Have you lost your mind. ? new special breakdown.

  • jooofro
    jooofro
    Potential Threat
    Joined Feb 2013 Posts: 33
    Vorlon25 said:
    The new specials only affect buildings and most buildings can already be destroyed in fairly short order anyway - IF - the attacking fleet survives long enough.

    In this raid we get offered the Javelin (again), a brand new highly buffed guard-ship, and a new longer range anti-ship mortar to go on it.

    So I would have thought on balance the prizes actually favour the defence.

    The new specials will be very good however for taking out Drac buildings in OPs and Raids which have always seemed far more resistant than the turrets we get allowed.

    Taking out a Drac 4-weapon cluster in half the time will halve your damage and your overall repair bill.


    Anybody between Level 40 and the low 50s knows on a DAILY basis that no base is safe thanks to the attentions of players 20 levels above them - and when they complain they're told to "man up or quit" - "stop demanding changes or quit" - "coin like a man or quit".

    Now apparently "some" previously invulnerable high level "bullies" are apparently wetting themselves over the prospect of their previously untouchable base being clobbered by all their past and present victims.

    Well it's only a game - so take your own advice - hit the repair button or quit ;)

    This is totally wrong.  Us so-called "bullies" will just use this measure against you little guys too.  We know how to repair.  We know exactly where the button is located.  You think we made it in rank by not using it?
    Jooofro (IGGY)
  • Aldo_The_Apache
    Aldo_The_Apache
    Skilled Warrior
    Joined Feb 2013 Posts: 413
    edited 21 Aug 2013, 4:57PM
    Yea I think ppl are over looking the potential of the guardian, Everyone keeps saying "Guards are whats stops attackers". Well apply that logic here... 1 Guardian puts enough morts in the air to rival 5 VMs w/Slider without the damage reduction. So that means putting 1 Guardian in your base can potentially add the fire power of 5 VMs and a second and you now overwhelm any ones hails.. So im not worried about the siege bonus at all... I think javs/guardians are gonna pound creeper fleets so badly they still gonna need to prep. So still need 2-3 fleets for a well oriented players base.
  • RainMakerX
    RainMakerX
    Strike-force Captain
    Joined Sep 2011 Posts: 800
    anyone that has played kixeye new game..... Vega Conflict could tell you that on that game Kixeye has armor slots on almost all buildings, including OP and all turrets. I see this around the corner to counter the new weapons and specials...
  • DoomsdayRebel_X
    DoomsdayRebel_X
    Force to be Reckoned With
    Joined Oct 2011 Posts: 1,970
    edited 21 Aug 2013, 5:06PM
    I run a Siege Scanner Arb with four dnx and a three mcx setup also. Only difference will be a fifth weaponized hull over the Arbiter so there will be 1/5 more DPS and a bit more armor.  Plus you won't have to get Arbiter SS In range to make it active.

    So to me that isn't that much different than what I run now.   Just easier to control and a bit more DPS is all.

    I think everyone is freaking out for nothing.
  • BitsMcCoy
    BitsMcCoy
    Minor Nuisance
    Joined Dec 2012 Posts: 116
    We also have to keep in mind the new assault mortars on a Guardian or DNX in your base guard. The "return fire" also just got a big boost. Add in the Combustion System form the forsaken missions and now you have to do 20 combat + to outrun the mortars. Creeper mortar fleets will take a beating no matter how much damage they do.
    Again its all strategy and testing.
    Hulls Won: Berzerker, Lightning Carrier, DNX, SCX, Spectre, Atlas Carrier, Goliath, Sting Ray, Vindicator, Rampart, Mauler, Mercury, Mako, Sawfish, Hurricane, Juggernaut, Barracuda, Interdictor, Super Fortress, Battle Ship, Battle Cruiser-X, Battle Cruiser, Sea Scorpion-A, Destroyer-X, Light Cruiser, Light Cruiser-X, Floating Fortress-A, HH-A, HH-B, Leviathan-A,Battle Barge-A

