Kixeye I notice the cobra scatter-gun is limited to 5 redemptions. So some folks already have 15 or 20 of these weapons. Those of us who have just got the tiger shark will always be 20 guns short of competing with those pirates. This is just one example of how this screws the player trying to catch up. It is impossible. Please consider a larger redemption say 10-15 but cap max so those who already have 20 can only increase by 5. This applies to all the limited prizes. I don't expect to catch up in one raid but at least make it possible over a 3-4 raid cycle. Limit weapons are stupid for this and many other reasons.
Please consider adding build tokens in the raid prize, no point grinding for the new hull if you already have the HC for tanking or templar/crusader arbalest combo. For once this looks like a skipeable raid to me.
The tokens were eliminated, due to people getting tokens first, then using them to refine fleets, for further points in the raid. In other words further cutting bottomlines, so they were eliminated.
Also kixeye has a history of eliminating things, that benefit the players without coins involved.
This is my Tin hat thinking, but the only one that makes sense.
What I don't see are the build times. The repair times look good.
If you built five of them with 10 of the new rail guns each, you're looking at 2 hours repair for each ship, or 4 per hull, 20 for a fleet which would be a step in the right direction for repair times. However, when you start adding in the armor and specials, it's going to be another 30+ coin fleet to repair.
If Kixeye really wants to do something good that is long overdue, reduce the repair times on specials by 50% across the board.
I added the times to the briefing just now.
Punisher: 5d 11h 53m 25s
Railgun: 10h 43m 25s
And build Time for hull is going UP not down , Doomrooster , did your team read "State of the game" or was it just smoke and mirrors ?
What I don't see are the build times. The repair times look good.
If you built five of them with 10 of the new rail guns each, you're looking at 2 hours repair for each ship, or 4 per hull, 20 for a fleet which would be a step in the right direction for repair times. However, when you start adding in the armor and specials, it's going to be another 30+ coin fleet to repair.
If Kixeye really wants to do something good that is long overdue, reduce the repair times on specials by 50% across the board.
I added the times to the briefing just now.
Punisher: 5d 11h 53m 25sRailgun: 10h 43m 25s
And build Time for hull is going UP not down ,
Doomrooster , did your team read "State of the game" or was it just smoke and mirrors ?
I've been playing Battle Pirates since August 2015 (more then year+), but I never seen Heavy Plating III appear as reward in any previous raid or weekly Forsaken Mission. Kixeye, pretty please, can you make it appear as prize at this raid? Please?
Thanks, WarStalkeR.
Maybe August 2014 is what you meant?
Not sure what calendar you run on, but on the Julian calendar, August to January is only 5 months.
What I don't see are the build times. The repair times look good.
If you built five of them with 10 of the new rail guns each, you're looking at 2 hours repair for each ship, or 4 per hull, 20 for a fleet which would be a step in the right direction for repair times. However, when you start adding in the armor and specials, it's going to be another 30+ coin fleet to repair.
If Kixeye really wants to do something good that is long overdue, reduce the repair times on specials by 50% across the board.
I added the times to the briefing just now.
Punisher: 5d 11h 53m 25s
Railgun: 10h 43m 25s
And build Time for hull is going UP not down , Doomrooster , did your team read "State of the game" or was it just smoke and mirrors ?
Their way of "gating the cost" I think? Remember when Uranium was added to Forsaken retrofits? I do. I fought them tooth and nail over it. They don't know how to gate properly, and so things constantly get out of hand, and they even go back on their own word. Hahaha! What's new?
