The only Bug that worries me is the developers need to fix only those issues that return highest cash return to their pots of gold without so much as a blink. Players down. Cash input down. Hours of play down. Recruitment down. Strange that you STILL insist that you are making the game a players game. Get real! listen and learn before the bell tolls.
The corrections "Targets missiles & rockets only once. Repeatedly targets mortars."
1.) Will it be applied for the CM of the entire fleet or applied for each hull in the fleet? EX. A leadship has 1x Phal.4 while the 4 regular ships have 1x Sprint CM.
When the 1st missile/rocket projectile from enemy turret/ship is detected by the Sprint CM (longer cm range) and fire at by the regular Ship, Will the Leadhip going to fire at the same projectile considering that the Sprints from the regular ships missed it?
2.) What are the odds of countering missile/rockets projectiles with salvos/multi-shot of 2 or more? Will those projectile will be tag individually?
The corrections "Targets missiles & rockets only once. Repeatedly targets mortars."
1.) Will it be applied for the CM of the entire fleet or applied for each hull in the fleet? EX. A leadship has 1x Phal.4 while the 4 regular ships have 1x Sprint CM.
When the 1st missile/rocket projectile from enemy turret/ship is detected by the Sprint CM (longer cm range) and fire at by the regular Ship, Will the Leadhip going to fire at the same projectile considering that the Sprints from the regular ships missed it?
2.) What are the odds of countering missile/rockets projectiles with salvos/multi-shot of 2 or more? Will those projectile will be tag individually?
The way it used to work before this happened, was it did not matter tagged was tagged, no ship would fire on the same missile twice
However, your asking the wrong question, the one you should be asking is this, Will these changes apply to the NPC ships? If no, no need in lowering the difficulty, because nobody will be playing anymore.
So let me see if I have this straight... My two Zelos Three Mono FM fleet that I have worked on for months, spent coin on to rank and refit so it can finally do FM Targets for little or no damage if I drive properly will now take massive damage? Just more of you Required Minimum Damage bs.
The Phalanx Close-In Weapons System (CIWS) was designed to be a last
line of defense for anti-ship missiles. It consists of a radar-guided 20
mm Gatling gun mounted on a swivel base and can fire 4,500
rounds/minute (75 rounds/second). The effective firing range is 3.6 km
(2.2 mi). The CIWS can also be used to defend against fast-attack boats
and surface threats. Filmed aboard the U.S. Coast Guard Cutter Bertholf
(WMSL-750).
HA-HA-HA! What do you know about real countermeasures? Kixeye's countermeasures are the best! They poke you in the behind repeatedly until you start spending coins on the game! BEST! COUNTERMEASURES! EVER! I already feel countermeasured by Kixeye so deep!
Without a face, a single word, the flames of war unify
Sundered clouds, a blooody rain, seas that fill the sky
Capture the gods, advance the troops, fire consumes the towers
Forge all spirits and bloodlines into the nine killing powers!
I don’t know if someone has already addressed this but some of the countermeasures you said target rockets do not target rockets. Might want to double check your work and make sure that you’re not accidentally creating a bunch of super-countermeasures
In response to community feedback, we are making an effort to address long standing bugs and quality of life concerns. Here are two we discovered that had major impact to your recent experience, that will be in part of the 8.26 update scheduled for the week of June 26.
Accuracy Bug
The Battle Pirates team has discovered a bug which has caused any weapon or countermeasure equipped to a ship (both players’ and enemies’) to unintentionally be granted a 100% bonus to accuracy. We want to ensure that equipment is working as their stats indicate, so we have fixed this issue to remove the bonus to accuracy.
To ensure this does not dramatically change your gameplay experience, the team is working to rebalance the targets that have been released since this bug was introduced back in February. This process may take several weeks and during that time please don’t hesitate to make note of your experience through feedback so that we can ensure we balance combat accordingly. Due to the large number of targets, and the variety of builds that people use, we’re counting on coordination with the community to stabilize this aspect of gameplay and we appreciate your input.
