Perhaps the data of the spotlight was originally designed, and the data was adjusted in subsequent tests, but the spotlight did not make corresponding adjustments.
Not sure about XP on weapon. Data on the Wiki differs from
what Dade posted, so had to flip a coin.
Missing XP on resistors, so hopefully Wiki is correct, and
icons aren't the same as in-game, which makes me think that the ones he posted
were meant for a later release.
Mk 1 isn't listed in-game or on the Wiki, so forgot to add it. It shifted Mk 2-6 down one Mk, leaving no reduction for Mk 6.
Fixed.
Keep in mind that build time still isn't correct. It isn't
listed anywhere, but is likely 1 day. With a reduction to repair time I wasn't
quite sure, so left it out until we have confirmation.
Added Cannonade with the stats provided by Dade, and a
temporary image. Guessing it has shield regen at Mk 6 and probably the same as
Mk 5, and probably has nebula resists as well, so added those.
According to the patch notes, it's available June 8th
(2022). Plenty of time to prepare for the grind. Kix is finally slowing down \o/... or just a typo.
Same as both the Wiki and in-game, so if you're getting
incorrect mass, something else must be at play. It could be one of the items you’re using.
Post a couple of
screenshots so I can compare, or it'll have
to wait until my factory is available.
Edit: OK, found the problem with the Annihilator. I had used
the data from the Wiki, which says its unladen mass is 625t, but it should be
645t. Couldn't find anything wrong with the Enforcer. The data looks to be
correct and with every item I've tried, the resulting mass has been correct as
well.
I've added the Executor, based on the data Star Platinum has
posted.
Going through the data and comparing it to the Torus, in
some areas it seems marginally better, while in others slightly worse. Most
stats as well as slots and mass are the same, but no reduction to spawner mass.
No resistance to AL/PL/BL. No additional weapon speed. No dps bonus to T8.
It does have a bit of extra health and an additional 2 degrees
turning speed, and PSA/PSB could prove useful, but overall I don't think this
will be quite the power increase, as from previous dreads to the Torus.
Of course, this is based on mark 1. All of this could change
with higher mark ups.
There’s one thing I’m curious about, though; Liberatus
Resists. Either that could mean any damage Liberatus hulls dish out, or there
will be a new damage type coming,
essentially making existing hulls less effective.
Overall, T10 Shield energy, Health and DPS are way higher than T9, so AL/PL/BL resistance and deal more damage to T7-8 is unnecessary. These are some examples:
With 5 Segmentata Armors III and 40% AL/PL/BL resistance, mk1 Torus has 1,858,333 Health point. With 5 Borophene Armors III, mk1 Executor has 1,800,000 Health point.
With 8 Caliber Drivers III, mk1 Torus has 94,400 DPS. With 8 Needle Drivers III, mk1 Executor has 136,000 DPS.
Beside, not having spawner mass reduction is unfortunate. Because with the combination of Battleship AI and spawner ships, auto farming becomes better than ever, NPC ships get distracted by spawner ships and Executor flies around and deals damage freely. As for decoy purpose, level 1 spawner ship is enough. However, I still hope that there is a small mass reduction for this slot at higher mark up.
About Overdrives, only the missing of speed boost in Prime Shift Boost of Executor is a little bit sad, maybe players will get used to it, since the forward speed will be the same as Leviathan, maybe adding 5 Vindicators for Harmonic Agility or Warden Thruster is necessary (hope that Warden Thruster is not heavy much). Others are way better than Torus has, Irradiation Missile itself and 3 of it fired from one activation of Executor's Prime Shift Active is a great example.
About the Liberatus Resistance, any damage comes from Liberatus hulls is decreased when it hits Executor.
In conclusion, as in my point of view, Executor is insane, it is like KIX designs this Dreadnought for players to farm everything and get free repair. Spending time getting this beast is worthy.
With tier 10, it seems like Kix is trying to pull back on
the power creep a bit, with the lack of resistances and DPS boosts to previous
tiers, as well as lack of shield regen, forcing players to come up with various
mixed fleet strategies to compensate.
Tier 10 shields will make a ship last a bit longer, not
necessarily cause it to perform better and the same goes for armor. How well
will it fare against upcoming targets, is the real question. It shouldn't be
slightly better than the Torus, but a fair bit better to last for just as long,
if targets keep increasing in strength at the same rate as with previous tiers.
Torus is still good, even up against T10 targets and so should Executor be
against T11.
Kix has for many years, had a tendency to copy & paste
everything and then simply just modify the new item slightly. Trust that the
new thruster will add the same mass as other T9/T10 thrusters.
