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.
I agree on the usefulness for the lower levels. I also don't think the special will create a major misbalance with MC X and blitz fleets, which are mainly stopped by def fleets as it is.
HOWEVER, I fully agree with Liam as to the catastrophic impact this special will have in conjunction with Siege Mort B and Shockwave Q. The Siege special can easily replace a defensive special like GS3 here, because what it's doing is basically creating mort fleets which have to stop for only the shortest amounts of time. The way to counter mort fleets is to delay them so your long-range weapons can hit them. So what this special does, especially in conjunction with Tritons, is create "rush mort fleets". And I don't see any base that could possibly hope to defend against such a fleet, at least not without making itself fully vulnerable to all other kinds of attack.
With Kixeye often using the words "we're aware of that problem" interchangeably with "we'll utterly ignore it", I wonder if they got both terms mixed up to such an extent that they have internally coined the neologisms "ignoreness" and "awarance" without even noticing.
If I've missed anything or possibly misinterpreted something, please let me know.
Yes, you & development guys missed a lot !.
Just ask ( do not believe me) how many levels 45 - 55 players were attacked by a level similar to them. When I attack my own level, they almost never try any meaningful retaliation anymore.
You have a few very biased fleets to the high level players and nothing in the middle. Merc was a good development, however it's not enough. You gave away mercs. but you didn' t make Siege F missiles available to most 45 - 55's; you gave away Maulers but there is nothing like Q shock available for most , because they just started getting Tier 3 and before they can fill in enough spaces and get it, the game will move on.
Also, if you ask those high level heavy coiners that were at the top of the game for a while of their opinions on the latest developments, they will absolutely agree with Liam. If you ask those high level players that do not spend much, they will also agree with Liam. Only those that started spending recently, will disagree. And it' s obvious why, they haven't been burned out by spending money on the fleets and watching them become inadequate within a few short months, yet.
So, ask yourselves (whoever likes the latest BP development & KE team) , what is percentage of all very active players are those that just started their fleet expansions ? Will they and the game overall benefit when only those players will remain active & happy and the rest become estranged ?
Finally, if KE development team does take this route, the only way not to see the game die, is to release the genie for all, make Q Shocks & Siege available for most 45 - 55 players in the monthly raids (although in that case, most will miss legendary players in their own sectors saying, .. " XXXX , XX, I had enough." )
1. would anyone like to place a bet with me that after siege targeting 3 comes out that there will not be another base/outpost raid again do to the fact it would be to easy
2.what about the few new members that are joining and miss out on this and it doesn't come out for a long time, with the new lvl system they can hit 40 in a month or 2 and be at the mercy of ST3 and be at a severe disadvantage more of a disadvantage we were ever at
ST3 equals a red glowing butter knife that goes through the butter the tub the butter came in and halfway through your counter
LVL: 58
Hulls: BB-A, Levi-A, HH-A, HH-B, LC, LCX, BCR5, BCXR5, Jugg, BS, Hurricane, MercuryR5, MaulerR5, VindiR3, DNX, Sectors: 125,384 User ID is: 1848740
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.
Yea like why are Mercs up there again?? Put up specs at least....and those Arcs are useless. How about all those Javs & Halos in that base we have to hit? Top prize not worth it!!
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.
Ain't true. Most of 50 - 55's are with you on it, because while we are taking tier 3, we haven't seen Q shocks and will not likely to see them for four more weeks. It will also take us a while to get the fleets together. However, now, it will take even longer because we will have to figure out how to improve our bases so we could do at least some meaningful damage (I was able to stop 95 % of dreads, now, unless I am online, it just looks bad... , which would be fine, but taking even more damage would just make all of my efforts a joke).
Only those that recently got DREDS & Q shocks and had a budget to coin them, do disagree with you. However, what they do not realize, is that they will be in your shoes a few months from now.
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.
thanks for replying. I personally do not mind the prizes but my only raised eye brow comes from 2 things. Why is the Merc being offered for the 3rd time in 5 months and why on gods green earth are arc missiles being offered in the raid?
I understand newer players want these items and, I do not have an issues but the arc missiles SHOULD be in the FMs and not wasting raid prize slots. Alloy specials or armor would have been a much better option. Even the phalanx or Hails (which should also be in the FMs).
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.
Yea like why are Mercs up there again?? Put up specs at least....and those Arcs are useless. How about all those Javs & Halos in that base we have to hit? Top prize not worth it!!