For reference, there are a number of places this bug touches the game:
PVE Targets
All of your ship mounted weapons and countermeasures
All enemy ship mounted weapons and countermeasures
PVP
All conqueror weapons and countermeasures
All defender weapons and countermeasures
TL;DR
Correcting bug that granted 100% accuracy buff to ship mounted weapons and countermeasures
Adjusting targets to maintain current experience
If you see something that looks unexpected please let us know
Countermeasure Update
The team is updating the way that countermeasures work, to bring them in line with the expectations of how they should behave.
Currently, most countermeasures that target rockets or missiles get a single shot at countering that projectile, while countermeasures that target mortars get multiple shots at countering that projectile. UAVs act differently, in that they can get targeted by countermeasures until they reach their first target, at which point the UAVs become immune and will move from target to target .
When introducing countermeasures that were able to target both mortars and missiles, such as Zelo’s built in Duality Countermeasure and the Nightwatch Countermeasure, this introduced problems with how they interacted with projectiles. A dual countermeasure treated both missiles and mortars the same, which means it either repeatedly targeted both missiles and mortars, or it only took one shot at either missiles or mortars. As such, combining these countermeasures with other countermeasures could cause poor performance (see Example #1 below).
When a missile is fired at by a countermeasure, it is “tagged” so that it will not be targeted again. When a mortar is fired at by a countermeasure, it is not tagged and can continued to be targeted by counter measures. Currently, this tag is defined by the countermeasure. Moving forward, we are changing this to tag a projectile, or not, based on the specific projectile that it is firing at. Let’s look at some examples:
Example #1:
Currently: The Nightwatch Countermeasure is “tagging” all projectiles it shoots at. So, if you have equipped a Nightwatch Countermeasure and Gale Defense System III and the Nightwatch shoots a mortar, it becomes “tagged” and the Gale Defense System III will no longer target it. After the Update: Nightwatch Countermeasure no longer “tags” mortars and Gales Defense System III continues to fire at that mortar (as will the Nightwatch).
Example #2
Currently: The Zelo’s built-in Duality Countermeasure does not “tag” any of the projectiles it shoots at, which means that it can repeatedly target any missiles or rockets that it fires at. However,if you had a Phalanx Anti-Missile System IV equipped on your Zelos, once it targeted a missile it would be “tagged” and no additional countermeasures (including Duality Countermeasures) would target it.
After the Update: Zelo’s Duality Countermeasure “tags” missiles or rockets that it fires at, and no other countermeasures fire at them.
Changes to Specific Items
Countermeasure
Before Fix
After Fix
Deep Sea Countermeasure .
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Nightwatch Mortars
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Coxial Turret
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Elite Countermeasures
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Duality Countermeasure
Repeatedly targets all valid projectiles.
Target missiles & rockets only once.
Repeatedly targets mortars.
TL;DR
We are updating counter measures to act as expected, and maintain consistency across the game
Mortars and UAVs will be targeted by countermeasures repeatedly
Missiles and Rockets will be targeted by countermeasures once
Conclusion
With both of these changes, your experience in Battle Pirates is being brought much closer to what is expected based on listed stats. We are striving to improve the experience of Battle Pirate every day, and we appreciate your being a part of this journey.
aaand its things like this that give me absolutely NO CONFIDENCE in kixeye anymore, things like accuracy and countermeasures are not little things that will minimally change the game experience, they are huge factors that will make your builds not behave appropriately. these are not little things and this is not the first time major things are wrong. glug glug glug gentlemen....
In response to community feedback, we are making an effort to address long standing bugs and quality of life concerns. Here are two we discovered that had major impact to your recent experience, that will be in part of the 8.26 update scheduled for the week of June 26.
Accuracy Bug
The Battle Pirates team has discovered a bug which has caused any weapon or countermeasure equipped to a ship (both players’ and enemies’) to unintentionally be granted a 100% bonus to accuracy. We want to ensure that equipment is working as their stats indicate, so we have fixed this issue to remove the bonus to accuracy.
To ensure this does not dramatically change your gameplay experience, the team is working to rebalance the targets that have been released since this bug was introduced back in February. This process may take several weeks and during that time please don’t hesitate to make note of your experience through feedback so that we can ensure we balance combat accordingly. Due to the large number of targets, and the variety of builds that people use, we’re counting on coordination with the community to stabilize this aspect of gameplay and we appreciate your input.