It might have a reduction to spawners at higher mark ups.
After all, we only have data on mark 1 to go on for now.
We'll see how well it'll perform, but as I mentioned, I don't
think it'll be a massive power jump. It'll likely be more like Torus v1.2 and
not the beefed up v2.0 most would expect.
As a side note; if the Wiki is correct about XP, then a Mk 5
Executor will be over level 200. If the game uses signed 32 bit integers when calculating levels, then we may be overdue for a ship XP rebalance, or we could end up with negative levels.
Edit: OK, decided to add the upcoming stuff posted on the Wiki, despite no officials were involved posting the data for these items. Not sure about faction restrictions for the drive, so I'll leave it at none for now.
To me, the only disadvantage of using T10 is the Shield Recharge Delay. However, since this "debuff" appears in T10, players now not only play carefully, but also develop many strategies, and so on many weapons or specials that don't related to Shield Bypass will be useful.
I have seen a fleet of 3 mk6 T10 ships (130) versus a fleet of 6 mk6 T9 ships (126). The result is 2 mk6 Infiltrators and a mk6 Conservator wins the fight, and it only costs 8 minutes repair.
About farming:
I don't recommend players to expect Torus to be useful in the whole T10 season. Just like Leviathan, this T8 Dreadnought was helpful at farming mk1-2 Torus, Switch, Breaker and stuffs that go with these ships. And after that, mk1 Torus is already better than mk6 Leviathan in farming stuffs. I hope that Torus will last longer than Leviathan used to be, so players can still rely on this ship as a source of farming.
At the moment, the first T10 ship, which is Infiltrator, is insanely useful, even at mk1. With a suitable type of Shield, Infiltrator can farm everything in easy, one of the main reasons is its overdrives. I use a fleet of 3 Infiltrators only, to farm everything and get free repair, even in full auto mode. However, some NPC targets is surely tough, I just simply add a Conservator in that fleet and control them, free repair is inevitable. Beside, I don't think there is a ship can farm so effective like Infiltrator at mk1.
Here is an example of how effective Infiltrator is, a fleet of 6 mk1 Infiltrators farm more effective than a fleet of 6 mk6 Caustics. To prove this statement, I posted the comparison and many other videos about using T10 ships on Youtube, I will give you the link of my channel if you like.
Beside, the building and refitting time in T10 is reduced significantly, without calculating the crafting time, players are able to have a fully fitted mk6 ship in about 2 days and a half.
In conclusion:
To me, KIX has succeeded in developing T10, and they are fixing problems step by step. Players cannot expect a small development team to make many contents and to make the game better within a blink. If players manage to deal with Shield Recharge Delay, T10 ships will surely help you a lot.
Players have grown accustomed to just auto everything, to
avoid the mind-numbingly boring grind, and with a mixed fleet you can't really
do that and get the results of a manual fight. The AI is built around giving
players as much repair as possible, and can't utilise the formation it has been
given. Formations don't even work properly when piloting, as the fleet changes
its formation every time you move your ships. This makes it a pain for most to
manually pilot, especially when they have to do it 10,000 times every weekend,
so they turn to auto.
Yes, the Infiltrator is useful, but shouldn't every hull be? It would be pointless for players to even farm these, if they serve no
purpose. If most players auto, then surely they should work in auto mode,
otherwise it would be a waste of time to even build any in the first place.
Let's see how it pans out. Another week before we get to see
if the Executor will be worth the grind.
On that note. The site got what appears to be a DDoS attack
a bit earlier today, that lasted a couple of hours, so if anyone has
experienced problems loading the page, you now know why.
In T10 season, grinding is much more easier than before. Players can use a fleet of 3 Infiltrators to auto farm everything and receive low repair, or even free repair. Moreover, if players want to make sure that their fleet always get free repair, just simply add a Conservator and control that fleet. Beside, at least T10 ships are all useful, especially that they depend on each other to be more effective, Infiltrator needs Conservator's toughness and the Protectorate Field to be safe, Conservator needs Infiltrator to recharge its shield instantly, etc. In conclusion, it is positive to say that KIX is trying to bring the game back by farming stuffs easier, and the upcoming rebalance. I here have hope on them, but not too much...
About other problems, hope that nothing get worse, since we cannot do anything beside a spectator.
Thanks, that was fast. I haven't even had a chance to farm a
single fragment, yet. I take it there are no changes on the upper part of the
stats list, other than what you’ve posted.
The data I implement will be an estimate of actual stats,
though. Kix likes to present those in percentages and then do weird roundings.
