Kix is at it again. I'm fed up being taken for a mug by these cheats. I know how to get round it but NO WAY WILL I SAY HERE in the forums so kix can Nerf the URF targets. It takes a bit longer but can work round this only takes more seat time and I have given up arranging my life to play this BS game called Battle Kixeye. It is now a ' non strategy game just a coin grab dirt tricks game. Where is the fun in this? am I missing something?
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
May your shipyards never be idle.
How many players were banned last month? Keep the game clean.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
Actually, the vxp from the damage your ships do is capped at a certain amount per target. If you go into a 71 salv and destroy half (at minimum of damage equal to your ship health) and then go into it and destroy the rest, you would get 20 vxp. If you did it in one shot you would get 10. So if you are doing large amounts of damage to the target, the retreat and re-enter method earns you more vxp for less total damage.
"Are we friends? Or are we foes? That kind of thing you decide for yourselves! "
If you are referring to the retreat button that has to charge up, its been there for years. You have to be clear of the target not taking damage or giving damage for this to happen.
If you are referring to the retreat button that has to charge up, its been there for years. You have to be clear of the target not taking damage or giving damage for this to happen.
It is not being activated initially until you take/do damage to the target which is preventing you from peeking and quickly leaving the target.
"Are we friends? Or are we foes? That kind of thing you decide for yourselves! "
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
it has worked the way laredo described for literally years. how can you possible not know that?
please dont spread misinformation - people already struggle enough with the basics.
It is truly never ending, I mean look at how fast we get the usual response ( It has to charge up ) we would not be upset or complaining if it worked like they said meanwhile we either lose time or coin. I live for the day I can simply play and have fun...
It is truly never ending, I mean look at haw fast we get the usual response ( It has to charge up ) we would not be upset or complaining if it worked like they said meanwhile we either lose time or coin. I live for the day I can simply play and have fun...
I sent a ticket in and if they say its working as intended then the post written by wrong thinker and Destro (but suspiciously forwarded by Rampage) is utter bs. We kinda knew this already, but battered player syndrome is hard to shake!!
Laredo isn't official, just a forum moderator, quite a thankless task as currently kixeye seem to have dumped most of the CS role on them and the experts. They must do it for some form of remuneration, but it still stinks of kix doing it on the cheap.
So now you don't allow fleets to retreat from Unidentified Raiding Fleets (URF) until after shots have been fired?
Do you realize how many levels of evil that is? And how immensely player UNfriendly?
I know the saintly, glorious new saviours of the game haven't had a lot of time to work miracles, but since VXP weekend just started, they should have had time to influence this.
And it's so dumb.
I'm sure our greedy corporate overlords feel they can finance their next bonus by making sure that unsuspecting players take damage by not being able to peek at the URF ahead of time and send in the appropriate fleet. I'm sure they were laughing their arses off at envisioning fleets with no detection going against a sub fleet.
Player Friendly? Yeah, right.
All it does is inconvenience players and no revenue increase. We now know have to keep a gunboat fleet on the map to peek the target, then send in the right fleet. Adds an extra step that isn't needed, just a nuisance.
did it increase the fun? No. did it make the game more interesting? No. did it move you towards your goal of making us think you're putting Players First? No.
And did it give you the big revenue boost you were hoping for? Not hardly.
So all you've done is continue to annoy players for no good reason and undo any of the tiny amount of good will that you might have earned.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
You get 100% VXP for doing damage equal to 100% of your health. So if the target has 5x the amount of health your fleet does you can get 500% VXP from it by attacking and retreating a few times.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
YOU TOTALLY DID NOT GET WHAT I MENT> wasted rant mate. But thanks for telling me what I already knew.
Nope its a bug Laredo: As you can see the button isn't lit up, but neither is it grayed out. I was clicking like a madman:
Thanks for making my point clear mate. Now they may shut their fing mouths and admit to themselves it's another planned bug or AKA Coin grab cheating kix trick. But I am a fair person and would like to add kix could say it only happens when you have the hardware acceleration on. I am doing this now with the Hardware Acc off to test this out.
So now you don't allow fleets to retreat from Unidentified Raiding Fleets (URF) until after shots have been fired?
Do you realize how many levels of evil that is? And how immensely player UNfriendly?
I know the saintly, glorious new saviours of the game haven't had a lot of time to work miracles, but since VXP weekend just started, they should have had time to influence this.
