"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.
Would not be the case in my base
"Are we friends? Or are we foes? That kind of thing you decide for yourselves! "
98 range is so short everthing will just kill it! Target one of the surrounding defender hulls bleed it of its armour points/Health then smash it once bled... Will take a little time like in the old days of bleeding P drones but once bled dry will be easy to remove from the equation!
98 range is so short everthing will just kill it! Target one of the surrounding defender hulls bleed it of its armour points/Health then smash it once bled... Will take a little time like in the old days of bleeding P drones but once bled dry will be easy to remove from the equation!
unless you put it around your bubble pad and not near the center island..........covered by epic cats.....
98 range is so short everthing will just kill it! Target one of the surrounding defender hulls bleed it of its armour points/Health then smash it once bled... Will take a little time like in the old days of bleeding P drones but once bled dry will be easy to remove from the equation!
Good luck trying to get to the hull before you set off the 25% damage mark. And if you do kill it, you will probably time out in the base anyways.
"Are we friends? Or are we foes? That kind of thing you decide for yourselves! "
I looked at the print again I thought it was 3,500 health it would give away. It is 35,000 and will heal 2 ships at a time. That is 70K health at 100% transfer every 6 seconds I think it will bleed out rather quick + the damage it takes. I could be wrong I will get the thing just in case I just foresee splash knocking a big chunk out of it before you even get in to target it. + huge damage you know splash does to rest of the guard. I think in "most" of the avg to good bases this thing will be dead or 90% dead before you even get to target range. On the "real good" bases If it does make a diff it wont matter as they are stomping kings in the ground with out it.
That is kinda what I was hinting at. Beel made a good point though if it in a place where its not transfering health and has enough around it to cause a bubble from splash this could be a real pain in the **** hull to deal with. But then all the healing an special abilities that make it attractive to get are null and void! Still going to have to get it and see where it will be best used
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).
It's called splash damage reduction, not splash range reduction.
If it really was range reduction it would not appear under the defense tab, it probably would've been under the special ability tab.
quick calculation gives 84k damage even with critical per shot King has 110k deflection... You are right in saying it will stop every ship except the King, making only those who do that stupid bounty thing boss in base hitting. Thanks for giving everybody TLCs for useless ships so as far as I see "hope" takes away all hope of people hitting bases and guarding bases without King
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).
It's called splash damage reduction, not splash range reduction.
If it really was range reduction it would not appear under the defense tab, it probably would've been under the special ability tab.
Going to say. our understanding of the mechanic is off then. because someone needs to explain (if your interpretation of the armor was correct) how it is one shotting a KW. if that was the case then with it's deflection against explosive PLUS it's "splash damage reduction" Epic cats (no matter how much they are buffed) or the Hope with the new rockets would bother a KW. obviously that is not the case. not saying you are wrong and, I am right, but obviously a mechanic is not acting how we thought or our understanding was not correct.
quick calculation gives 84k damage even with critical
Calculate slower. Kixeye shipyard show 286,560 damage for Hope with one Flail rocket, Flanged Warheads, Delta V mortar focus. Huggy shows 321,038. That can easily be boosted by res cap (+ 36%) and Valiant +20%. Flanged Warhead adds +125% damage for critical hit.
The blank Hope hull alone gives a +200% explosive damage bonus.
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).
It's called splash damage reduction, not splash range reduction.
If it really was range reduction it would not appear under the defense tab, it probably would've been under the special ability tab.
Going to say. our understanding of the mechanic is off then. because someone needs to explain (if your interpretation of the armor was correct) how it is one shotting a KW. if that was the case then with it's deflection against explosive PLUS it's "splash damage reduction" Epic cats (no matter how much they are buffed) or the Hope with the new rockets would bother a KW. obviously that is not the case. not saying you are wrong and, I am right, but obviously a mechanic is not acting how we thought or our understanding was not correct.
Well, if it doesn't properly reduce damage, then it's a bug. There are a lot of potential bugs that can cause the KW to melt. Most recently, we found out that SB3/4 isn't always providing turret defense in PvP. There's also the rumor that crits bypass deflection.
I don't think the problem is with splash damage reduction though. The effect works fine in PvE, but who knows, maybe Splash damage reduction is secretly being affected by defense handicap.
quick calculation gives 84k damage even with critical per shot King has 110k deflection... You are right in saying it will stop every ship except the King, making only those who do that stupid bounty thing boss in base hitting. Thanks for giving everybody TLCs for useless ships so as far as I see "hope" takes away all hope of people hitting bases and guarding bases without King
My base stops every ship but the Kings now LOL. I just something to stop them
Still going to have to get it and see where it will be best used
If it really was range reduction it would not appear under the defense tab, it probably would've been under the special ability tab.
so as far as I see "hope" takes away all hope of people hitting bases and guarding bases without King
The blank Hope hull alone gives a +200% explosive damage bonus.
Well, if it doesn't properly reduce damage, then it's a bug. There are a lot of potential bugs that can cause the KW to melt. Most recently, we found out that SB3/4 isn't always providing turret defense in PvP. There's also the rumor that crits bypass deflection.
I don't think the problem is with splash damage reduction though. The effect works fine in PvE, but who knows, maybe Splash damage reduction is secretly being affected by defense handicap.