Kixeye PvP designer A: "Let's release a game-breaking invincible Conqueror to lure people to play our broken Bounty!"
Everyone else: "YAY!"
One month later:
Kixeye PvP designer A: "Erm... How do we counter it now? I never thought about that... D'oh."
Kixeye PvP designer B: "Let's release an invincible Defender to force people to play our broken Bounty if they want to survive our invincible Conqueror!"
Correct me if I'm wrong, but since that damage is spread over so many shots, isn't this actually far easier to survive than epic cataclysms? Or am I not understanding something vital?
"Best of luck, Captains! And may the odds be ever in your favour..."
Raids Boycotted: Hellstrike, Lightning Carrier, Enforcer, Neptune- and at this rate, the entire upcoming Reaver raid series.
No balance at all in this game any longer. I suspect the dev team lack any common sense at all, are they all fresh out of university, all geeky and no life experience ?
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
"King just park" while getting smashed by epic cats.
Epic cats dont bother my kings too much. There are some bases its better to park for a bit let morts rain in on same spot to let splash do its thing. My king shoot down most all epic cats. Only time they are issue I pop in base wrong spot and lose all the Bus/sloth right as battle starts.
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
wonder what the new base hitter is going to look like...since they need something to trump the 'Hope'....or hoppy....
none of it matters to me, been locked out of PVP since OP10
Besides the phantom glut fleets, which can be stopped (except for the really good players and good builds) the King is really the only viable base hitting hull. if you do not have that...you are screwed. Inquis is great till ANYTHING with corrosive damage hits it.
wonder what the new base hitter is going to look like...since they need something to trump the 'Hope'....or hoppy....
none of it matters to me, been locked out of PVP since OP10
Besides the phantom glut fleets, which can be stopped (except for the really good players and good builds) the King is really the only viable base hitting hull. if you do not have that...you are screwed. Inquis is great till ANYTHING with corrosive damage hits it.
yup, I haven't been hit with inquisitors but the other 2 I stop normally, and I don't even run a guard.........and my base is not the best
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
"Best of luck, Captains! And may the odds be ever in your favour..."
Raids Boycotted: Hellstrike, Lightning Carrier, Enforcer, Neptune- and at this rate, the entire upcoming Reaver raid series.
Complete ........... Were the game is going ? Will hulls in 3 Month or sooner have 1 million and more deflection ? Really Kixeye,you complete out of Track.Its not worth to build Hulls anymore unless you coin full build in first few days.Wen you Kix (Raikan) told "back to the basics" i thought wow,that would be cool.But wen this what you throw out in shortest time is your "back to the basics" i have complete missunderstood it.
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
the closer a round hits, the less meaning of "splash reduction". in the calculations of the epic cat, the fire support and fuel air modules are added just to get by the deflection (after a crit). The further away a round lands, then that is where splash reduction really comes into play. Not saying it doesn't help but it isn't negating the damage. It basically reduces the splash radius of the incoming projectile (to my understanding). One of the reasons an Omega will shred a King if it doesn't have a BUS/Sloth in the fleet. That's one reasons, i said a lockdown rocket and/or cryo battery. Reduce the speed and more projectiles will hit closer to the mark as well as slow it down for Epic cats to hit. Supported by a remote mort hull or two, you will overload the CMs and while it is moving slower, it will be even more vulnerable.
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
the closer a round hits, the less meaning of "splash reduction". in the calculations of the epic cat, the fire support and fuel air modules are added just to get by the deflection (after a crit). The further away a round lands, then that is where splash reduction really comes into play. Not saying it doesn't help but it isn't negating the damage. It basically reduces the splash radius of the incoming projectile (to my understanding). One of the reasons an Omega will shred a King if it doesn't have a BUS/Sloth in the fleet. That's one reasons, i said a lockdown rocket and/or cryo battery. Reduce the speed and more projectiles will hit closer to the mark as well as slow it down for Epic cats to hit. Supported by a remote mort hull or two, you will overload the CMs and while it is moving slower, it will be even more vulnerable.
Lockdown Rockets... Cryo Battery... Last released in the Pleistocene Era?
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
the closer a round hits, the less meaning of "splash reduction". in the calculations of the epic cat, the fire support and fuel air modules are added just to get by the deflection (after a crit). The further away a round lands, then that is where splash reduction really comes into play. Not saying it doesn't help but it isn't negating the damage. It basically reduces the splash radius of the incoming projectile (to my understanding). One of the reasons an Omega will shred a King if it doesn't have a BUS/Sloth in the fleet. That's one reasons, i said a lockdown rocket and/or cryo battery. Reduce the speed and more projectiles will hit closer to the mark as well as slow it down for Epic cats to hit. Supported by a remote mort hull or two, you will overload the CMs and while it is moving slower, it will be even more vulnerable.