  • Louiekix
    Louiekix
    Minor Nuisance
    Joined Apr 2012 Posts: 299
    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    Magic, I believe that his concern is that turrets will now melt with ANY hull... 1 or 2 salvos and they are gone...  Siege mort Bs will take out any turret in just a couple hits... less than 5 seconds stop rendering cerbs all but useless as you don't need to stop for them with missile or mort fleet... even the strongest bases will not be able to hold fleets out.... currently siege cannon toilets are the best guards...  but without turrets to slow them down.... it will make guards the most important thing..... MAJOR pendulum switch in base hitting... ESPECIALLY for high levels.... NOT just low or mid level players....
  • Gazbeard
    Gazbeard
    Minor Nuisance
    Joined May 2012 Posts: 190
    Karma111 wrote: »
    Solution- Level 5 Turrets. 
    I'd settle for level 4 turrets with a special that gives you two special slots - one for the weapon and one for the mount
    LEVEL = 60
    Draconian Hulls won =
    Corvette, Frigate, Destroyer, Destroyer-X, Light Cruiser, Light Cruiser-X, Battle Cruiser, Battle Cruiser-X, Battleship, Juggernaut, Missile Cruiser, Missile Cruiser-X, Dreadnought-X
    Forsaken Hulls won = Battle Barge-A, Leviathan-A, Floating Fortress-A, Sea Scorpion-A, Hammerhead-A, Hammerhead-B, Hammerhead-C (Mauler), Goliath, Hurricane, (Freddy) Mercury, Spectre, Triton
    + enough armour to cover the planet, more rockets & torpedoes than I know what to do with, and assorted other bits and pieces of ammo, turretry & weaponry
  • nomadic flea
    nomadic flea
    Skilled Warrior
    Joined Aug 2011 Posts: 312
    when is kix going to consider,the vast majority of its  players,people who cant do every raid,people who dont coin,i know for a fact many people leve the game,simply because they cannot compete,once they get to ,and above level 40.prior to level 40,ALL players are near enough equal.by that i mean,they can all get the same weapons ships ect.
    guns in bases have been level 4 for over 2 years now.yes specials have been added,but all the best weapons and ships.can only  be obtained by doing the raids.ive seen so many people quit,because they just want to play BATTLE  pirates.not mini raids and hunts.youve created a two tier game.and people who just want to play a game ,will/have left ,because of the 2 tier system youve created.
  • darkid792
    darkid792
    Skilled Warrior
    Joined Jul 2013 Posts: 343
    edited 21 Aug 2013, 5:17PM
    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    heres the thing magic the triton hull imagine that and this new thing that gives you over 100% extra damage to buildings high levels players will kill anyone lower than them turning 40 for new players means death now. the forsaken missions dont mean dirt to the higher guys but bases do. they can now flatten a base with no skill needed, this is the worst thing yall have ever put into this game its to **** strong or do you want people to hit 40 and say forget the game because they cant live outside of a bubble? kixeye has officially taken skill outta the game now for base hits you need to nerf this crazy special.
  • Gixxer_Rix
    Gixxer_Rix
    Minor Nuisance
    Joined May 2012 Posts: 190
    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    Could not agree more..... actually, im sure i posted pretty much the same reply on page 9 lol
                                                                                                         Rixta lvl 74
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                                                                                                   HUGZ & RAINBOW'S
  • Bosun Yarg
    Bosun Yarg
    Skilled Warrior
    Joined Jun 2012 Posts: 377
    Magic's view is exactly what I fear about Kix's balance decision making.  The Drac's are always grossly overpowered/imbalanced - they have arbitrarily enhanced offensive and defensive capabilities and are capable of builds that are not 'legal' for players.  It seems to offset this difficulty they keep introducing new blueprints - be they hull/weapon/special/armor - to even out the playing field.  However they very rarely address the effect it has on the PvP aspect (both FvF and FvB).  To put it simply, the level of skill required to defend your base is much higher than the level of skill required to destroy it.  That balance keeps being skewed even more with each new 'improvement'.  In reality it is much simpler to destroy a base using the current ruleset/mechanics and grief player's bases than it is to defend against those actions.  Multiple fresh fleets can be used to 'prep' and ultimately destroy the base.  Its almost impossible to place sensitive/valuable facilities where they will be safe - and almost required to place them where they get blown up first if someone tries to enter.  

    Additionally the defender is at the disadvantage during attack as they get 'locked' into their base without using workarounds not built into the game.  Recently got to see first hand what a well coordinated group using teamspeak or another voice app can do when it comes to timing hits.  During the time it takes to reload your base you're already hit again.  

    Offline base defense is not really reliably feasible as many of the newer basers can only most effectively be stopped by controlling your fleet.  Even then you're stuck with a long repair that doesn't begin until you login again, and in the case of short bubbles, could mean your primary defenses are still repairing when it pops.  This isn't even including the insane repair times on a good base defense fleet - pretty much mandatory to have atleast two fleets to swap between hits.  But then you're stuck repairing the base defense fleet and can't repair anything else.

