UPDATE on smart torpedos: The smart torpedos have been removed from the 130 targets. Thanks!
So, those amazing engineers that took next to no time to fix the raid targets that were giving out free points (siege target building in the front) could not fix the torpedoes that were going too fast??
So what you are saying is that they couldn't fix the speed, so they removed the "culprit"....you do realise that that issue is still there in the code, and although gone now in THIS target, what has the change they have made done to current and or other targets??
Oh wait that's right you guys don't do any testing and leave it up to the players to do it for you....great way to save on money....hey another idea, no need for forums either as the info is distributed in other areas, so go place to save more money.....
Dumb and late question, is the new turret worth getting still? it is hard to tell with how people reacted with the changing of it. I have seen a few bases with it in the base but still on th efence. It is pretty cheap inthe pillage but would like opinions on if it is good to sacrifice for other heavy turrets.
Its one of them items that works for some and not for others. So depending on your base layout you may find the UAV turret is useful or it maybe a complete failure. So unfortunately the only way you will know is to get one and try it.
UPDATE on smart torpedos: The smart torpedos have been removed from the 130 targets. Thanks!
Hi Ghillie, I don't really have anything to add to this conversation, but seeing that you announce important event related material here - instead of in the briefing, or in its own dedicated post - I find myself needing to be notified when you comment on here. Now that I've commented, notifications will alert me when other people comment and I can keep an eye out for you, just in case another target change occurs. Unfortunately, this seems to be the best way to stay informed, instead of periodically scrolling through several pages of comments.
I have a hard time believing that we are dealing with a company that is brilliantly scamming us AND entirely incompetent.
This is a private company in a capitalist market trying to make money - your money. Give it to them, or don't - but don't fault them for trying.
Dumb and late question, is the new turret worth getting still? it is hard to tell with how people reacted with the changing of it. I have seen a few bases with it in the base but still on th efence. It is pretty cheap inthe pillage but would like opinions on if it is good to sacrifice for other heavy turrets.
Its one of them items that works for some and not for others. So depending on your base layout you may find the UAV turret is useful or it maybe a complete failure. So unfortunately the only way you will know is to get one and try it.
Agree with Carl. I've got 2 with the special that came with it in my level 73 base. Does not seem to do any damage to dreads, but do get the guys rushing into the other turrets. May not have the right specials at my level or need more than 2.
just when i was thinking it was working ok kixe proved me wrong again went into a 130 target it blew up but feet stayed in battle no support as i havent paid 50 bucks thanks for the repairs stuff the game
Lets get real. This change is not a Nerf. Its much worse.
Old Stats
New Stats
What changed: Old New Half Chain Range: 40 20
Half Damage 70,000 35,000
Larger dead zone near turret: 240 265 (Min Range)
Slower reload time 12 14
You forgot to add that its firing arc was also reduced. IF it was so overpowered I could understand 1 or 2 changes but 5. No; thats just overkill.
it appears to me, there are way too many people who have zero knowledge of base defence and no clue about how OP this turret still is, trying to comment on something they know nothing about
Lets get real. This change is not a Nerf. Its much worse.
Old Stats
New Stats
What changed: Old New Half Chain Range: 40 20
Half Damage 70,000 35,000
Larger dead zone near turret: 240 265 (Min Range)
Slower reload time 12 14
You forgot to add that its firing arc was also reduced. IF it was so overpowered I could understand 1 or 2 changes but 5. No; thats just overkill.
it appears to me, there are way too many people who have zero knowledge of base defence and no clue about how OP this turret still is, trying to comment on something they know nothing about
I killed 2 bases in the last 24hours which defense relied on the "OPness" of this turret. One had 8 heavy UAV turrets and the other had 6 heavy UAV turrets + 2 heavy Scatters. Both bases were endgame level bases and both bases were made flat (95-100%). This turret is NOT OP. It just seems maybe you know more about base defense then you do about base attacking.
Lets get real. This change is not a Nerf. Its much worse.
Old Stats
New Stats
What changed: Old New Half Chain Range: 40 20
Half Damage 70,000 35,000
Larger dead zone near turret: 240 265 (Min Range)
Slower reload time 12 14
You forgot to add that its firing arc was also reduced. IF it was so overpowered I could understand 1 or 2 changes but 5. No; thats just overkill.
it appears to me, there are way too many people who have zero knowledge of base defence and no clue about how OP this turret still is, trying to comment on something they know nothing about
I killed 2 bases in the last 24hours which defense relied on the "OPness" of this turret. One had 8 heavy UAV turrets and the other had 6 heavy UAV turrets + 2 heavy Scatters. Both bases were endgame level bases and both bases were made flat (95-100%). This turret is NOT OP. It just seems maybe you know more about base defense then you do about base attacking.
And here lies the question though. How much did it cost you to prep those bases? I personally have 8 UAVs and have seen people try and prep my base ending in failed attempts with massive repairs at least 4 bas fleets dead. 2 howler fleets dead. So tell me again about how NOT OP this turret is when a non coiner can make top end basers cost several fleets worth of coin....