And it's so dumb.
I'm sure our greedy corporate overlords feel they can finance their next bonus by making sure that unsuspecting players take damage by not being able to peek at the URF ahead of time and send in the appropriate fleet. I'm sure they were laughing their arses off at envisioning fleets with no detection going against a sub fleet.
Player Friendly? Yeah, right.
All it does is inconvenience players and no revenue increase. We now know have to keep a gunboat fleet on the map to peek the target, then send in the right fleet. Adds an extra step that isn't needed, just a nuisance.
did it increase the fun? No. did it make the game more interesting? No. did it move you towards your goal of making us think you're putting Players First? No.
And did it give you the big revenue boost you were hoping for? Not hardly.
So all you've done is continue to annoy players for no good reason and undo any of the tiny amount of good will that you might have earned.
This post is without a doubt the most spot on point making writing that has ever been posted. Thanks mate I hope they can read this because they obviously did not read my first post about this Retreat button con. EVERY ONE KNOWS ABOUT THE RETREAT BUTTON DUH!!! why do mods keep posting the obvious things we ALL know. Ah! I know why lol and that is OBVIOUS too!
I just spent 1 hour with the 3x xp crew and ended up with 27,000 what a waste of time. And the button is still broken.. Kixeye customer satisfaction = Upset,Angry and Annoyed customers. If that is your goal your Fantastic imop
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
Actually, the vxp from the damage your ships do is capped at a certain amount per target. If you go into a 71 salv and destroy half (at minimum of damage equal to your ship health) and then go into it and destroy the rest, you would get 20 vxp. If you did it in one shot you would get 10. So if you are doing large amounts of damage to the target, the retreat and re-enter method earns you more vxp for less total damage.
You are correct of course but I was referring to VXP targets specifically although I did not mention this. As we all know salvs are no longer classified as vxp targets during vxp weekends since for some reason best known to Kix, double points are no longer available.
May your shipyards never be idle.
How many players were banned last month? Keep the game clean.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
YOU TOTALLY DID NOT GET WHAT I MENT> wasted rant mate. But thanks for telling me what I already knew.
I have absolutely no idea what you are talking about.
May your shipyards never be idle.
How many players were banned last month? Keep the game clean.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
You get 100% VXP for doing damage equal to 100% of your health. So if the target has 5x the amount of health your fleet does you can get 500% VXP from it by attacking and retreating a few times.
OK but are you sure your information here is 100% correct. I have always been under the impression that the vxp available in a vxp target is a finite amount so ignoring for the moment the vxp for damage sustained you will get 100% of the available vxp by destroying that target in one hit or ten hits. A ships health only becomes relevent when considering that part of the vxp for damage sustained. If this is not the case then I retire from this discussion defeated and slightly embarrassed but in mitigation I'm a returning player and have forgotten so much.
May your shipyards never be idle.
How many players were banned last month? Keep the game clean.
You gain the most VXP by going in and out of a target doing or getting some damage and retreating.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
You get 100% VXP for doing damage equal to 100% of your health. So if the target has 5x the amount of health your fleet does you can get 500% VXP from it by attacking and retreating a few times.
OK but are you sure your information here is 100% correct. I have always been under the impression that the vxp available in a vxp target is a finite amount so ignoring for the moment the vxp for damage sustained you will get 100% of the available vxp by destroying that target in one hit or ten hits. A ships health only becomes relevent when considering that part of the vxp for damage sustained. If this is not the case then I retire from this discussion defeated and slightly embarrassed but in mitigation I'm a returning player and have forgotten so much.
Yes, that is how it has worked since the game started.
Everything is based on the amount health your ships have and how much health the targets have. The VXP cap is determined per battle. So if you hit the 100% payout mark half way through the target, there is no sense in finishing the target.
For a normal battle the VXP cap is 10 points for damage dealt to enemy ships and 10 points for damage received. More often than not you want to try to minimize the damage received portion so you don't have to keep repairing so you are only looking at the damage dealt to enemy ships.
During VXP weekend targets with caps much much higher spawn, but the same principle applies. I believe the cap for the current 105 is 3.8k? So if your ship does it's full health as damage against the enemy ships it will earn 3.8k and if it goes from full health to dead it will earn another 3.8k.
Now if you can get that full 3.8k off of the first ship, you can clean that target out for quite a substantial amount. However if you were to one hit it, you would still only earn that 3.8k.