For reference, there are a number of places this bug touches the game:
PVE Targets
All of your ship mounted weapons and countermeasures
All enemy ship mounted weapons and countermeasures
PVP
All conqueror weapons and countermeasures
All defender weapons and countermeasures
TL;DR
Correcting bug that granted 100% accuracy buff to ship mounted weapons and countermeasures
Adjusting targets to maintain current experience
If you see something that looks unexpected please let us know
Countermeasure Update
The team is updating the way that countermeasures work, to bring them in line with the expectations of how they should behave.
Currently, most countermeasures that target rockets or missiles get a single shot at countering that projectile, while countermeasures that target mortars get multiple shots at countering that projectile. UAVs act differently, in that they can get targeted by countermeasures until they reach their first target, at which point the UAVs become immune and will move from target to target .
When introducing countermeasures that were able to target both mortars and missiles, such as Zelo’s built in Duality Countermeasure and the Nightwatch Countermeasure, this introduced problems with how they interacted with projectiles. A dual countermeasure treated both missiles and mortars the same, which means it either repeatedly targeted both missiles and mortars, or it only took one shot at either missiles or mortars. As such, combining these countermeasures with other countermeasures could cause poor performance (see Example #1 below).
When a missile is fired at by a countermeasure, it is “tagged” so that it will not be targeted again. When a mortar is fired at by a countermeasure, it is not tagged and can continued to be targeted by counter measures. Currently, this tag is defined by the countermeasure. Moving forward, we are changing this to tag a projectile, or not, based on the specific projectile that it is firing at. Let’s look at some examples:
Example #1:
Currently: The Nightwatch Countermeasure is “tagging” all projectiles it shoots at. So, if you have equipped a Nightwatch Countermeasure and Gale Defense System III and the Nightwatch shoots a mortar, it becomes “tagged” and the Gale Defense System III will no longer target it. After the Update: Nightwatch Countermeasure no longer “tags” mortars and Gales Defense System III continues to fire at that mortar (as will the Nightwatch).
Example #2
Currently: The Zelo’s built-in Duality Countermeasure does not “tag” any of the projectiles it shoots at, which means that it can repeatedly target any missiles or rockets that it fires at. However,if you had a Phalanx Anti-Missile System IV equipped on your Zelos, once it targeted a missile it would be “tagged” and no additional countermeasures (including Duality Countermeasures) would target it.
After the Update: Zelo’s Duality Countermeasure “tags” missiles or rockets that it fires at, and no other countermeasures fire at them.
Changes to Specific Items
Countermeasure
Before Fix
After Fix
Deep Sea Countermeasure .
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Nightwatch Mortars
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Coxial Turret
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Elite Countermeasures
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Duality Countermeasure
Repeatedly targets all valid projectiles.
Target missiles & rockets only once.
Repeatedly targets mortars.
TL;DR
We are updating counter measures to act as expected, and maintain consistency across the game
Mortars and UAVs will be targeted by countermeasures repeatedly
Missiles and Rockets will be targeted by countermeasures once
Conclusion
With both of these changes, your experience in Battle Pirates is being brought much closer to what is expected based on listed stats. We are striving to improve the experience of Battle Pirate every day, and we appreciate your being a part of this journey.
where the hell is this community / player feedback lol i really hate those words..
The ramifications of this could be huge. Its hard to determine what this will do to the game experience. I expect its going to be horrible but could be wrong. Evade may finally work for us but will it work even better for our opponents in PVE. Start the ship tokens to flowing as we are going to need to test and change many many ships I expect; though I would be pleasantly surprised if I was wrong about how bad this is going to be or by Kixeye giving us what is needed to change and adapt quickly with minimum pain.
Rampages stated: With both of these changes, your experience in Battle Pirates is being brought much closer to what is expected based on listed stats. Question is, Who's expectations? Ours or Kix's? If, it is Kix's expected expectations, then guess the next wave of players will be quitting the game.