Have you been playing this game? Spectres were re-released not very long ago at tier 5. There is no way they can be thought of to replace the Mercs, and you think the top prize is not worth it??? :-?
the arc missiles SHOULD be in the FMs and not wasting raid prize slots. Alooy specials or armor would have been a much better option. Even the phalanx or Hails (which should also be in the FMs).
All of this is truth.
Back to my exact same spot: Tower west, sector 7. coords 3631,461
totally agree with liam on this one magic with the fleets people are building with high damage as it is do you fruitloops really think a turret that has what 12,000 damage points cant stand up to a fleet of ships throwing 40,000 building damage at them per volly low level mid range lvl or high level no base is going to withstand that.. guess maybe team better look at it a little closer with a microscope...
Anyone notice that in the video they did not show any of the higher lvl bases....? I really wish they would have because IF they did nerf it down then, I think that might...MIGHT have appeased some of the complaints.
On another note to this, by adding in the Siege Targeting equipment you'll be sacrificing something along the lines of mobility or damage mitigation (or any other utility, Evade for example). At it's core it's the survivability against damage output. Furthermore, the base guarding fleet hasn't really been taken into consideration in these viewpoints (even if you don't include the Guardian); so yes, you'll do more damage to buildings and turrets, but you'll still be getting hit by the base guarding fleet - Siege Targeting has no beneficial effect to these ships.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Anyone notice that in the video they did not show any of the higher lvl bases....? I really wish they would have because IF they did nerf it down then, I think that might...MIGHT have appeased some of the complaints.
I like ur sig, mind sharing the name of the MOD? and yah I see Kixeye nerfing the new spec for the sake of the game's balance.
@Cpt Chris For the last time, no arbiter module forces subs to the surface. Have you finally understood? That is why I also said: You were confused with the Depth Charge.
You really like to make fool of yourself don't you? There is a check mark next to the thread's name on the top left, click it and you won't get a single notification about this thread.
DevNul said: You really like to make a fool of yourself don't you! If there was one I'd use it!
DevNulsaid: you better ask Cpt Chris about that when I eventually find him/she/it.
IronGunns said: Cpt Chris, your a noob!! the Subsonic Cavitator is a Arbiter Mod that makes nearby subs to surface....look before you speak
RW Miller said: you are taking that 65% damage reduction if you use it.. This has never showed up on the turret just in description in lab
the arc missiles SHOULD be in the FMs and not wasting raid prize slots. Alooy specials or armor would have been a much better option. Even the phalanx or Hails (which should also be in the FMs).
All of this is truth.
I have all the Arcs, all the Hails AND all the Phalanx, so who cares? Oh yeah, I have the Alloys (sic: Alooy) too!
the arc missiles SHOULD be in the FMs and not wasting raid prize slots. Alooy specials or armor would have been a much better option. Even the phalanx or Hails (which should also be in the FMs).
All of this is truth.
I have all the Arcs, all the Hails AND all the Phalanx, so who cares? Oh yeah, I have the Alloys (sic: Alooy) too!
I do too but fortunately you and, I are not the only ones playing this game.
@Cpt Chris For the last time, no arbiter module forces subs to the surface. Have you finally understood? That is why I also said: You were confused with the Depth Charge.
You really like to make fool of yourself don't you? There is a check mark next to the thread's name on the top left, click it and you won't get a single notification about this thread.
DevNul said: You really like to make a fool of yourself don't you! If there was one I'd use it!
DevNulsaid: you better ask Cpt Chris about that when I eventually find him/she/it.
IronGunns said: Cpt Chris, your a noob!! the Subsonic Cavitator is a Arbiter Mod that makes nearby subs to surface....look before you speak
RW Miller said: you are taking that 65% damage reduction if you use it.. This has never showed up on the turret just in description in lab
Throw siege targetting into a fleet vs fleet build, take the base and the guard fleet. Very doable now. Also need a lot less 'building' fire power now, so can just load up with assault mortars or missiles on your other hulls and take it all. Seriously, you need some more objective testers before you introduce this stuff. Its like you guys came up with idea at the office barbecue after everyone had tossed down a few brews.
MMMM idk.... non coiners always behind the 8 ball on fire power and armor. Siege targeting will help out for them 37 salvos to get alliance pts. Help out wackin bases too. No - i wont get past teir 3 - if i get that far. Already nothing ya can do if someone 20+ levels above ya hits your base. Just hit repair and don worry bout it......
