Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Since the tokens came out it has always been the chance of getting a 2 day + a 1 day, or a 2 day + a 3 day. The first round I got a 2+1 the 2nd round I got a 2+3
If you don't see a point in it then just don't do it...... It really is that simple....
why the auto repair is just for the dock? it should also be for the shipyard and the retro lab
yeap shipyard being down is why allot of People don't join alliances ! if shipyard repair started auto after attack, then People would not loose build time while at work . yes some People have lives other then BP lol
DOOM is this even on the table....99% of pirates would agree ship build time is MOSTEST importantest....even over fleet repair time.
One thing at a time. This was by far
Best move. You can still play while your base is down. If everything instant repairs whats the point of basing anymore ? You just got a great thing. Think from a business stand. You want to negate the value of base hits ? No. Get hit but be able to play. There has to be consequences for getting hit. But now we can still retaliate or play. Everything else should take time to fix . Otherwise whats the point of building base defense?
Ummm to win, if it is dock or shipyard I would prefer this applied to shipyard
Level 102, Collected all the hulls kix wants me to coin! Sectors travels...who cares play the game and don't whine when you get hit!
I think alot of the ideas are both good and bad. removing patrol fleets possibly good for newer players but also bad because they don't know how to build for pve outside of campaign's and raids. how do i know a fleet will work on something upcomming if i don't know about composition of fleets. such as when scourge came out. those hitting the 94 scourges as they pop up won't know how that strategy works.
I like the ideas of the base parts to reduce building stuff and refitting others but i don't think removing res from them is a good way to go. but maybe reduce how much is given just don't remove it completely. especially limiting more of the uranium payouts to just the drac U bases for those of us like myself not able to attempt the drac U bases the R&D system implemented uranium will be nearly impossible to get unless we do the weekly FM's.
A change I do think would be beneficial to work on for next month however, is for the FM's add in a tier 4 before the elite worth maybe at like 10 mil. then for each tier add in ships specials and tokens to every level (usually something not in campaign's or TLC's already). then as players hit that level of target points they are given a choice of said hull, specials, or tokens. I mean if you have SS5 you don't want to get SS4 cause you may just not need it. of course higher end players who have all of them the selection won't be allowed to be selectable. THEN after selected it's random whether or not what they get from it. just an idea but for all those limited hulls and special hulls especially hulls that unless by chance it's allowed to be bought in a raid we can accumulate other items hulls or specials so we have as players slightly more control over FM's than just a random chance and you might get something useful outta that.
of course elite tier would be different because it has the fallback prize that changes and you have to have all other previous prizes. but it can still be separated into hulls, specials, and tokens. but of course if you take tokens you'll possibly miss out on the fallback prizes as they circulate through. but i'd love to hear some of the thoughts and feedback about this because it honestly wouldn't be hard to implement it into current systems in place plus if you have say a savage kodiak from the TLC you may not want to win in the FM the regular kodiak. i know it's crude examples but you see my point.
and maybe most of this post belongs in a different area for posting but while i'm sure this is too late for march WIP april can plan for it and maybe implement it by may timeframe. feel free for comments. (no trolls please i know this is probably not the area for this post.)
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Since the tokens came out it has always been the chance of getting a 2 day + a 1 day, or a 2 day + a 3 day. The first round I got a 2+1 the 2nd round I got a 2+3
Guess I only recently started getting them and was spoiled by always getting 3 + 2 day tokens. Dose of reality not a bad thing I guess...lol.
OP 8? My towers are so far behind. The build times for tower upgrades are so long? Changes to auto repair dock and half repair fleet are sweet. It is long over due. So some good news and some bad. My life to a tee.
Real life Naval Veteran and Pirate. Yes, My ship flew the Jolly Roger on " Special Missions ". Uss Blakely FF-1072 nun quam non paratus (Never Unprepared) Sub hunter/killer, Missile and Torpedo Interceptor.