    All that is not even taking into account that you have to choose which specialized baser fleets you want to defend against, and try not to leave yourself wide open to the others.

    Magic - please tell me how you can honestly say the team is taking a 'big picture' look at these things?
    Yarg - Sector 11
    Raid Junkie - Virtual Owner of Stuff
  • Blazing_Darkness
    Blazing_Darkness
    Unicorn Overlord
    Joined Nov 2010 Posts: 8,162
    "We'll now be able to one shot a turret", I already do.

    "turning lvl40 will now mean death", it already does.

    All issues the new special causes, already exist in the game. If you're complaining about it now then you're late to the party. All this new special does is slightly amplify the issues.

    Turrets have been useless for a long time now. I'm sure a lot of people have figured out how to create a base that relies on the guard fleet instead of the turrets by now. It's time for the rest to catch up in that regard.
    I'm not saying accept the changes being made to the game, a lvl5 turret or something that boosts its armor is badly needed. However there are solutions out there.
    TOME Name: Blaze    Favourite Guardians: Osric (Pusher), Malbus (Tank), Talia (Slayer), Erebus (Tactician)
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  • Praetor of Locust
    Praetor of Locust
    Skilled Warrior
    Joined Jul 2011 Posts: 490
    It will be a sort of awkward FvF with a base in the way. Turrets an afterthought. lol.
    Praetor 
    Level 77

    Proud to be a Locust
    Formerly Known As Hastatior_locust Formerly on Forums as Hast at Work (Kixeye stole my post count!!!)
  • bruce_lee
    bruce_lee
    Force to be Reckoned With
    Joined Jun 2012 Posts: 1,735
    edited 21 Aug 2013, 5:26PM

    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    It is the scenarios where higher levels are attacking higher levels that are a concern for me.

    I understand the game has to change but it is the rate all these things are being introduced that is becoming alarming. It can take months to refit or build fleets to adapt and everything can change on the fly half way through a build. Stingrays combined with Piranha has made more then half my FvF fleets obsolete and slated for the scrap yard and now it looks like I will have to refit and rebuild my base and guard fleet. I am figuring about a year with current build times to adapt my fleets to the account for recent changes.

  • TheProphet
    TheProphet
    Potential Threat
    Joined Nov 2012 Posts: 74
    Liam, did you ever get a meaningful response from Kixeye on this?  It's hard to weed through the noise.
  • Praetor of Locust
    Praetor of Locust
    Skilled Warrior
    Joined Jul 2011 Posts: 490
    I think I'll start building a goofy mixed fleet. A high evade ballistic/missile "tank" up front, 2 lightly armored "DPS" tritons with siege missiles and new special, and a CM3 Hail "support" triton. Too bad there wont be room in my party errrr fleet for a healer or wizard, i mean hurricane.
    Praetor 
    Level 77

    Proud to be a Locust
    Formerly Known As Hastatior_locust Formerly on Forums as Hast at Work (Kixeye stole my post count!!!)
  • Bassenstein
    Bassenstein
    Minor Nuisance
    Joined Jan 2012 Posts: 259
    From a mid-level players prospective yes it does open up base hitting of many more bases. The problem is you will never get to because you cannot keep anyone out of your base. I'm not sure I could keep out a siege B fleet. Now add the special and use a triton. Game over.
  • psykik simon
    psykik simon
    Skilled Warrior
    Joined Aug 2012 Posts: 338
    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives. 

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome. 

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know. 


    whatever u do dont nerf it too 25% after few days im mid level and going to get payback with this baby !!!!!!


  • Max Last
    Max Last
    Unicorn Overlord
    Joined Nov 2011 Posts: 3,254
    edited 21 Aug 2013, 5:38PM

    I think I'll start building a goofy mixed fleet. A high evade ballistic/missile "tank" up front, 2 lightly armored "DPS" tritons with siege missiles and new special, and a CM3 Hail "support" triton. Too bad there wont be room in my party errrr fleet for a healer or wizard, i mean hurricane.
    Why not just use enhanced warhead and have half the bonus, but applied to both the buildings and the guards?