Max mass listed as a 10% increase, for instance, but then it turns out that
it's closer to 9.5%.
So, going through the data and I find stats on higher mark-ups are quite similar to Torus, but...
Max mass when applied as percentage: 103363, 106463, 113699, 120934, 127136, 140573. While for the Torus: 103363, 106211, 113159, 120108, 127056, 140000.
This is the weird rounding I mentioned. At Mk 6 it's closer to 35% than the listed 36%. But, as the data looks similar, I guess it should be the same, so I've used the Torus values.
Still missing data on mark-up time/ore, resists and hull XP at Mk 6.
Thanks, that was fast. I haven't even had a chance to farm a
single fragment, yet. I take it there are no changes on the upper part of the
stats list, other than what you’ve posted.
The data I implement will be an estimate of actual stats,
though. Kix likes to present those in percentages and then do weird roundings.
Max mass listed as a 10% increase, for instance, but then it turns out that
it's closer to 9.5%.
Yes, the upper part of the stats list is overdrives improvement.
So, going through the data and I find stats on higher mark-ups are quite similar to Torus, but...
Max mass when applied as percentage: 103363, 106463, 113699, 120934, 127136, 140573. While for the Torus: 103363, 106211, 113159, 120108, 127056, 140000.
This is the weird rounding I mentioned. At Mk 6 it's closer to 35% than the listed 36%. But, as the data looks similar, I guess it should be the same, so I've used the Torus values.
Still missing data on mark-up time/ore, resists and hull XP at Mk 6.
About this:
Maybe KIX want to use all the mass that the Fleet Bay can handle, which is 144,000.
Only mark-up time/ore can be predicted by checking previous Dreads.
Only Liberatus resistance is increased, other resistance is the same as mk1.
Beside, yeah I have 3 fleets of Elite Infiltrators and a Torus so I finished getting Executor within less than 2 hours, right the time it is available.
For now, the field generators don't list their full data. It takes a bit of coding, so I'll add it when I have more time, and Dade didn’t post all stats on the squadrons for other than level 3. I'll update them once they're available in-game.
No release dates on Mk 2-6 either, but I assume we’ll get those the following weeks, as per usual.
As a side note; Kix still can't seem to make up their minds, when it comes to the icons they use. An up arrow is forward hull speed, while fast forward is weapon speed, and yet they often use the latter to represent former. Talk about confusing their customers.
OK, updated and the hull as well, except for the XP. Will see if I can get the correct value, once I have it in game. While I was at it, I ran through all Field Generators, including previously released ones and added some additional information.
The icons of the squadrons look exactly the same and don't even differ in size or layout, as other squadrons do. Everything is copied and pasted and stats only slightly modified. I would have expected them to at least have scaled the icons a bit, so you could get a visual representation of their levels.
Haha, I'm curious that what they are doing to the game at the moment. It is cool to make the icon of T10 Squadrons similar to T9 Squadrons have, higher the level, more Squadron.
However, the Special slots is unavailable in the Ship Planner, hope you fix the bug, as soon as possible.
New stuff added.
Not sure about XP on weapon. Data on the Wiki differs from what Dade posted, so had to flip a coin.
Missing XP on resistors, so hopefully Wiki is correct, and icons aren't the same as in-game, which makes me think that the ones he posted were meant for a later release.
Fixed.
Keep in mind that build time still isn't correct. It isn't listed anywhere, but is likely 1 day. With a reduction to repair time I wasn't quite sure, so left it out until we have confirmation.
Added Cannonade with the stats provided by Dade, and a temporary image. Guessing it has shield regen at Mk 6 and probably the same as Mk 5, and probably has nebula resists as well, so added those.
According to the patch notes, it's available June 8th (2022). Plenty of time to prepare for the grind. Kix is finally slowing down \o/... or just a typo.
Will modify the data once it's in-game.
Edit: Added Needle Driver.
Same as both the Wiki and in-game, so if you're getting incorrect mass, something else must be at play. It could be one of the items you’re using.
Post a couple of screenshots so I can compare, or it'll have to wait until my factory is available.
Edit: OK, found the problem with the Annihilator. I had used the data from the Wiki, which says its unladen mass is 625t, but it should be 645t. Couldn't find anything wrong with the Enforcer. The data looks to be correct and with every item I've tried, the resulting mass has been correct as well.
(In game, Liberatus Enforcer (130) drops Spectre ECHO Resistors)
Source: https://vegaconflict.fandom.com/wiki/Spectre_ECHO_Resistors
Source: https://vegaconflict.fandom.com/wiki/Spectre_Stasis_Resistors
https://community.kixeye.com/discussion/783312
I've added the Executor, based on the data Star Platinum has posted.
