[INFO] - Garrison & Forsaken Mission (2018)

  • Petushock
    Petushock
    Skilled Warrior
    Joined Dec 2017 Posts: 562
    Anyone else notice the Inferno can't equip countermeasures?
    jees, look at slots before trying to instal anything.
    I'm new, started in Nov 2017, not coiner, low-mid player. Apparently im high lvl now, cause able to get everything from raid. Whiners gonna whine.
  • Shapu_the_farm
    Shapu_the_farm
    Master Tactician
    Joined Sep 2015 Posts: 2,058
    edited 19 Feb 2018, 4:19PM
    Petushock said:
    Anyone else notice the Inferno can't equip countermeasures?
    jees, look at slots before trying to instal anything.

    Weird.  When I had a saved design, countermeasures did not display as installable for any slot.  I would not have posted this otherwise.

    EDIT: haha, I also cannot mix and match Garrison Battery and Siege Targeting when both have been equipped already.  And I can't equip Expanded Fulmination Payload.

    I think there might have been an error in the shipyard.
  • Petushock
    Petushock
    Skilled Warrior
    Joined Dec 2017 Posts: 562

    EDIT: haha, I also cannot mix and match Garrison Battery and Siege Targeting when both have been equipped already.  And I can't equip Expanded Fulmination Payload.

    Use siege battery if you want to mix it with siege targeting, or garrison battery+hvr. Something is blocking EFP too.
    I'm new, started in Nov 2017, not coiner, low-mid player. Apparently im high lvl now, cause able to get everything from raid. Whiners gonna whine.
  • The_Vengeful_One
    The_Vengeful_One
    Unicorn Overlord
    Joined Jun 2012 Posts: 4,229
    edited 19 Feb 2018, 4:57PM
    Anyone else notice the Inferno can't equip countermeasures?
    They can in the top four weapon slots, but not in the bottom four.
  • sinista
    sinista
    Force to be Reckoned With
    Joined Sep 2011 Posts: 1,752
    cant build a new fleet until i know what will be in the targets. How about some heads up telling us about the new targets so we can prepare. any fleets of uav carriers or assault fleets like rhinos chasing us down?
    When it comes to Kixeye, hope for the best but expect the worse.
  • rogue2k0
    rogue2k0
    Minor Nuisance
    Joined Jun 2014 Posts: 232
    why we need two hulls for every mainraid-target? why dont kixeye get it: most of us are here because we want to play a wargame.. chores suck more and more. when u finally say we wont have as much chores u first add bounty and then see to it that we need two whole new fleets for each cykle or extensive refits. 

    GIVE ME A WARGAME AGAIN
    IF you read the other post https://www.kixeye.com/forum/discussion/727094 it states that 2 Hulls will no longer be required in Raids.

    "Starting in April, we’re going back to only introducing only 1 new top tier hull for non-Garrison cycles. We don’t want players to feel as if they picked the “wrong” hull blueprint. We also realize we’ve been overloading your Shipyard builder to the point that it is near impossible to tweak or improve builds for long periods of time. It also puts additional strain on the team, having to make multiple targets and components to cover both hulls. Finally, it adds random unintended friction with running TLCs that require these hulls, all resulting in both team and player frustration."

    A Possible Solution for the need to refit and build so many hulls. ALLOW THE CONQUEST YARD TO BUILD / REFIT ANY HULL (OR at least ADD Garrison Hulls) 

  • Gerrit Kimpe
    Gerrit Kimpe
    Minor Nuisance
    Joined Jun 2011 Posts: 189
    rogue2k0 said:
    why we need two hulls for every mainraid-target? why dont kixeye get it: most of us are here because we want to play a wargame.. chores suck more and more. when u finally say we wont have as much chores u first add bounty and then see to it that we need two whole new fleets for each cykle or extensive refits. 

    GIVE ME A WARGAME AGAIN
    IF you read the other post https://www.kixeye.com/forum/discussion/727094 it states that 2 Hulls will no longer be required in Raids.

    "Starting in April, we’re going back to only introducing only 1 new top tier hull for non-Garrison cycles. We don’t want players to feel as if they picked the “wrong” hull blueprint. We also realize we’ve been overloading your Shipyard builder to the point that it is near impossible to tweak or improve builds for long periods of time. It also puts additional strain on the team, having to make multiple targets and components to cover both hulls. Finally, it adds random unintended friction with running TLCs that require these hulls, all resulting in both team and player frustration."

    A Possible Solution for the need to refit and build so many hulls. ALLOW THE CONQUEST YARD TO BUILD / REFIT ANY HULL (OR at least ADD Garrison Hulls) 

    i wouldn't add all of the classes, but garrison which is used solely for FM now, would be an idea to work with...
    in any other section a thread entitled free sex would be spam!
    I smell something, i think its lamb, no pig, wait chicken? Oh i know what it is, its bullshit.....
    Fomor
  • Sputnik001
    Sputnik001
    Unicorn Overlord
    Joined Jun 2013 Posts: 2,502
    Since FM is a necessary "Chore" why not make it a 2 cycle per year  (hulls can be built-fit-refit.  6 months of playing time would be a vast improvement over the current hulls  life cycle.

    I'd agree with this, and it would be helping the Dev team out so they only need to think of a couple of changes to targets per year....

    also how about leave the targets that are currently in place now, and the new targets meant for the newer hulls are campaign selectable like the Raid T8 targets.....???????

    Have it the same in that those targets give higher payout, but lock them to said new hulls.......

    Benefit for Kix and players is that players can build their FM fleets knowing that the fleet they have in 2 months time of building will still be valid, they can get the much needed tech, which can help them get the better hull to hit the FM T8 targets...

    Players don't like to grind, (me in this pic) I'd rather hit 2 T8 targets for 10hrs damage and be done with the FM, rather than 8 115's over 3hrs may even coin the better fleet to do it....

    Kix needs to make it worth my while, and unfortunately they're not.....
  • Sputnik001
    Sputnik001
    Unicorn Overlord
    Joined Jun 2013 Posts: 2,502
    Anyone else notice the Inferno can't equip countermeasures?
    Top four slots just a bad pic - dare say that that will be corrected in the update...although better thins that they should spend their time fixing
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