"We shall defend our island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender." -Winston Churchill
“We can throw stones, complain about them, stumble on them, climb over them, or build with them.” - William Arthur Ward
"I get my tech. I do it for free. Kix ain't go no strings on me. Weeee!" -thedragonslay3r
Kixeye I notice the cobra scatter-gun is limited to 5 redemptions. So some folks already have 15 or 20 of these weapons. Those of us who have just got the tiger shark will always be 20 guns short of competing with those pirates. This is just one example of how this screws the player trying to catch up. It is impossible. Please consider a larger redemption say 10-15 but cap max so those who already have 20 can only increase by 5. This applies to all the limited prizes. I don't expect to catch up in one raid but at least make it possible over a 3-4 raid cycle. Limit weapons are stupid for this and many other reasons.
why should you who has 10 scats get more than me who has 61 scats, mine r from vanguards which u obviously didnt do
Kind of sucks that there are no tokens, this was a big help for finishing fleets and usually my greatest reason to blow $10 in coins on the raid. With it gone I will probably just grind out the new hull and weapon then do what I actually planned this weekend haha
No tokens again and another long build on the hull. You guys really are as clueless as you appear. Glad I've already found another game to spend my coin on. Oh, great job on reducing build times on what, 5 items? Out of hundreds? ,,!,,
If the punisher has a 40% increase in range. What is it with nuclear accelerators with the new gun or arb? And yes I'm lazy
Range would be about 105
Nope 95....just like arbalest crusaders.
Pierce range is greater. Personnally I think that's an overrated stat.
By my figures if you hit a frontline turret at max range, the pierce will go over 180, 97 pierce range. this will rip up bases from the outside
Pierce range on the new weapon is the same as the Arbalest. Nothing to see here...
There's a pierce range buff of +35 on the new hull.
True, but does the pierce range add to the max range? I would say not. I think it means that it will simply pierce further, up to the max range of 95.
Pretty sure that's not how pierce range works. As I understand it, pierce range is the range beyond a target that a round will travel. For you to hit a target, it must be in the base range. But the pierce range is the total travel range of the shell.
Since the D110 has a base range of 50 and a pierce range of 62, it will natively continue beyond a max-range target for another 12 units. With the max 0.9 multipliers from HB3 and Crusader/Templar/Punisher, the range will be 95 and the Pierce Range will be 62*1.9 or 117.8. With the +35 boost it would be, I guess, 152. So that means that if you can arrange your targets in a straight-ish line (considering the new ballistic spread attribute), if you have one at 95 and one at 152, you'll do max damage to the first and 85% damage to the other (due to pierce damage decay).
The hull looks great, but cant say im impressed by the new rail gun. It a slightly better version of the arbalest. Tho it has better piercing range and decay, at 95 range it still suffers in usefulness. I expected a range boost on hull of 45% to bring it in range with the newer weapon line to be capable of competing with all the 98+ ranged weapons.
Overall id say get the hull, but the weapon is not a must have unless you can gather sufficient ptn for both..
What I don't see are the build times. The repair times look good.
If you built five of them with 10 of the new rail guns each, you're looking at 2 hours repair for each ship, or 4 per hull, 20 for a fleet which would be a step in the right direction for repair times. However, when you start adding in the armor and specials, it's going to be another 30+ coin fleet to repair.
If Kixeye really wants to do something good that is long overdue, reduce the repair times on specials by 50% across the board.
I added the times to the briefing just now.
Punisher: 5d 11h 53m 25s
Railgun: 10h 43m 25s
And build Time for hull is going UP not down , Doomrooster , did your team read "State of the game" or was it just smoke and mirrors ?
Their way of "gating the cost" I think? Remember when Uranium was added to Forsaken retrofits? I do. I fought them tooth and nail over it. They don't know how to gate properly, and so things constantly get out of hand, and they even go back on their own word. Hahaha! What's new?
To be fair, the Punisher's build time is exactly the same as a crusader, and the Railgun is half the build time of an arbalest.
Frankly, it seems the OLD weapons ought to have a lesser build time, since they're not as effective, but that's just me.
The hull looks great, but cant say im impressed by the new rail gun. It a slightly better version of the arbalest. Tho it has better piercing range and decay, at 95 range it still suffers in usefulness. I expected a range boost on hull of 45% to bring it in range with the newer weapon line to be capable of competing with all the 98+ ranged weapons.