Pirating the Caribbean and South Atlantic 1986-1990
28 vxp points for hitting a 75 elite with a 15% bonus crew, no bonus applied. Not even worth hitting a 75 elite you get absolutely nothing . Used to get close to a 100 with Salty crew. What a waste ..
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
i have always and even this week got a 2 day and 3 day token i dont think its random my m8 got a 2 day and 3 day but then waited to do second run and then only got a 2 day and 1 day so i think it has to do with how fast you do it
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
i have always and even this week got a 2 day and 3 day token i dont think its random my m8 got a 2 day and 3 day but then waited to do second run and then only got a 2 day and 1 day so i think it has to do with how fast you do it
I got a 2 day and 1 day BOTH TIMES...so its just random. Even though it stinks...its still FREE ship build time.
This is how i feel when I get 1 day tokens vs. 3 day tokens:
Level 50 or higher are been attacked by lvl 100 and I think this is unfair. I think that no matter what level you should be with in a 15 level range to prevent over kill of an entire alliances rookies before they even repair once.
with the lvl 8 of the outpost, will we get more land? and also more resource platforms(oil rig,wind turbine, etc )? given that Mining Platforms will vanish, i think that it fair to have more resource platforms in the base
I think that the overall direction of these changes are quite interesting. Auto Dock Repair & Half-Repair for Defense Fleets are sweet!!!! "Base Parts" seems to be a very interesting idea. It would be nice if at least one or two of the new turrents were not on the Elite Level. Give us busy players a bone and post one on Tier 3. However the current time-limited campaigns are nice as well. I'm very happy to see some signs of player feedback being taken into serious consideration. Having said that, let me expand on a statement I made in my "State of the Game" post about a feature that was mentioned in this post. WALLS.
"Walls
Increased health."
For everything asked of players to upgrade base walls…even Uranium…increased health just is NOT fair. This idea can be pushed!! Below is a suggestion about how upgrading walls should be handled.
Walls Level 7 - 40% Explosive & 30% Ballistic Walls Level 8 - 40% Explosive & Ballistic / 30% Penetrative Walls Level 9 - 40% Explosive/Ballistic/Penetrative & 30% Radioactive Walls Level 10 - 40% Explosive/Ballistic/Penetrative/Radioactive & 30% Corrosive Walls Level 11 - 50% ALL PROTECTION (even from future weapon types) Walls Level 12 - 50% ALL PROTECTION with TACTICAL FIELD RANGE ENHANCEMENTS (25% of field power)
Think about it. Many walls are within the range of Tactical Fields...yet nothing happens. Shouldn't those walls at least pick up some attributes of the fields that surround them?? At least 25% of the field's power/ability could be "soaked in" the walls. Sure, you would have to rebalance the price of upgrading on a Level 12 scale, but at least you make upgrading base walls a serious concern and a big deal to players.
ONE MORE SUGGESTION…Once a month during the Forsaken Missions…please, please let us PICK OUR OWN PRIZE!!!! First run only!!! Any resets you get what you get, as always. This would be a great treat/reward for the players.
I think that the overall direction of these changes are quite interesting. Auto Dock Repair & Half-Repair for Defense Fleets are sweet!!!! "Base Parts" seems to be a very interesting idea. It would be nice if at least one or two of the new turrents were not on the Elite Level. Give us busy players a bone and post one on Tier 3. However the current time-limited campaigns are nice as well. I'm very happy to see some signs of player feedback being taken into serious consideration. Having said that, let me expand on a statement I made in my "State of the Game" post about a feature that was mentioned in this post. WALLS.
"Walls
Increased health."
For everything asked of players to upgrade base walls…even Uranium…increased health just is NOT fair. This idea can be pushed!! Below is a suggestion about how upgrading walls should be handled.
