weapons:
The Reavers like to fight up close and personal. The closer you are to a Reaver Ship, the more damage you will take as their Blaze Throwers and Magma Throwers slag Forsaken armor with ease. You’ll want to keep your distance, utilizing maneuverability over brute strength. Alternatively, as the Reavers use Radioactive weapons, Radioactive Resistances are key to mitigating damage.
Since the Reaver hulls have been bathed in the rays of radiation, many of their ships are highly resistant to the effects of radioactive damage. Avoid relying on fighting radioactive fire with fire to succeed against this threat.
In general, the high DPS of missiles and UAVs has proven most effective against the Reavers, but if you're lacking missile or UAV-heavy fleets, ballistics will do the job as well. Mortar weaponry is likely highly ineffective given that mortars tend to do poorly in FvF situations and most Reaver fleets are fast moving.
Elite and Command Reaver Hulls:Much like last month there will still be Command and Elite Hulls appear in Reaver targets. I’ve listed them out below:
Elite Hulls:
Nastier versions of whatever hull is upgraded. Can be applied to the following hulls:
- Reaver Scout
- Reaver Hulk
- Reaver Hades
- Reaver Sapper
Command Hulls:
Upgraded variants to their basic hull counterparts. They also possess tactical fields that buff their allies.
- Command Reaver Scout: Grants a speed boosting tactical field to nearby Reavers.
- Command Hulk: Grants a defense boosting tactical field to nearby Reavers.
- Command Hades: Grants Reload bonuses to all Reaver Ships and has Splash Missiles.
- Commander Sapper: Increases Combat Speed, and Turn Speed.
- Command Hellhound - NEW enemy: Bolsters the attack capabilities of other hellhounds in its fleet by decreasing the damage threshold needed to trigger an overload, meaning Reaver ships paired with it can overload more often.
ALERT! Reaver Motherships detected!
Captains should also be on the look out for the Reaver Mothership appearing on the World map. These behemoths are no joke! Equipped with a wide array of weapons, they're often guarded by a light Reaver presence. The Reavers have pillaged the Nav-Relay technology developed by the Forsaken and can warp other Reaver Command ships into the combat. It is also equipped with a new aerial weapon that swarms Forsaken ships like a cloud of mechanical locusts. Aim to disable smaller enemy ships first while maneuvering closer to the Mothership to stop the blitzkrieg of Reavers teleporting into battle.
The Mothership should only be approached by the hardiest of Captains but the reward is oh so sweet.
The Reavers take over!
The Reavers have scavenged enough Draconian technology to replicate their enemy's defenses! As the Forsaken Armada continues their campaign against the Reavers, they may encounter Reaver controlled platforms, similar to Draconian Military Strongholds. These floating platforms are equipped with fire-slinging Napalm Missiles, Reaver Javelin turrets, Reaver Rockets, and the dreaded Apocalypse Mortar! Keep your fleets away from the concentrated fire of the middle platform while skirting the edges of the platform and disabling fire-slinging turrets. Then, charge the center with brazen intestinal fortitude, stopping for nothing. Stay out of the fire!
Dredge Fleets
Rumor has it that the Reavers are dredging the waters in search of Uranium to speed their efforts. Destroy these mining operations and steal this precious resource for yourself!
Consumable Buffs:
Finally, I've listed out some of the Rogue Crews that I have found useful when fighting against the Reaver horde.
- Gearheads - Supercharged engines double your speed for the first 20 seconds of combat. I found this very valuable, even more so than some of the other Rogue Crews. The reason was it allowed me to get into a more advantageous position at the start of combat, or allowed me to pick off a Reaver before its allies could try to swarm me.
- Dead-Eye Destroyers - 15% Critical Hit chance, best used on high rate of fire weapons like Torrent Missiles, this rogue crew will dramatically increase your DPS.
- Bullseye Brigade - Cannon, Missiles, and Torpedoes will always hit enemy ships. Consistently one of the strongest, if not the strongest uncommon Rogue Crew. Provides a large DPS boost to any of the listed weapon types.
- Sea Serpents - Turn Speed, Evade Boost. Helpful against the slow turning Reaver Scouts, also gives your ships some protection against the missile weapons of the Hades and the Ballistic Cannons on the Reaver Scouts.
- Midnight Marauders - Increases your Resistances, Combat Speed, Damage as your ships lose health. A potent crew that will help mitigate the splash damage from incoming Reaver fire.
- Death From Above - If you want to use range to beat the Reavers, nothing says "stay away from me" than UAVs. This new rogue crew - only available via this week's Going Rogue campaign - is a perfect way to knock the Reavers down and keep them down. An increase to critical chance and an inherent chaining range make this highly sought after crew a must-have for any captain sporting the Atlas Carrier or Harlock's version of the same.