    ETA:  This is only scary at all on a DNX.   Even a DN there are hulls that provide weapon boosts about equal to this countering the value of the 4th special slot.  On every ship but the DNX it'll be an interesting choice, but only a choice.  I've said for well over a year the DN and it's 4th special slot was the turning point that accelerated the oscillation in the power curve, and this is just another fine example of why.
    Back to my exact same spot:  Tower west, sector 7. coords 3631,461
  • Mika Soutukorva
    Mika Soutukorva
    Skilled Warrior
    Joined Jun 2011 Posts: 340
    its not that you can kill any base you like.. but whine cos your own base is now in real danger???
    lvl. 61 
  • Bosun Yarg
    Bosun Yarg
    Skilled Warrior
    Joined Jun 2012 Posts: 377
    Couldn't agree more with Liam, what this really boils down to is more bases being crushed more of the time requiring more coin to play if your time has any sort of value to you at all.
    Yarg - Sector 11
    Raid Junkie - Virtual Owner of Stuff
  • Wyvern The PinkiePie
    Wyvern The PinkiePie
    Unicorn Overlord
    Joined Oct 2011 Posts: 3,769
    Well, looks like everyone is gonna do a mass ragequit because of this new special. Have fun trying to get everyone back, Kix. :))
  • predator1985
    predator1985
    Skilled Warrior
    Joined Jan 2013 Posts: 338
    the way i understand it when dnx came out you could pretty much take any base with em and same with mcx . i understand liams point and respect his stature in the game but i think with these new base defenders you could totally hold off such a fleet. when threshers came out they were also unstoppable. each time something like this has happened its been near enough impossible to stop untill a few months later when kixeye balances it all out. im thinking possibly a module with bonuses to turrets in its range. or something within that nature i know kix will think of something
  • Target
    Target
    Unicorn Overlord
    Joined Oct 2011 Posts: 4,296
    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    So to summaries, Low lvls can damage a little more meaning they may have a slightly bigger chance at actually destroying a turret when they hit a higher level player. 

    Well isnt that lovely, meanwhile at the high end of the game the whole **** system just fell apart. 

    Lets cut the ballshit and be real. more crushed bases mean more coins. kixeye dont want smart players building strong bases that players cant get into. overall its a reduction is revenue. 

    you can paint a pretty picture of this ****. but i know exactly what kind of **** im looking at. and i wont be fooled.
    The game is always swinging from one end of the scale to another, i'm sure it will not belong before we get another addition to base defense. 
    loading
  • bruce_lee
    bruce_lee
    Force to be Reckoned With
    Joined Jun 2012 Posts: 1,735
    edited 21 Aug 2013, 5:50PM
    I understand what Kixeye is trying to do by leveling the playing field a little for the lower level but I think this was a very ill thought out way to do it even if I can respect the goal.

  • Captain_Nash
    Captain_Nash
    Minor Nuisance
    Joined Sep 2012 Posts: 165
    Liam, did you ever get a meaningful response from Kixeye on this?  It's hard to weed through the noise.
    Guaranteed Liam didn't get any personal response. They are going to run from this until the players have had enough....just saying.
    Liam, did you ever get a meaningful response from Kixeye on this?  It's hard to weed through the noise.

    "SUCK IT UP BUTTERCUP"......THAT'S MY FINAL WORD.
  • Weresquirrel
    Weresquirrel
    Unicorn Overlord
    Joined Sep 2011 Posts: 9,977

    Sorry to chime in on this kind of late (there was a lot to read through), but I think there are a few things to consider regarding the new Siege Targeting that's up for grabs during this event. Liam provides one perspective regarding the new special - typically trending towards the higher level players. On that notion, I can understand the concern associated with the special and the possibility of its overpowered-ness (not really a word, I know). The great thing about Battle Pirates is that it is an iterative game; I believe that the team has taken this into consideration and has built this special accordingly - especially, in regards to looking at the special as a whole, from a variety of perspectives.

    I think one piece that is being overlooked the use for low to mid level players. Folks were glad when we introduced hulls in Forsaken Missions as it gave the low-mid level players a chance to get hulls and equipment that would help them progress in the game. It is seen this way as well. The Siege Targeting will help players, not only in base attacks, but in Forsaken Missions and events where buildings may be present.

    I feel that what Liam is describing (and he can correct me if I'm wrong) is the concern that less skill is involved when attacking a player's base. I think that this is primarily a concern when the two are of the same skill/progress level. For example, if a player like Liam were to attack someone in their mid-40s, having the Siege Targeting special wouldn't really change much in the outcome.

    When looking at the Siege Targeting special as a whole, I think there are many benefits to lower and mid level players that will help them progress in the game. The concern that has been brought up by many players is warranted and it is something that we will be monitoring in the days after the event.

    If I've missed anything or possibly misinterpreted something, please let me know.
    MagicSarap, you seem to have posted this at about the same time as I was starting a thread from a perspective that focuses on the late midgame.  Would you have a look there?  The focus is somewhat different from this thread but it pretty much agrees with Liam's conclusions.
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