Overall id say get the hull, but the weapon is not a must have unless you can gather sufficient ptn for both..
I agree with you. Range is life. The range on new gun should be 52 (90% buff with hull+NukeAcc would bring it to 98.8). It should be in line with UAV , Blade+Harrier Missiles. The piercing range decay should be reduced in half but gun range should be increased by 2.
The hull looks great, but cant say im impressed by the new rail gun. It a slightly better version of the arbalest. Tho it has better piercing range and decay, at 95 range it still suffers in usefulness. I expected a range boost on hull of 45% to bring it in range with the newer weapon line to be capable of competing with all the 98+ ranged weapons.
Overall id say get the hull, but the weapon is not a must have unless you can gather sufficient ptn for both..
I agree with you. Range is life. The range on new gun should be 52 (90% buff with hull+NukeAcc would bring it to 98.8). It should be in line with UAV , Blade+Harrier Missiles. The piercing range decay should be reduced in half but gun range should be increased by 2.
I disagree, for a long time (up until arbs I think) the different classes had different reserved ranges that boosted the strategy of the game. Rockets (short), mortars/ballistic (medium), missles (long), and UAVs (extra long) were balanced by things like damage type, boosts, etc. while not having the same range. If everything is 98 range then the different attributes of the separate hulls/weapons are virtually meaningless and turn this into a very boring game.
So it seems that everything is lvl locked. As a 57 I tend to grind out tier B. It does not look like I will be able to now. That is the main thing I would like changed.
How about adding some other specials like Evade Upgrade and Speed Upgrade to the prize list. Something we can actually redeem without having to get the top prizes.
There is a discrepancy on the picture posted in the announcement thread and the ones attached for the Punisher. In the posted image, it shows 500/500 Assault/Siege Deflections. But on the attached images, it shows 300/600 Assault/Siege Deflections.
Please ignore attached images. They are generally added while I am working on the post as placeholders, prior to final tuning. The images posted in the briefing are correct.
Also kixeye has a history of eliminating things, that benefit the players without coins involved.
This is my Tin hat thinking, but the only one that makes sense.
Where are the scourge torpedo's? Charon and styx. We need these added.
Doomrooster , did your team read "State of the game" or was it just smoke and mirrors ?
It's being looked into bub. No worries.
Not sure what calendar you run on, but on the Julian calendar, August to January is only 5 months.
Since the D110 has a base range of 50 and a pierce range of 62, it will natively continue beyond a max-range target for another 12 units. With the max 0.9 multipliers from HB3 and Crusader/Templar/Punisher, the range will be 95 and the Pierce Range will be 62*1.9 or 117.8. With the +35 boost it would be, I guess, 152. So that means that if you can arrange your targets in a straight-ish line (considering the new ballistic spread attribute), if you have one at 95 and one at 152, you'll do max damage to the first and 85% damage to the other (due to pierce damage decay).
The hull looks great, but cant say im impressed by the new rail gun. It a slightly better version of the arbalest. Tho it has better piercing range and decay, at 95 range it still suffers in usefulness. I expected a range boost on hull of 45% to bring it in range with the newer weapon line to be capable of competing with all the 98+ ranged weapons.
Overall id say get the hull, but the weapon is not a must have unless you can gather sufficient ptn for both..
Frankly, it seems the OLD weapons ought to have a lesser build time, since they're not as effective, but that's just me.
Range is life.
The range on new gun should be 52 (90% buff with hull+NukeAcc would bring it to 98.8). It should be in line with UAV , Blade+Harrier Missiles.
The piercing range decay should be reduced in half but gun range should be increased by 2.
Tigersharks are THE most important hull in the game right now, would like to see it offered again so those of us without can catch up
DOOM, why Rail Gun do not have accuracy?