Walls Level 7 - 40% Explosive & 30% Ballistic Walls Level 8 - 40% Explosive & Ballistic / 30% Penetrative Walls Level 9 - 40% Explosive/Ballistic/Penetrative & 30% Radioactive Walls Level 10 - 40% Explosive/Ballistic/Penetrative/Radioactive & 30% Corrosive Walls Level 11 - 50% ALL PROTECTION (even from future weapon types) Walls Level 12 - 50% ALL PROTECTION with TACTICAL FIELD RANGE ENHANCEMENTS (25% of field power)
Think about it. Many walls are within the range of Tactical Fields...yet nothing happens. Shouldn't those walls at least pick up some attributes of the fields that surround them?? At least 25% of the field's power/ability could be "soaked in" the walls. Sure, you would have to rebalance the price of upgrading on a Level 12 scale, but at least you make upgrading base walls a serious concern and a big deal to players.
ONE MORE SUGGESTION…Once a month during the Forsaken Missions…please, please let us PICK OUR OWN PRIZE!!!! First run only!!! Any resets you get what you get, as always. This would be a great treat/reward for the players.
Thanks for reading the players comments, Kixeye.
what is a TACTICAL FIELD? and the walls are not intended to make impossible to flatten a base, but just a bit harder (at least in some situations)
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
i have always and even this week got a 2 day and 3 day token i dont think its random my m8 got a 2 day and 3 day but then waited to do second run and then only got a 2 day and 1 day so i think it has to do with how fast you do it
I don't think speed has anything to do with it. I did both rounds in less than 5 hours on the first day. Got 2+1 first and then 2+3.
If you don't see a point in it then just don't do it...... It really is that simple....
Had to ask, since we got more tiles last time to give us more room, but then we got more turrets, so it kinda defeated the purpose and we need to be able to have more room to spread out our turrets a little more, or make more turns in our base to make attackers slow thru them.
For those who think more land would crowd them and don't want more land.... well you don't have to build the extra 5 tiles. But some of us could use 3-5 more tiles.
Real life Naval Veteran and Pirate. Yes, My ship flew the Jolly Roger on " Special Missions ". Uss Blakely FF-1072 nun quam non paratus (Never Unprepared) Sub hunter/killer, Missile and Torpedo Interceptor.
Pirating the Caribbean and South Atlantic 1986-1990
Choke point campaign is a joke. Kix dont make it hard...they make it impossible
Choke point is functionally identical to the level 60 fleet targets in the Revenge Raid series. It *is* hard, but it's not impossible. I did it with two V2Hs and three Mastodons equipped with D53Ds, a few Siege Zs, and some Phalanx IIIs. Need to retrofit your engines and trigger, turn, kite. Can use subs to hit the kodiaks.
I really like this campaign. I haven't done the 2nd mastery level yet.
Had to ask, since we got more tiles last time to give us more room, but then we got more turrets, so it kinda defeated the purpose and we need to be able to have more room to spread out our turrets a little more, or make more turns in our base to make attackers slow thru them.
For those who think more land would crowd them and don't want more land.... well you don't have to build the extra 5 tiles. But some of us could use 3-5 more tiles.
you say for those who don't want more land that they don't have to build them yet you also said getting more turrets defeated the purpose of more land- well you didn't have to build more turrets did you?
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
always has been that, some get lucky and get 3 day ones
then when they get the 1 day ones they get to my level
Level 50 or higher are been attacked by lvl 100 and I think this is unfair. I think that no matter what level you should be with in a 15 level range to prevent over kill of an entire alliances rookies before they even repair once.
I darent say too much, BUT, some people a while back were not levelling up, and needed no res to repair fleets
other players repaired fleets using res etc and levelled up, so in effect there are some higher level players with lower tach than some lower level players
Personally I feel the level locked PVE targets are not fair because there are some high levels who dont have the tech to hit some of them, To bring that into PVP too in my mind would be a mistake (I get flatted by folks 40 levels below me so it works both ways on that one)
Platforms upgraded to the new maximum level will unlock a slot. When items are equipped to this slot, the visual of the turret changes depending on which category of item is equipped (offensive or defensive).