Going through the data and comparing it to the Torus, in some areas it seems marginally better, while in others slightly worse. Most stats as well as slots and mass are the same, but no reduction to spawner mass. No resistance to AL/PL/BL. No additional weapon speed. No dps bonus to T8.
It does have a bit of extra health and an additional 2 degrees turning speed, and PSA/PSB could prove useful, but overall I don't think this will be quite the power increase, as from previous dreads to the Torus.
Of course, this is based on mark 1. All of this could change with higher mark ups.
There’s one thing I’m curious about, though; Liberatus Resists. Either that could mean any damage Liberatus hulls dish out, or there will be a new damage type coming, essentially making existing hulls less effective.
With 5 Segmentata Armors III and 40% AL/PL/BL resistance, mk1 Torus has 1,858,333 Health point.
With 5 Borophene Armors III, mk1 Executor has 1,800,000 Health point.
With 8 Caliber Drivers III, mk1 Torus has 94,400 DPS.
With 8 Needle Drivers III, mk1 Executor has 136,000 DPS.
Beside, not having spawner mass reduction is unfortunate. Because with the combination of Battleship AI and spawner ships, auto farming becomes better than ever, NPC ships get distracted by spawner ships and Executor flies around and deals damage freely. As for decoy purpose, level 1 spawner ship is enough. However, I still hope that there is a small mass reduction for this slot at higher mark up.
About Overdrives, only the missing of speed boost in Prime Shift Boost of Executor is a little bit sad, maybe players will get used to it, since the forward speed will be the same as Leviathan, maybe adding 5 Vindicators for Harmonic Agility or Warden Thruster is necessary (hope that Warden Thruster is not heavy much). Others are way better than Torus has, Irradiation Missile itself and 3 of it fired from one activation of Executor's Prime Shift Active is a great example.
About the Liberatus Resistance, any damage comes from Liberatus hulls is decreased when it hits Executor.
In conclusion, as in my point of view, Executor is insane, it is like KIX designs this Dreadnought for players to farm everything and get free repair. Spending time getting this beast is worthy.
With tier 10, it seems like Kix is trying to pull back on the power creep a bit, with the lack of resistances and DPS boosts to previous tiers, as well as lack of shield regen, forcing players to come up with various mixed fleet strategies to compensate.
Tier 10 shields will make a ship last a bit longer, not necessarily cause it to perform better and the same goes for armor. How well will it fare against upcoming targets, is the real question. It shouldn't be slightly better than the Torus, but a fair bit better to last for just as long, if targets keep increasing in strength at the same rate as with previous tiers. Torus is still good, even up against T10 targets and so should Executor be against T11.
Kix has for many years, had a tendency to copy & paste everything and then simply just modify the new item slightly. Trust that the new thruster will add the same mass as other T9/T10 thrusters.
It might have a reduction to spawners at higher mark ups. After all, we only have data on mark 1 to go on for now.
We'll see how well it'll perform, but as I mentioned, I don't think it'll be a massive power jump. It'll likely be more like Torus v1.2 and not the beefed up v2.0 most would expect.
As a side note; if the Wiki is correct about XP, then a Mk 5 Executor will be over level 200. If the game uses signed 32 bit integers when calculating levels, then we may be overdue for a ship XP rebalance, or we could end up with negative levels.
Edit: OK, decided to add the upcoming stuff posted on the Wiki, despite no officials were involved posting the data for these items. Not sure about faction restrictions for the drive, so I'll leave it at none for now.
To me, the only disadvantage of using T10 is the Shield Recharge Delay. However, since this "debuff" appears in T10, players now not only play carefully, but also develop many strategies, and so on many weapons or specials that don't related to Shield Bypass will be useful.
I have seen a fleet of 3 mk6 T10 ships (130) versus a fleet of 6 mk6 T9 ships (126). The result is 2 mk6 Infiltrators and a mk6 Conservator wins the fight, and it only costs 8 minutes repair.
About farming:
I don't recommend players to expect Torus to be useful in the whole T10 season. Just like Leviathan, this T8 Dreadnought was helpful at farming mk1-2 Torus, Switch, Breaker and stuffs that go with these ships. And after that, mk1 Torus is already better than mk6 Leviathan in farming stuffs. I hope that Torus will last longer than Leviathan used to be, so players can still rely on this ship as a source of farming.