The ramifications of this could be huge. Its hard to determine what this will do to the game experience. I expect its going to be horrible but could be wrong. Evade may finally work for us but will it work even better for our opponents in PVE. Start the ship tokens to flowing as we are going to need to test and change many many ships I expect; though I would be pleasantly surprised if I was wrong about how bad this is going to be or by Kixeye giving us what is needed to change and adapt quickly with minimum pain.
When you consider most of kixeye's "adjustments" are usually way overcompensating, I expect worst case scenario where i'll stop playing again till i get the next useless (by the time it's given to me) fleet. No big. I had not planned to spend any money anyways
Dozens of boring game chores, no real way to tell if anything works as described, ridiculous levels of complexity in modification statistics, and absolute tone-deafness regarding feedback given by players. I will NEVER play another game developed by KIXEYE.
Recall fleet... fleet stops after hitting recalled... fleet gets sunk by enemy... bug still here.... Fleets on defense removed from base during combat... enemy destroys base... bug still here... Attack Combat loading screens.... fleet moves during loading... player loses 10-45% .... bug still here... *100% Accuracy for CM since February... helps the player with FM... and working fleets... must fix it now...
*Improper Defense Weapons for bases.... PvP fleets high end player visits... base destroyed... player quits...
If you want to balance the game it "must" start with "base defenses" and proper weapons that all players should be able to get or at least be able to do something with. If they knew about the bug since "Feb" then why not have it fixed that month instead of 4 months later.
On that note when older bugs still exist then why are they not fixed in the order of oldest to newest. You would think that the oldest bugs would take property first. If the bug is helping players why not add the stats to the CM instead or reduce the status of accuracy to 70% and then place it on the guns.
Removing something that is working should not hurt the community but, it will if we already use proper methods of defeating bases. We will under go spending more coins for damage that is not necessary low end players already suffer from high end players now they will suffer another fate.
We are updating counter measures to act as expected, and maintain consistency across the game
Mortars and UAVs will be targeted by countermeasures repeatedly
Missiles and Rockets will be targeted by countermeasures once
Okay so let's assume we are using countermeasures that are designed to shoot down missiles, rockets or uav's are you saying our Phalanx, Sprint, Tridents, and Switch Blade won't do as the weapon states it does? Shoot only one for anti weapons will cause a major up roar in the community if the guns already have firing issues.
The firing issues will be more worse than before if the game is tailored to just (PvP) side which is the Mortar gets (repeatedly) countered you will have an up roar on (PvP) side which will make players who are active quit. If you look at countermeasures as a whole you will notice that missiles get through even if you have the proper anti counter on the same holds true with uav or rockets.
It is a good idea for fixing the accuracy 100% issue however, lets look how the guns are firing now verse the newly update. If they are going to slowly shoot only one target at a time that is not helping the player. It renders them from the target and they fail to be successful at defeating the base.
Lets go into reload of guns if the reload is low the shoot per one will be good however, if the reload is higher then the shoot will be bad. So if your stating the changes will go across the board you will need to also look at the factors of reloads for anti weapons.
Bypass chains was something talked about many years ago when UAV's come out if you look ahead ya'll are phasing out the use of UAV's as a whole. Could of added in a chain break to break the swarm chains of UAV's but, did not.
Range is something else that needs to be looked at if you are 90-120 range away but, the turret for anti is from 30 - 90 then the countermeasure should be within that zone before it activates. Most the time if you watch the range settings they fire at the same rate as the range you have maxed on fleets.
Really dislike if our anti's that are designed or tailored specific for the purpose of counter to only shoot once verse turrets that shoot multiple times. Another thing that has to be done is turret's firing multiple shoots reduced down. If you look at Missiles or Scatterguns on turret's you will notice that the spits are high or between 4 - 9 at a time.
Our countermeasures only grabs about 1/3 or less as it is now, with looking forward it will only counter one at a time which will mean we take on more damage. We should not take on more damage if using proper anti counter measures.
I want to thank everyone for their feedback in this thread. I have discussed this with the BP team and have some additional information for you.
In our internal testing the Zelos / Monolith fleets are maintaining a similar experience in how much damage they are taking in the FM Targets.
