The new "Hope" defender hull...are you crazy?

BattlePirate_BlackShark
BattlePirate_BlackShark
Master Tactician
Joined Sep 2011 Posts: 2,257
"...YOU SHALL NOT PASS!"...if you come in range, your fleet will be vaporized...


BlackShark        Born in Sector 429

Decoding Pirateslangword "F.A.R.M." = Foolish Amateur Reaches Midgame
  • Charlie Pugwash
    Charlie Pugwash
    Unicorn Overlord
    Joined Feb 2013 Posts: 2,576
    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.

    • First played: Shortly After Revenge Raid 2

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  • verdie.cramer
    verdie.cramer
    Potential Threat
    Joined Oct 2014 Posts: 48
    I've seen crazy before, but Kixeye has taken this game to a whole new level of ridiculous

  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    wonder what the new base hitter is going to look like...since they need something to trump the 'Hope'....or hoppy....

  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189


    Unless you prep it out with ballistics...
    good luck getting a current ballistic prep hull past modern base defense...
  • MUHK786
    MUHK786
    Potential Threat
    Joined Jan 2014 Posts: 89
    nah this is the new trump idea-THE WALL
  • sir sinks alot
    sir sinks alot
    Strike-force Captain
    Joined Jan 2014 Posts: 610
    The power creep has turned into a full blown gallop the last few months . 
  • MUHK786
    MUHK786
    Potential Threat
    Joined Jan 2014 Posts: 89
    yea and it not gonna get any slower:(

  • Fred.Falkland
    Fred.Falkland
    Unicorn Overlord
    Joined Apr 2013 Posts: 3,037
    beel78 said:
    wonder what the new base hitter is going to look like...since they need something to trump the 'Hope'....or hoppy....

    Going to look like the Survivor (100 ballistic range) with better deflection stats or Sinful Cannons which add deflection.
  • saiint.K
    saiint.K
    Minor Nuisance
    Joined Sep 2013 Posts: 140
    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 ?
  • Captain Pants
    Captain Pants
    Skilled Warrior
    Joined Aug 2014 Posts: 523
    edited 29 Nov 2017, 7:12PM
    What's the range on those rockets, given the ship and specials? I am eyeballing it around 98, maybe 99. Can't check in game, at the moment.
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    beel78 said:
    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

  • Fred.Falkland
    Fred.Falkland
    Unicorn Overlord
    Joined Apr 2013 Posts: 3,037
    What's the range on those rockets, given the ship and specials? I am eyeballing it around 98, maybe 99. Can't check in game, at the moment.
    Seems likely.  68 x 1.45 = 98.6
  • John1975
    John1975
    Master Tactician
    Joined Sep 2012 Posts: 2,318
    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.
    BadMoFo RYFG TTMX Level 97
  • Fred.Falkland
    Fred.Falkland
    Unicorn Overlord
    Joined Apr 2013 Posts: 3,037
    "King just park"  while getting smashed by epic cats.
  • John1975
    John1975
    Master Tactician
    Joined Sep 2012 Posts: 2,318
    "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.

    BadMoFo RYFG TTMX Level 97
  • Michael Staten
    Michael Staten
    Skilled Warrior
    Joined Jan 2013 Posts: 426
    wait one thing can pass. lol
    image
  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    John1975 said:
    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.
  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    Milo-Ant said:
    beel78 said:
    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.
  • Milo-Ant
    Milo-Ant
    Incursion Leader
    Joined Oct 2017 Posts: 1,172
    beel78 said:
    Milo-Ant said:
    beel78 said:
    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

    It tells me I have no chance to hit others :(
  • Charlie Pugwash
    Charlie Pugwash
    Unicorn Overlord
    Joined Feb 2013 Posts: 2,576
    beel78 said:
    John1975 said:
    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.

    • First played: Shortly After Revenge Raid 2

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  • hanz heizer
    hanz heizer
    Incursion Leader
    Joined Oct 2014 Posts: 1,006
    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.
  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    beel78 said:
    John1975 said:
    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.
  • TheOctopus
    TheOctopus
    Incursion Leader
    Joined Dec 2016 Posts: 1,350
    beel78 said:
    beel78 said:
    John1975 said:
    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?
  • iwona.esser.1
    iwona.esser.1
    Force to be Reckoned With
    Joined Feb 2013 Posts: 1,759
    edited 29 Nov 2017, 11:24PM

    @beel78 said:
    Charlie Pugwash said:


    beel78 said:


    John1975 said:

    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.

    ------------------------------------------------------
  • John1975
    John1975
    Master Tactician
    Joined Sep 2012 Posts: 2,318

    @beel78 said:
    Charlie Pugwash said:


    beel78 said:


    John1975 said:

    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
    BadMoFo RYFG TTMX Level 97
  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189

    @beel78 said:
    Charlie Pugwash said:


    beel78 said:


    John1975 said:

    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).
  • Firefighter4
    Firefighter4
    Minor Nuisance
    Joined Feb 2013 Posts: 180
    edited 30 Nov 2017, 12:23AM
     ok 15 day build


  • beel78
    beel78
    Unicorn Overlord
    Joined Apr 2012 Posts: 8,189
    45 day build?

    15 days fully loaded with maxed out R&D and with a build officer
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