Dry dock would be a big hep.... winning stuff and researching stuff all the time. Putting it onna ship is another story. Dread #2 is gonna keep the shipyard tied up awhile yet. Then its going to be the lvl 10 ships.... refitting older ships just doesnt ever get in the schedule...... I got like 20 sw's i could put harden barrels II on (like 16 hrs a piece) dread will be done in like 12 days....
Still havent built drone ship - 10 days for a new one or seven for a refit. I got nine fleets and all have stuff that could be refit. (recently opened stuff)
I bet i could keep three shipyards busy and still be behind.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Much as I usually dislike giving away fleets, allow me to then introduce OVERBOOM, my planned refit of my current King Boom fleet. Substitute shock Q for L, Siege B for S, and Siege 3 for Cluster Warhead 2
I was pretty sure my base could defeat it before the change, having dropped speed system for Siege 3 on the Triton I'm 100% sure my base would stop it. But I don't care. One volley from OVERBOOM itself is an adjusted 9,600 building damage after taking into account splash accuracy adjustment, magic Kixeye math dividing it in half, and 50% cut by ablative turret special. The 16 shock Qs don't have siege equipment because the DNX are literally there just to kill guards and overpower double bombard coverage and act as extra armor to soak javelin until guards and bombards are dead. There are better mortar fleets out there, even better mortar fleets that people have posted fleet design for. This one is mine and I'm quite happy with it. Something like the suggested 30 Shock Q DNX fleet mentioned earlier in the thread may be more powerful, may even be a better fleet. You can certainly come up with more extreme examples of using Siege Equipment like Liam's suggested 30 Siege Cannon SC-X blitzer. However, I must say with all due humility, I doubt there are many more delicately and elegantly balanced fleets in existence. I am rather pleased with the juxtaposition of 20k of armor dropping a one-volley turret kill and the words 'delicate and elegant balancing'. I typically run my fleets rather light on armor, in my personal opinion any armor over a, let's say, 10% margin that I come home with means either the base wasn't worth my time, or it was wasted weight. But there are bases out there where I truly wanted a bruiser, and I can't help but feel this is a beautiful one.
I digress. My point is, there are undoubtedly more extreme example fleets that could be built but I have faith that the people who wrote the game can come up with those just as easily as I could. You want example fleets, though, this is what I consider to be a near perfect blend of the technology, without simply veering into excess.
ETA: And now having posted an actual fleet, queue the hater brigade explaining how their base could beat it with 3 levi guards and sentinels with Depleted Uranium Shells 3.
Back to my exact same spot: Tower west, sector 7. coords 3631,461
On another note to this, by adding in the Siege Targeting equipment you'll be sacrificing something along the lines of mobility or damage mitigation (or any other utility, Evade for example). At it's core it's the survivability against damage output. Furthermore, the base guarding fleet hasn't really been taken into consideration in these viewpoints (even if you don't include the Guardian); so yes, you'll do more damage to buildings and turrets, but you'll still be getting hit by the base guarding fleet - Siege Targeting has no beneficial effect to these ships.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Ok then lets look at it this way how many people can get t3 just about everyone over say 30, How many people are going to be able to get the t5.... I know my best fleet the Ray is going to be useless ever seen D33z trying to take out walls? then for those who DO get the new hull How long to build a fleet or how much to coin a fleet compared tot he cost of just refitting 5 specials in a fleet. as for the highlighted part you are correct but it does increase the BUILDING dmg to weapons that may have a higher dmg to ships but lower dmg to buildings. Heard of Shockwave mortars How about the dmg on the Q to both ship and the increased building dmg by 75% with this special.
Fleet defense are either kinda of stationary so it could be 4 or 5 dnx with shock q focusing on 1 guard fleet in which case the attacker has the advantage already. or you can set your guards to patrol and kind of stack but then they stop at a set positions all stacked together so that they would all be getting hit by the splash dmg and since they don't move are not avoiding the dmg where as the attacking fleet can kind of move out of the way of some of the incoming dmg with good driving, because we all know that driving a guard fleet is BAD. yah place more hails and that cuts down on the dmg you are able to do and since turrets are now dying about instantly you will have to require your guard fleet to compensate for the dmg lose of the turrets.