Due to your feedback the team is trying to move the release of these changes to the 8.25 release, next week, so you can react to these changes with more time before Bounty 11. However due to the complexity of all the QA testing we do not know if we can release this next week yet.
Our goal is to maintain your experience when you are hitting the same targets. However due to the variety of builds that you all have, there is a chance that there may be edge cases we have not seen. If you experience a wild swing in your experience please let us know and we will investigate. In this case please provide specifics about your fleet and what target you are hitting.
The BP team once again thanks you for your feedback. And we look forward to continue to improve your experience in Battle Pirates.
If you have technical questions, please submit a ticket here.
Having trouble submitting a ticket? Try this link.
Our goal is to maintain your experience when you are hitting the same targets. However due to the variety of builds that you all have, there is a chance that there may be edge cases we have not seen. If you experience a wild swing in your experience please let us know and we will investigate. In this case please provide specifics about your fleet and what target you are hitting.
By nerffing our counter measure and saying its to increase our playing experience .your not fooling anyone .....Why not just make all Counters act like anti mortars and keep firing ....
DON'T MESS THIS UP KIXEYE, if you mess it up even for a day you will drive a lot of players away from the game. Make sure you implement it correctly and don't mess the game up.
Countermeasures should work with their accuracy and reload times. If the reload time is reached, then it should try again if there is a projectile. Accuracy is the chance it will shoot the projectile (minus the projectile evade). Anything else is just a garbage excuse to create more damage to the players. I will be watching this.
It is my understanding that this CM fix applies only to " ship based CMs ".
Is this correct?
IS the team working on the bugged ECM turrets we have in our base. Video after Video of them have been posted here ( and send into CS ) that shows they flat out do no shoot at specific things.
When is this turret being looked at? we are going to be losing effectiveness of our ship mounted CMs, I would think that the turret based CMs need to function correctly..
Remove an item from the bounty that will help base defense, Remove a supposed "BUG" that will make base defense weaker. I think it's pretty clear here, Kix wants base hits, I thought they wanted equality between hitting, it pushes it further away. smh
Remove an item from the bounty that will help base defense, Remove a supposed "BUG" that will make base defense weaker. I think it's pretty clear here, Kix wants base hits, I thought they wanted equality between hitting, it pushes it further away. smh
a good base is uncrackable now.. NOT how this game is supposed to work.
as for the counter bug we are talking about here, it is game wide.. PvP and PvE.. while I do not think it is that big of a big, I guess the devs do.
I have no confidence in Kixeye to address this issue. Absolutely no confidence at all. Kixeye have said that going forward they are about PLAYER FIRST. This correction is very likely to screw over the few remaining players left. I would say this fix is just ANOTHER NAIL IN THE COFFIN for the game and one of the few remaining COIN GRAB opportunities for Kixeye.
Thanks for this! Time to own your mistakes and let the community know you are working on a fix while I think that 20 days to put the fix in is too slow this is a positive step and I hope to see many more post like this maybe even a master list of all non exploitable problems with priorities and tentative fix dates.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
The corrections "Targets missiles & rockets only once. Repeatedly targets mortars."
1.) Will it be applied for the CM of the entire fleet or applied for each hull in the fleet? EX. A leadship has 1x Phal.4 while the 4 regular ships have 1x Sprint CM.
When the 1st missile/rocket projectile from enemy turret/ship is detected by the Sprint CM (longer cm range) and fire at by the regular Ship, Will the Leadhip going to fire at the same projectile considering that the Sprints from the regular ships missed it?
2.) What are the odds of countering missile/rockets projectiles with salvos/multi-shot of 2 or more? Will those projectile will be tag individually?
However, your asking the wrong question, the one you should be asking is this, Will these changes apply to the NPC ships? If no, no need in lowering the difficulty, because nobody will be playing anymore.
I don’t know if someone has already addressed this but some of the countermeasures you said target rockets do not target rockets. Might want to double check your work and make sure that you’re not accidentally creating a bunch of super-countermeasures
interesting considering update still 2 weeks away
Recall fleet... fleet stops after hitting recalled... fleet gets sunk by enemy... bug still here....
Fleets on defense removed from base during combat... enemy destroys base... bug still here...