If no item is equipped to this slot, then it retains the new maximum platform visual.
Items equipped to these slots will include one of two buffs depending on the type of turret equipped:
Defensive Item: +X% to All Defenses
Offensive Item: +X% to All Damage and/or +X to Range [TBD]"
In my opinion all this is doing is giving everyone who has now cheated all there turrets another advantage over the true coiners who are still working on getting upgraded turrets. It wouldn't be so bad if there aren't so many who get their bases returned to them with no repercussions but not it will just be another annoyance to my team of rewards given to those who cheat. Just my 2 cents, sorry if it comes off negative.
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Most of the changes are good, especially the auto-repairing dock feature, but why did Kixeye suddenly cheap out on the ship tokens in the FM? Now they are 1 and 2 day (which is still very good), vice the 2 and 3 day tokens (that were excellent). What gives?
Had to ask, since we got more tiles last time to give us more room, but then we got more turrets, so it kinda defeated the purpose and we need to be able to have more room to spread out our turrets a little more, or make more turns in our base to make attackers slow thru them.
For those who think more land would crowd them and don't want more land.... well you don't have to build the extra 5 tiles. But some of us could use 3-5 more tiles.
you say for those who don't want more land that they don't have to build them yet you also said getting more turrets defeated the purpose of more land- well you didn't have to build more turrets did you?
With logic like that, why not just say: Kixeye let players win Draconian Hulls, you didn't have to build them...just stick to your Sea Wolves. That is asinine logic, if Kix puts it out, go ahead and have fun with it. There are more turrets available so you use them. Push the envelope, so now how about some more land tiles to go with the new turrets? Stop trolling click repair.
I like the ideas of the base parts to reduce building stuff and refitting others but i don't think removing res from them is a good way to go. but maybe reduce how much is given just don't remove it completely. especially limiting more of the uranium payouts to just the drac U bases for those of us like myself not able to attempt the drac U bases the R&D system implemented uranium will be nearly impossible to get unless we do the weekly FM's.
A change I do think would be beneficial to work on for next month however, is for the FM's add in a tier 4 before the elite worth maybe at like 10 mil. then for each tier add in ships specials and tokens to every level (usually something not in campaign's or TLC's already). then as players hit that level of target points they are given a choice of said hull, specials, or tokens. I mean if you have SS5 you don't want to get SS4 cause you may just not need it. of course higher end players who have all of them the selection won't be allowed to be selectable. THEN after selected it's random whether or not what they get from it. just an idea but for all those limited hulls and special hulls especially hulls that unless by chance it's allowed to be bought in a raid we can accumulate other items hulls or specials so we have as players slightly more control over FM's than just a random chance and you might get something useful outta that.
of course elite tier would be different because it has the fallback prize that changes and you have to have all other previous prizes. but it can still be separated into hulls, specials, and tokens. but of course if you take tokens you'll possibly miss out on the fallback prizes as they circulate through. but i'd love to hear some of the thoughts and feedback about this because it honestly wouldn't be hard to implement it into current systems in place plus if you have say a savage kodiak from the TLC you may not want to win in the FM the regular kodiak. i know it's crude examples but you see my point.
and maybe most of this post belongs in a different area for posting but while i'm sure this is too late for march WIP april can plan for it and maybe implement it by may timeframe. feel free for comments. (no trolls please i know this is probably not the area for this post.)
Real life Naval Veteran and Pirate. Yes, My ship flew the Jolly Roger on " Special Missions ".
Uss Blakely FF-1072 nun quam non paratus (Never Unprepared) Sub hunter/killer, Missile and Torpedo Interceptor.
Pirating the Caribbean and South Atlantic 1986-1990
Thank you very much kixeye
This is how i feel when I get 1 day tokens vs. 3 day tokens:
...but again....ITS FREE SHIP BUILD TIME!!!.....so....:
Hooray for gifs.