I'm pretty sure your explanation of splash reduction is wrong. I had it explained to me that splash reduction is like resistance to splash damage, and from what i've seen it seems to follow this explanation.
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
the closer a round hits, the less meaning of "splash reduction". in the calculations of the epic cat, the fire support and fuel air modules are added just to get by the deflection (after a crit). The further away a round lands, then that is where splash reduction really comes into play. Not saying it doesn't help but it isn't negating the damage. It basically reduces the splash radius of the incoming projectile (to my understanding). One of the reasons an Omega will shred a King if it doesn't have a BUS/Sloth in the fleet. That's one reasons, i said a lockdown rocket and/or cryo battery. Reduce the speed and more projectiles will hit closer to the mark as well as slow it down for Epic cats to hit. Supported by a remote mort hull or two, you will overload the CMs and while it is moving slower, it will be even more vulnerable.
I'm pretty sure your explanation of splash reduction is wrong. I had it explained to me that splash reduction is like resistance to splash damage, and from what i've seen it seems to follow this explanation.
ye I took it to always work as in say splash damage you would take is 1000 and you have 50% reduction you would only get hit with 500 damage. Splash does do more damage the closer you are to it. Print never say though what the splash damage is is it the say 80K listed as weapon damage or is it half the 80K
Any how my understanding on it is it reduces the damage dealt by the % of your reduction
3049920/12 254,160/by 3 salvo 84,720 Not so sure that will do anything to 110K exp deflection ea salvo is well below that. On paper any how I see this prob being the first ship that you come to in a base. Damage being below deflection King just park let morts rain in and all other guard ships take massive damage and suck the health out of the Hope ship till it dies at 3500 100% transfer rate x2 ships healing at one time 7K health per 6 sec going away + damage it takes I still dont see it being a game changer.
you have forgotten about critical damage...look at the new special. That plus R&D critical damage gets it up over 200%.....more than enough to stop a King. Especially with a lock down rocket or using a cryo battery to slow the king down.
Don't you need to hit 440,000 to break the deflection on a king? What with 75% splash resistance?
the closer a round hits, the less meaning of "splash reduction". in the calculations of the epic cat, the fire support and fuel air modules are added just to get by the deflection (after a crit). The further away a round lands, then that is where splash reduction really comes into play. Not saying it doesn't help but it isn't negating the damage. It basically reduces the splash radius of the incoming projectile (to my understanding). One of the reasons an Omega will shred a King if it doesn't have a BUS/Sloth in the fleet. That's one reasons, i said a lockdown rocket and/or cryo battery. Reduce the speed and more projectiles will hit closer to the mark as well as slow it down for Epic cats to hit. Supported by a remote mort hull or two, you will overload the CMs and while it is moving slower, it will be even more vulnerable.
I'm pretty sure your explanation of splash reduction is wrong. I had it explained to me that splash reduction is like resistance to splash damage, and from what i've seen it seems to follow this explanation.
then how come in overcoming Kings with epic cats, you just need to worry about surpassing the deflection. Anything else is just a bonus. If it worked the way you seem to think it does then we would not have enough space to put on the amount of fire support or fuel air munitions. With a critical hit with the new rockets, each projectile it does More damage as a single epic cat projectile buffed by 7 fuel air 2 modules and 7 fire support 2 modules (because remember, turret defense is useless against a ship).
Kixeye PvP designer A: "Let's release a game-breaking invincible Conqueror to lure people to play our broken Bounty!"
Everyone else: "YAY!"
One month later:
Kixeye PvP designer A: "Erm... How do we counter it now? I never thought about that... D'oh."
Kixeye PvP designer B: "Let's release an invincible Defender to force people to play our broken Bounty if they want to survive our invincible Conqueror!"
Kixeye PvP designer A and everyone else: "YAY!"
Or am I not understanding something vital?
"Best of luck, Captains! And may the odds be ever in your favour..."
Raids Boycotted: Hellstrike, Lightning Carrier, Enforcer, Neptune- and at this rate, the entire upcoming Reaver raid series.
First played: Shortly After Revenge Raid 2
Unless you prep it out with ballistics...
none of it matters to me, been locked out of PVP since OP10
yup, I haven't been hit with inquisitors but the other 2 I stop normally, and I don't even run a guard.........and my base is not the best
It tells me I have no chance to hit others
"Best of luck, Captains! And may the odds be ever in your favour..."
Raids Boycotted: Hellstrike, Lightning Carrier, Enforcer, Neptune- and at this rate, the entire upcoming Reaver raid series.
First played: Shortly After Revenge Raid 2
I'm pretty sure your explanation of splash reduction is wrong. I had it explained to me that splash reduction is like resistance to splash damage, and from what i've seen it seems to follow this explanation.
Any how my understanding on it is it reduces the damage dealt by the % of your reduction