Attack Combat loading screens.... fleet moves during loading... player loses 10-45% .... bug still here...
*100% Accuracy for CM since February... helps the player with FM... and working fleets... must fix it now...
*Improper Defense Weapons for bases.... PvP fleets high end player visits... base destroyed... player quits...
If you want to balance the game it "must" start with "base defenses" and proper weapons that all players should
be able to get or at least be able to do something with. If they knew about the bug since "Feb" then why not have
it fixed that month instead of 4 months later.
On that note when older bugs still exist then why are they not fixed in the order of oldest to newest. You would think
that the oldest bugs would take property first. If the bug is helping players why not add the stats to the CM instead or
reduce the status of accuracy to 70% and then place it on the guns.
Removing something that is working should not hurt the community but, it will if we already use proper methods of
defeating bases. We will under go spending more coins for damage that is not necessary low end players already suffer
from high end players now they will suffer another fate.
Okay so let's assume we are using countermeasures that are designed to shoot down
missiles, rockets or uav's are you saying our Phalanx, Sprint, Tridents, and Switch Blade
won't do as the weapon states it does? Shoot only one for anti weapons will cause a major
up roar in the community if the guns already have firing issues.
The firing issues will be more worse than before if the game is tailored to just (PvP) side
which is the Mortar gets (repeatedly) countered you will have an up roar on (PvP) side
which will make players who are active quit. If you look at countermeasures as a whole
you will notice that missiles get through even if you have the proper anti counter on the
same holds true with uav or rockets.
It is a good idea for fixing the accuracy 100% issue however, lets look how the guns are
firing now verse the newly update. If they are going to slowly shoot only one target at a
time that is not helping the player. It renders them from the target and they fail to be
successful at defeating the base.
Lets go into reload of guns if the reload is low the shoot per one will be good however,
if the reload is higher then the shoot will be bad. So if your stating the changes will go
across the board you will need to also look at the factors of reloads for anti weapons.
Bypass chains was something talked about many years ago when UAV's come out if
you look ahead ya'll are phasing out the use of UAV's as a whole. Could of added in
a chain break to break the swarm chains of UAV's but, did not.
Range is something else that needs to be looked at if you are 90-120 range away
but, the turret for anti is from 30 - 90 then the countermeasure should be within
that zone before it activates. Most the time if you watch the range settings they
fire at the same rate as the range you have maxed on fleets.
Really dislike if our anti's that are designed or tailored specific for the purpose
of counter to only shoot once verse turrets that shoot multiple times. Another
thing that has to be done is turret's firing multiple shoots reduced down. If you
look at Missiles or Scatterguns on turret's you will notice that the spits are high
or between 4 - 9 at a time.
Our countermeasures only grabs about 1/3 or less as it is now, with looking
forward it will only counter one at a time which will mean we take on more
damage. We should not take on more damage if using proper anti counter
measures.
Thanx.
Scott
Why not just have Countermeasures fire until the target is destroyed all the time? Or in the case of UAVs, until they hit the first target?
You guys have access to YouTube? Some great videos there of how a REAL Phalanx System, and many other similar systems work........
- In our internal testing the Zelos / Monolith fleets are maintaining a similar experience in how much damage they are taking in the FM Targets.
- Due to your feedback the team is trying to move the release of these changes to the 8.25 release, next week, so you can react to these changes with more time before Bounty 11. However due to the complexity of all the QA testing we do not know if we can release this next week yet.
- Our goal is to maintain your experience when you are hitting the same targets. However due to the variety of builds that you all have, there is a chance that there may be edge cases we have not seen. If you experience a wild swing in your experience please let us know and we will investigate. In this case please provide specifics about your fleet and what target you are hitting.
The BP team once again thanks you for your feedback. And we look forward to continue to improve your experience in Battle Pirates.Is this correct?
IS the team working on the bugged ECM turrets we have in our base. Video after Video of them have been posted here ( and send into CS ) that shows they flat out do no shoot at specific things.
When is this turret being looked at? we are going to be losing effectiveness of our ship mounted CMs, I would think that the turret based CMs need to function correctly..
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?