Level 50 or higher are been attacked by lvl 100 and I think this is unfair. I think that no matter what level you should be with in a 15 level range to prevent over kill of an entire alliances rookies before they even repair once.
I think that the overall direction of these changes are quite interesting. Auto Dock Repair & Half-Repair for Defense Fleets are sweet!!!! "Base Parts" seems to be a very interesting idea. It would be nice if at least one or two of the new turrents were not on the Elite Level. Give us busy players a bone and post one on Tier 3. However the current time-limited campaigns are nice as well. I'm very happy to see some signs of player feedback being taken into serious consideration. Having said that, let me expand on a statement I made in my "State of the Game" post about a feature that was mentioned in this post. WALLS.
"Walls
Increased health."
Walls Level 7 - 40% Explosive & 30% Ballistic
Walls Level 8 - 40% Explosive & Ballistic / 30% Penetrative
Walls Level 9 - 40% Explosive/Ballistic/Penetrative & 30% Radioactive
Walls Level 10 - 40% Explosive/Ballistic/Penetrative/Radioactive & 30% Corrosive
Walls Level 11 - 50% ALL PROTECTION (even from future weapon types)
Walls Level 12 - 50% ALL PROTECTION with TACTICAL FIELD RANGE ENHANCEMENTS (25% of field power)
Think about it. Many walls are within the range of Tactical Fields...yet nothing happens. Shouldn't those walls at least pick up some attributes of the fields that surround them?? At least 25% of the field's power/ability could be "soaked in" the walls. Sure, you would have to rebalance the price of upgrading on a Level 12 scale, but at least you make upgrading base walls a serious concern and a big deal to players.
ONE MORE SUGGESTION…Once a month during the Forsaken Missions…please, please let us PICK OUR OWN PRIZE!!!! First run only!!! Any resets you get what you get, as always. This would be a great treat/reward for the players.
Thanks for reading the players comments, Kixeye.
and the walls are not intended to make impossible to flatten a base, but just a bit harder (at least in some situations)
I also got 2 + 3 Tokens
For those who think more land would crowd them and don't want more land.... well you don't have to build the extra 5 tiles. But some of us could use 3-5 more tiles.
Real life Naval Veteran and Pirate. Yes, My ship flew the Jolly Roger on " Special Missions ".
Uss Blakely FF-1072 nun quam non paratus (Never Unprepared) Sub hunter/killer, Missile and Torpedo Interceptor.
Pirating the Caribbean and South Atlantic 1986-1990
I really like this campaign. I haven't done the 2nd mastery level yet.
then when they get the 1 day ones they get to my level
other players repaired fleets using res etc and levelled up, so in effect there are some higher level players with lower tach than some lower level players
Personally I feel the level locked PVE targets are not fair because there are some high levels who dont have the tech to hit some of them, To bring that into PVP too in my mind would be a mistake (I get flatted by folks 40 levels below me so it works both ways on that one)
"New Platform Slot Type
Platforms upgraded to the new maximum level will unlock a slot. When items are equipped to this slot, the visual of the turret changes depending on which category of item is equipped (offensive or defensive).
If no item is equipped to this slot, then it retains the new maximum platform visual.
Items equipped to these slots will include one of two buffs depending on the type of turret equipped:
Defensive Item: +X% to All Defenses
Offensive Item: +X% to All Damage and/or +X to Range [TBD]"
In my opinion all this is doing is giving everyone who has now cheated all there turrets another advantage over the true coiners who are still working on getting upgraded turrets. It wouldn't be so bad if there aren't so many who get their bases returned to them with no repercussions but not it will just be another annoyance to my team of rewards given to those who cheat. Just my 2 cents, sorry if it comes off negative.
That is asinine logic, if Kix puts it out, go ahead and have fun with it.
There are more turrets available so you use them. Push the envelope, so now how about some more land tiles to go with the new turrets?
Stop trolling click repair.