At the moment, the first T10 ship, which is Infiltrator, is insanely useful, even at mk1. With a suitable type of Shield, Infiltrator can farm everything in easy, one of the main reasons is its overdrives. I use a fleet of 3 Infiltrators only, to farm everything and get free repair, even in full auto mode. However, some NPC targets is surely tough, I just simply add a Conservator in that fleet and control them, free repair is inevitable. Beside, I don't think there is a ship can farm so effective like Infiltrator at mk1.
Here is an example of how effective Infiltrator is, a fleet of 6 mk1 Infiltrators farm more effective than a fleet of 6 mk6 Caustics. To prove this statement, I posted the comparison and many other videos about using T10 ships on Youtube, I will give you the link of my channel if you like.
Beside, the building and refitting time in T10 is reduced significantly, without calculating the crafting time, players are able to have a fully fitted mk6 ship in about 2 days and a half.
In conclusion:
To me, KIX has succeeded in developing T10, and they are fixing problems step by step. Players cannot expect a small development team to make many contents and to make the game better within a blink. If players manage to deal with Shield Recharge Delay, T10 ships will surely help you a lot.
Players have grown accustomed to just auto everything, to avoid the mind-numbingly boring grind, and with a mixed fleet you can't really do that and get the results of a manual fight. The AI is built around giving players as much repair as possible, and can't utilise the formation it has been given. Formations don't even work properly when piloting, as the fleet changes its formation every time you move your ships. This makes it a pain for most to manually pilot, especially when they have to do it 10,000 times every weekend, so they turn to auto.
Yes, the Infiltrator is useful, but shouldn't every hull be? It would be pointless for players to even farm these, if they serve no purpose. If most players auto, then surely they should work in auto mode, otherwise it would be a waste of time to even build any in the first place.
Let's see how it pans out. Another week before we get to see if the Executor will be worth the grind.
On that note. The site got what appears to be a DDoS attack a bit earlier today, that lasted a couple of hours, so if anyone has experienced problems loading the page, you now know why.
About other problems, hope that nothing get worse, since we cannot do anything beside a spectator.
+1 Health slot
+1 weapon slot
Thanks, that was fast. I haven't even had a chance to farm a single fragment, yet. I take it there are no changes on the upper part of the stats list, other than what you’ve posted.
The data I implement will be an estimate of actual stats, though. Kix likes to present those in percentages and then do weird roundings. Max mass listed as a 10% increase, for instance, but then it turns out that it's closer to 9.5%.
Max mass when applied as percentage: 103363, 106463, 113699, 120934, 127136, 140573.
While for the Torus: 103363, 106211, 113159, 120108, 127056, 140000.
This is the weird rounding I mentioned. At Mk 6 it's closer to 35% than the listed 36%. But, as the data looks similar, I guess it should be the same, so I've used the Torus values.
Still missing data on mark-up time/ore, resists and hull XP at Mk 6.
About this:
Maybe KIX want to use all the mass that the Fleet Bay can handle, which is 144,000.
Only mark-up time/ore can be predicted by checking previous Dreads.
Only Liberatus resistance is increased, other resistance is the same as mk1.
Beside, yeah I have 3 fleets of Elite Infiltrators and a Torus so I finished getting Executor within less than 2 hours, right the time it is available.
https://www.kixeye.com/forum/discussion/783842
For now, the field generators don't list their full data. It takes a bit of coding, so I'll add it when I have more time, and Dade didn’t post all stats on the squadrons for other than level 3. I'll update them once they're available in-game.
No release dates on Mk 2-6 either, but I assume we’ll get those the following weeks, as per usual.
As a side note; Kix still can't seem to make up their minds, when it comes to the icons they use. An up arrow is forward hull speed, while fast forward is weapon speed, and yet they often use the latter to represent former. Talk about confusing their customers.
Here is the release date for Capitol mark-up and some equipment.
https://www.kixeye.com/forum/discussion/783896
And nah, players will get used to those icons lol.
I had used weapon mass reduction instead of hangar mass reduction. The code still differentiates between them, as they're two different slot types.
I think I need to stop working and sleep more. Completely missed the patch notes thread, but the dates are correct I see.
Dart I: 6,000
Dart II: 7,000; 65,000
Electron I: 5,000; 60,000
Electron II: 6,000; 65,000
Scorch I; 5,000; 70,000
Scorch II: 6,000; 75,000
The icons of the squadrons look exactly the same and don't even differ in size or layout, as other squadrons do. Everything is copied and pasted and stats only slightly modified. I would have expected them to at least have scaled the icons a bit, so you could get a visual representation of their levels.
They're getting really lazy these days.
However, the Special slots is unavailable in the Ship Planner, hope you fix the bug, as soon as possible.