If you have technical questions, please submit a ticket
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How are points earned?
https://www.youtube.com/c/DerpyTheCow47?sub_confirmation=1
These are the numbers I had at the end of the January raid and they remained unchanged in February.
Will these achievements continue to add up to completion? Thank you.
"Best of luck, Captains! And may the odds be ever in your favour..."
Raids Boycotted: Hellstrike, Lightning Carrier, Enforcer, Neptune- and at this rate, the entire upcoming Reaver raid series.
First played: Shortly After Revenge Raid 2
What size loan should we be asking the bank for this month?
The addition of splash missiles to the Command Hades, however, is freakin' brutal.
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quit now if u havnt got the frosty is the message im reading here
Maybe if repair had come down across the board instead of 13 odd useless raid ships (AC, V2-H and hellhound make pretty good raid ships, but haven't built any. Have HACs but Kixeye in their wisdom excluded them from the repair bonus for a yet as unknown reason)
Sectors visited: 121, 432, 433, 236, 394, 271, 251, 246, 36, 350, 307, 238, 334, 296, 91, 337, 255
I sent in a ticket for it and after the first person telling me they couldn't help because I didn't have a pre raid screenshot with my ID and a post raid screenshot with my ID, the 2nd guy apparently used his eyes and said I should have gotten it and gave it to me.
Sectors visited: 121, 432, 433, 236, 394, 271, 251, 246, 36, 350, 307, 238, 334, 296, 91, 337, 255
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That sounds AWESOME! Are they going to be following the same style spawning as current Dredges? Like every 2 hours for whole event? Or just spawn on Friday since that is the normal Dredge day?
Getting the vaseline ready early for the normal costs associated with the vxp repair specialists eh?
Watch as all those hulls gut your's, coin hard to succeed, and remember, if you are just over level 41, you cannot do the easier part of the raid and all targets will rape you.
- Developer's SEKRIT message to us
Oh wait, it only applies to the low levels who don't know how to plan ahead. I'm going to be getting everything I want for no coin again, I can guarantee that already.
If this raid is like the others where
Level 41+ cannot do the easier part of the mission (The 2 scenario is usually strike and assault/ siege as the "All player" target?)
Lack the hulls to hit the harder targets (As they just hit 41, and dont have hulls to hit)
World map target being death incarnate even at the lowest level.
I want to see how a low level can reach tier III and progress.
If you have multiple Uber fleets, ofc, no raid worries you.
Then you have lower level players that struggle, as I stated, the level 41-50 range whom lack the hulls cannot hit the easier portion of the raid are stuck as world map target became too hard.
PS: "Only applies to "low level players". Yes, you are spot on and on the money here. If each raid is to be brutally hard, how on earth will they progress? Ofc, you can make fun of it now, but then what? Stifling out all low level player will eventually cause the game's player base to stagnate.
So thank you very much for stating my point.
Additionally you are wrong about the targets. Lv40 and below have Recon, the easy target. Lv41-59 have Strike, the MODERATE target, not the difficult target. Lv60+ have Siege, the difficult target. Strike was still easy last raid, and Kixeye is making it easier this time. I posted my strategy multiple times for every raid. Other people used it and won stuff with it.
If you're going to only look at part of a quote, then I have nothing more to say to you. The part you omitted was very important. Your statements apply only to low level players WHO DO NOT KNOW HOW TO PLAN AHEAD. Like, apparently, yourself. After two prior raids you should know what does and does not work at this point. What do we need this format? Rad defense. Do I have anything that gives this? Yes, D2R. So I can make that fleet more effective than it was last month simply by swapping D2E for D2R. A quick fix either way, and it halved the Rad damage I'll be taking, thereby allowing that fleet to double the number of targets it can do, doubling my efficiency and essentially doubling my expected payout (meaning 70 million with just that fleet becomes a reasonable expectation assuming I were to put in the time, though I won't be. I'll be getting what I need, nothing more).
They do not "stifle lower levels". You do not know what difficulty is if you think lower levels had it hard now. Back in the beginning, only the top in each sector won the hull. ONE person. THAT is "difficult to progress". Even when they switched over to a tier-based prize system, there were only 2 prizes to choose from per tier to begin with. What we get now is freaking generous compared to when I first created my base four years ago.
So did I state your point? I hardly think so.
And that only applies to Global Thermonuclear War-- oh wait, the Reavers pretty much are Global Thermonuclear War. Never mind,carry on!