On another note to this, by adding in the Siege Targeting equipment you'll be sacrificing something along the lines of mobility or damage mitigation (or any other utility, Evade for example). At it's core it's the survivability against damage output. Furthermore, the base guarding fleet hasn't really been taken into consideration in these viewpoints (even if you don't include the Guardian); so yes, you'll do more damage to buildings and turrets, but you'll still be getting hit by the base guarding fleet - Siege Targeting has no beneficial effect to these ships.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Ill gladly remove my hullstream3 and put this on instead
Kixeye hasn’t done as much to annoy its users as other game companies have. It doesn’t sell decorations for games and try to milk gamers for all they’re worth, and it doesn’t sell advanced weaponry that will allow rich gamers to wipe out poor gamers. But it does allow users to accelerate time in the game. Rather than wait for something to be developed, a user can pay to accelerate the build time for units.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Much as I usually dislike giving away fleets, allow me to then introduce OVERBOOM, my planned refit of my current King Boom fleet. Substitute shock Q for L, Siege B for S, and Siege 3 for Cluster Warhead 2
I was pretty sure my base could defeat it before the change, having dropped speed system for Siege 3 on the Triton I'm 100% sure my base would stop it. But I don't care. One volley from OVERBOOM itself is an adjusted 9,600 building damage after taking into account splash accuracy adjustment, magic Kixeye math dividing it in half, and 50% cut by ablative turret special. The 16 shock Qs don't have siege equipment because the DNX are literally there just to kill guards and overpower double bombard coverage and act as extra armor to soak javelin until guards and bombards are dead. There are better mortar fleets out there, even better mortar fleets that people have posted fleet design for. This one is mine and I'm quite happy with it. Something like the suggested 30 Shock Q DNX fleet mentioned earlier in the thread may be more powerful, may even be a better fleet. You can certainly come up with more extreme examples of using Siege Equipment like Liam's suggested 30 Siege Cannon SC-X blitzer. However, I must say with all due humility, I doubt there are many more delicately and elegantly balanced fleets in existence. I am rather pleased with the juxtaposition of 20k of armor dropping a one-volley turret kill and the words 'delicate and elegant balancing'. I typically run my fleets rather light on armor, in my personal opinion any armor over a, let's say, 10% margin that I come home with means either the base wasn't worth my time, or it was wasted weight. But there are bases out there where I truly wanted a bruiser, and I can't help but feel this is a beautiful one.
I digress. My point is, there are undoubtedly more extreme example fleets that could be built but I have faith that the people who wrote the game can come up with those just as easily as I could. You want example fleets, though, this is what I consider to be a near perfect blend of the technology, without simply veering into excess.
ETA: And now having posted an actual fleet, queue the hater brigade explaining how their base could beat it with 3 levi guards and sentinels with Depleted Uranium Shells 3.
On another note to this, by adding in the Siege Targeting equipment you'll be sacrificing something along the lines of mobility or damage mitigation (or any other utility, Evade for example). At it's core it's the survivability against damage output. Furthermore, the base guarding fleet hasn't really been taken into consideration in these viewpoints (even if you don't include the Guardian); so yes, you'll do more damage to buildings and turrets, but you'll still be getting hit by the base guarding fleet - Siege Targeting has no beneficial effect to these ships.
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Ill gladly remove my hullstream3 and put this on instead
Most people put hullstream on DNX because they have that extra slot and it adds no weight, if I am correct. If thats the case, to fit this new special on, youd still have to drop some weight by means of another special or armour or something.
Im not disagreeing with the OP or the many posts here talking about the overpoweredness of these specials and the new morts, because its a concern to me too. But I also realize that in order to use this special Im either dropping a defensive special or a damage causing special. Weighing the benefit of each if done right will make the special either awesome or detrimental.
How a new game strategy was born...- "Hey, I have an idea how we can make more money!" - "Spill it!"- "Lets raise the bar so much that all current ships builds AND base designs become obsolete overnight and need total refit/redesign."- "Why would we do that?!- "Isn't it obvious? That will force everybody to refit and redesign everything! And since that takes so long, many will coin it."- "Hmm...I like it! So how do we raise the bar?"- "Give out Raid prizes so powerful that anybody with a hull that has SOME base hitting qualities can level even a really good base."- "That would be mean!"- "Yep"- "Hmm...I like it!"- "And lets make the raid SO hard that EVERYBODY will need to coin to get the new prizes."- "But if its too hard, won't people just skip the raid?"- "They can, but if they do, THEY WILL BE FARMS FOR 6 MONTHS before the prizes come back."- "Hmm...I like it!"- "Because it will be impossible to defend against tier3 & tier4 prizes if you dont have BOTH tier5 prizes! (and more)- "HMM...I LIKE IT! LETS DO IT!"<br />
HOWEVER, I fully agree with Liam as to the catastrophic impact this special will have in conjunction with Siege Mort B and Shockwave Q. The Siege special can easily replace a defensive special like GS3 here, because what it's doing is basically creating mort fleets which have to stop for only the shortest amounts of time. The way to counter mort fleets is to delay them so your long-range weapons can hit them. So what this special does, especially in conjunction with Tritons, is create "rush mort fleets". And I don't see any base that could possibly hope to defend against such a fleet, at least not without making itself fully vulnerable to all other kinds of attack.
