Many
are wondering how to stop the Revenge. This hull is a beast, and if built right
there is not much that can stop it. I have seen people that are not base
hitters become base hitters with one of these built correctly. Give them 3 and
there are very few bases that can stand up to them. They have their weakness,
though, and if you are concerned with your base and defending against others,
you will have to modify your defense to stop them.
Weakness of the Revenge Hull
First,
they do have weaknesses, and it is apparent if you look at the blueprint. The
first is the bloodthirst ability. To get it fully active, you need 20
buildings/ships destroyed to build that meter. Once done it gives them more
deflection and even concussive, corrosive and radiation deflection of 750. So, your first line of defense is to starve
the attacking fleet from buildings/ships to build up their meter. You do this
by doing three things.
1) Remove your resource buildings. You do not
need them resources are plentiful, and you can fill up very easy. Unless it was
changed, you do not need the resources buildings to upgrade warehouses. So,
once you get the amount built you want, you do not need these buildings at all.
2) Just put 25% on the entrance and rest of
your research/warehouse/turrets deep enough inside to keep from being sniped as
they go around the edge. Taking care, to not give retargeting lines of sight to
other areas of the base. Even this fast moving base hitter will take almost 2
minutes to get around a base and hit all the buildings on the outer edge.
3) Upgrade walls to level 8 and stands to
level 7. Yes, it takes time, yes the walls are annoying, but those two things
are needed.
Guard
Fleet
With
those basics covered we have to look at your guard fleet. Now remember when we
stated that the Revenge is weak against three damage types? Your guard should
incorporate those into their build out. The best weapon to use at this moment
in defense is the Gatling Gun. Why? Because even at the secondary weapon range
of 104 you will be doing damage to them while they try to chew through those
walls. Your base defense layout with five layers of level 8 walls between your
defense fleet and the attacking fleet.
Next best is tiger sharks with Cobra scatterguns if built right this
single ship can wreck a full fleet of revenge in 90 seconds. Worse case they
have to wait for that time to launch a rocket, and if you are online, you can drive
the tiger shark to make it harder for them to target it. The last one is the Enforcer with D98-U. This
range just about matches the Gatling, and if placed right you could start
firing as they get into range. There is tiny wiggle room for them to out range
this hull and weapon.
Possible
Guard Configurations
Yes,
those are pretty high up on the technological tree of things to get.
Unfortunately, I have not had luck stopping the Revenge or even damaging it
with researchable technology.
Outpost
and 25% Bubble
For
starters, you would want fire support 2 and at least the defense module on the
Outpost. Outpost 8 has lots of health and some built in resistances. So you
will need to take that health into consideration when determining your 25%
bubble. Best bet is to get the Outpost to level 8 and then take a warehouse to
level 14. There is a base damage calculator out there, and you can find it by
googling it. BP professor did it, and a great time saver, and can save you from
figuring out that 25% bubble on your own.
Importance
of Turrets
Of
course, it goes without saying that you want your turrets to be along the same
line as your defense fleet. I have quite a few Apoc (not as many as some, but I
do have quite a few). The Executioner is an excellent alternative to using. It
has good range, and with 100% bypass, it can deliver more damage than the Dead
Eye executioner. Also with level 6 stands you can boost the damage potential of
this weapon to get past the Deflection stat on the revenge easy. 6 to 8 of
these can peck away at the Revenge as it travels to the outpost. Apoc is good
for psychological reasons, but I have sat under 10 Apoc and barely noticed
them. However, eight executioners did a bit more damage. You can put Smart
warheads on them to boost range and damage. Having the second special open, the
frontline Z platform that gives 30% resistance and 10% reload. Smart warheads
are in the weekly, and the Frontline Z is available in the draconian bases. I
realize not everyone has these specials, so you could go with Thermal Casing
(research special to increase damage) and Scramjet (Research special to
increase range).
The
Turrets that need Level 7 stands ASAP are Basilisk and Draconia Scattergun.
These two turrets at 105 range will fire first and if behind plenty of walls,
five deep is recommended) they will get plenty of shots off as the revenge
comes into range and then tries to get by them. Basilisk was in the weekly, and
if you got them, you should be putting them in and getting your stands up. The
scattergun was a limited version that has not been back, so I now many will not
have it but if it comes back do what you can to get it. They go great with the
Hydroxide coated barrels that give a 30% boost to corrosive damage types; that
was also in the weekly. Unfortunately, there is not a single piece of
researchable technology that can help boost their damage or reload rate. Even
the frontline platform Z does not boost the reload.
The
last turret is another Limited and is the Glacial turret. This thing is great
if you can get it to cover a nice sharp turn, it slows them down nicely to give
your turrets and ships more time to hit them before getting by ship and
turrets. It is radioactive does high damage and alone can take off 15% or so
from a fleet correctly placed.
Conclusion
All
of these coupled with a good layout can at least make your base unappealing to
those looking to hit. The good news is that as of this time we have not gotten
many specials or armors to boost the resistances to two of the three damage
types listed. So, these changes to your base with Corrosive and Concussive
damage should help you stay current in base defense for a bit longer than
normal. While you might not have it all at this point, and you are probably
working on it at this time. Hopefully, you keep these in mind the next time a
super base hitting hull comes out.
Unless Kixeye makes drastic changes in putting out concussive and
corrosive resistance to adding in outside of natural hull defenses. The thought
process of comprising your base defense fleet and turrets of these is solid
decisions that could help you from having to play catch up every six months. I
am in the process of making these changes myself, while those building the
revenge are changing and overcoming earlier failures. We must change and
overcome the failures we see as well if you wish to protect your base.
No comments:
Post a Comment