It really only matters in the cases where you are actually damaging the target, so when you are ranking a ship of that class type. If you are trying to rank something like the Greta right now, you aren't going to be getting much for damage dealt so you are better off suicideing.
Same here. our fleet need to fire/hit the enemy at-least once, then run.... and that is the time where the retreat button start to work., SMH
Not always, sometimes when I attack a Raider I can retreat straight away, but after attacking one or two raiders I cant retreat until I either take damage or hit a ship in their fleet. Only way I can get the retreat button back is to reload the whole game, which then wastes the Salty dog Im using.
You hear this often but I doubt that there is any truth in this.
Once the differences in armour are accounted for, the VXP available per target for the damage you do to it is a fixed amount. So whether you destroy the target in one go or several is irrelevent. You get 100% of the VXP available for 100% damage done.
The same is true for damage received, however, as far as damaged received is concerned there is a major difference and that is when your fleet is 100% damaged and you have thus accrued 100% of the VXP available, your fleet then requires repair. Much better to survive and hit many targets before repair is required!!!!
As you can see the button isn't lit up, but neither is it grayed out. I was clicking like a madman:
please dont spread misinformation - people already struggle enough with the basics.
I sent a ticket in and if they say its working as intended then the post written by wrong thinker and Destro (but suspiciously forwarded by Rampage) is utter bs.
We kinda knew this already, but battered player syndrome is hard to shake!!
Laredo isn't official, just a forum moderator, quite a thankless task as currently kixeye seem to have dumped most of the CS role on them and the experts. They must do it for some form of remuneration, but it still stinks of kix doing it on the cheap.
Do you realize how many levels of evil that is? And how immensely player UNfriendly?
I know the saintly, glorious new saviours of the game haven't had a lot of time to work miracles, but since VXP weekend just started, they should have had time to influence this.
And it's so dumb.
I'm sure our greedy corporate overlords feel they can finance their next bonus by making sure that unsuspecting players take damage by not being able to peek at the URF ahead of time and send in the appropriate fleet. I'm sure they were laughing their arses off at envisioning fleets with no detection going against a sub fleet.
Player Friendly? Yeah, right.
All it does is inconvenience players and no revenue increase. We now know have to keep a gunboat fleet on the map to peek the target, then send in the right fleet. Adds an extra step that isn't needed, just a nuisance.
did it increase the fun? No.
did it make the game more interesting? No.
did it move you towards your goal of making us think you're putting Players First? No.
And did it give you the big revenue boost you were hoping for? Not hardly.
So all you've done is continue to annoy players for no good reason and undo any of the tiny amount of good will that you might have earned.
You can't retreat from any VXP target. Not affected huh?
You are correct of course but I was referring to VXP targets specifically although I did not mention this.
As we all know salvs are no longer classified as vxp targets during vxp weekends since for some reason best known to Kix, double points are no longer available.
OK but are you sure your information here is 100% correct. I have always been under the impression that the vxp available in a vxp target is a finite amount so ignoring for the moment the vxp for damage sustained you will get 100% of the available vxp by destroying that target in one hit or ten hits. A ships health only becomes relevent when considering that part of the vxp for damage sustained.
If this is not the case then I retire from this discussion defeated and slightly embarrassed but in mitigation I'm a returning player and have forgotten so much.
Everything is based on the amount health your ships have and how much health the targets have. The VXP cap is determined per battle. So if you hit the 100% payout mark half way through the target, there is no sense in finishing the target.
For a normal battle the VXP cap is 10 points for damage dealt to enemy ships and 10 points for damage received. More often than not you want to try to minimize the damage received portion so you don't have to keep repairing so you are only looking at the damage dealt to enemy ships.
During VXP weekend targets with caps much much higher spawn, but the same principle applies. I believe the cap for the current 105 is 3.8k? So if your ship does it's full health as damage against the enemy ships it will earn 3.8k and if it goes from full health to dead it will earn another 3.8k.
Now if you can get that full 3.8k off of the first ship, you can clean that target out for quite a substantial amount. However if you were to one hit it, you would still only earn that 3.8k.
It really only matters in the cases where you are actually damaging the target, so when you are ranking a ship of that class type. If you are trying to rank something like the Greta right now, you aren't going to be getting much for damage dealt so you are better off suicideing.