2 things
1. would anyone like to place a bet with me that after siege targeting 3 comes out that there will not be another base/outpost raid again do to the fact it would be to easy
2.what about the few new members that are joining and miss out on this and it doesn't come out for a long time, with the new lvl system they can hit 40 in a month or 2 and be at the mercy of ST3 and be at a severe disadvantage more of a disadvantage we were ever at
ST3 equals a red glowing butter knife that goes through the butter the tub the butter came in and halfway through your counter
Sectors: 125,384
User ID is: 1848740
The feedback that gets posted here does get read and discussed with the team. The statistics that are listed regarding damage are one piece of information, working with specific fleet loadouts is much more helpful in verifying the claims that people have here - we're more than willing to check them out. There are lot of information missing from just posting the numbers.
Raid Junkie - Virtual Owner of Stuff
Raid Junkie - Virtual Owner of Stuff
Ok then lets look at it this way how many people can get t3 just about everyone over say 30, How many people are going to be able to get the t5.... I know my best fleet the Ray is going to be useless ever seen D33z trying to take out walls? then for those who DO get the new hull How long to build a fleet or how much to coin a fleet compared tot he cost of just refitting 5 specials in a fleet. as for the highlighted part you are correct but it does increase the BUILDING dmg to weapons that may have a higher dmg to ships but lower dmg to buildings. Heard of Shockwave mortars How about the dmg on the Q to both ship and the increased building dmg by 75% with this special.
Fleet defense are either kinda of stationary so it could be 4 or 5 dnx with shock q focusing on 1 guard fleet in which case the attacker has the advantage already. or you can set your guards to patrol and kind of stack but then they stop at a set positions all stacked together so that they would all be getting hit by the splash dmg and since they don't move are not avoiding the dmg where as the attacking fleet can kind of move out of the way of some of the incoming dmg with good driving, because we all know that driving a guard fleet is BAD. yah place more hails and that cuts down on the dmg you are able to do and since turrets are now dying about instantly you will have to require your guard fleet to compensate for the dmg lose of the turrets.
Wil Harbin said:
Kixeye hasn’t done as much to annoy its users as other game companies have. It doesn’t sell decorations for games and try to milk gamers for all they’re worth, and it doesn’t sell advanced weaponry that will allow rich gamers to wipe out poor gamers. But it does allow users to accelerate time in the game. Rather than wait for something to be developed, a user can pay to accelerate the build time for units.
Level 77
Proud to be a Locust
Formerly Known As Hastatior_locust Formerly on Forums as Hast at Work (Kixeye stole my post count!!!)
How a new game strategy was born...
- "Hey, I have an idea how we can make more money!"
- "Spill it!"
- "Lets raise the bar so much that all current ships builds AND base designs become obsolete overnight and need total refit/redesign."
- "Why would we do that?!
- "Isn't it obvious? That will force everybody to refit and redesign everything! And since that takes so long, many will coin it."
- "Hmm...I like it! So how do we raise the bar?"
- "Give out Raid prizes so powerful that anybody with a hull that has SOME base hitting qualities can level even a really good base."
- "That would be mean!"
- "Yep"
- "Hmm...I like it!"
- "And lets make the raid SO hard that EVERYBODY will need to coin to get the new prizes."
- "But if its too hard, won't people just skip the raid?"
- "They can, but if they do, THEY WILL BE FARMS FOR 6 MONTHS before the prizes come back."
- "Hmm...I like it!"
- "Because it will be impossible to defend against tier3 & tier4 prizes if you dont have BOTH tier5 prizes! (and more)
- "HMM...I LIKE IT! LETS DO IT!"
Im not disagreeing with the OP or the many posts here talking about the overpoweredness of these specials and the new morts, because its a concern to me too. But I also realize that in order to use this special Im either dropping a defensive special or a damage causing special. Weighing the benefit of each if done right will make the special either awesome or detrimental.
Hilarious