Lets get real. This change is not a Nerf. Its much worse.
Old Stats
New Stats
What changed: Old New Half Chain Range: 40 20
Half Damage 70,000 35,000
Larger dead zone near turret: 240 265 (Min Range)
Slower reload time 12 14
You forgot to add that its firing arc was also reduced. IF it was so overpowered I could understand 1 or 2 changes but 5. No; thats just overkill.
it appears to me, there are way too many people who have zero knowledge of base defence and no clue about how OP this turret still is, trying to comment on something they know nothing about
I killed 2 bases in the last 24hours which defense relied on the "OPness" of this turret. One had 8 heavy UAV turrets and the other had 6 heavy UAV turrets + 2 heavy Scatters. Both bases were endgame level bases and both bases were made flat (95-100%). This turret is NOT OP. It just seems maybe you know more about base defense then you do about base attacking.
This just emphasizes the disparity with base defense. A base where the player has all the latest base defense weapons and hulls; the "overpowered" turret may do enough damage at the start of the attack that their other defenses have no problem stopping an attacking fleet (and is then deemed by the attacker to be overpowered). But to players without "all the toys" this turret seemed like it was something that was "finally" going to equalize base defense so even if they don't stop an attacker, they can actually do more than instant repair damage to them so from that aspect it seems like a major Nerf.
Which raises a question. HOW can kixeye balance a weapon when base defense is so un-balanced?
But Isn't this the very definition of balanced. The strongest of attackers with all the latest tech, willing to coin base prep, should be able to defeat all but the most thoughtfully designed bases with all the best available tech. Why should a single turret purchased for a mere 20k bounty points make an average base undefeatbale? That isn't balance.
Lets get real. This change is not a Nerf. Its much worse.
Old Stats
New Stats
What changed: Old New Half Chain Range: 40 20
Half Damage 70,000 35,000
Larger dead zone near turret: 240 265 (Min Range)
Slower reload time 12 14
You forgot to add that its firing arc was also reduced. IF it was so overpowered I could understand 1 or 2 changes but 5. No; thats just overkill.
it appears to me, there are way too many people who have zero knowledge of base defence and no clue about how OP this turret still is, trying to comment on something they know nothing about
I killed 2 bases in the last 24hours which defense relied on the "OPness" of this turret. One had 8 heavy UAV turrets and the other had 6 heavy UAV turrets + 2 heavy Scatters. Both bases were endgame level bases and both bases were made flat (95-100%). This turret is NOT OP. It just seems maybe you know more about base defense then you do about base attacking.
And here lies the question though. How much did it cost you to prep those bases? I personally have 8 UAVs and have seen people try and prep my base ending in failed attempts with massive repairs at least 4 bas fleets dead. 2 howler fleets dead. So tell me again about how NOT OP this turret is when a non coiner can make top end basers cost several fleets worth of coin....
I actually refit my prep fleet to endure the damage done from the UAVs, so no coin needed on prep. 1 prep-hit, 1 main hit....dead base. Granted, some bases are more "prepable" than others, but these were endgame level bases.
**plus...it is all how you drive your prep fleet as well. remember, there is only a base chaining range of 20 on the UAV turrets.
**and...lemme get this right, you are worried that a non-coiner will keep you out of their base? Since when did keeping someone out of your base rely more on coin than about skill and creative defense solutions?
Awesome. They are running a UPDATE without warning they are going to do one. Makes doing TLCs a right pain as we never know when the game is going down.
Thanks for bearing with me this past week, folks, as I get back into the swing of things. I'll check back on this thread and see if I can follow up on a few questions, and I appreciate your patience.
So what you are saying is that they couldn't fix the speed, so they removed the "culprit"....you do realise that that issue is still there in the code, and although gone now in THIS target, what has the change they have made done to current and or other targets??
Oh wait that's right you guys don't do any testing and leave it up to the players to do it for you....great way to save on money....hey another idea, no need for forums either as the info is distributed in other areas, so go place to save more money.....
I don't really have anything to add to this conversation, but seeing that you announce important event related material here - instead of in the briefing, or in its own dedicated post - I find myself needing to be notified when you comment on here. Now that I've commented, notifications will alert me when other people comment and I can keep an eye out for you, just in case another target change occurs. Unfortunately, this seems to be the best way to stay informed, instead of periodically scrolling through several pages of comments.
i am hitting 130 targets this pillage and crashing all the time. is my computer that bad? hahahahaha. no worry i had spent 200 coins for that
Which raises a question. HOW can kixeye balance a weapon when base defense is so un-balanced?
**plus...it is all how you drive your prep fleet as well. remember, there is only a base chaining range of 20 on the UAV turrets.
**and...lemme get this right, you are worried that a non-coiner will keep you out of their base? Since when did keeping someone out of your base rely more on coin than about skill and creative defense solutions?
you know why