Wednesday, November 30, 2016

Does the Harlock Centurion confirm the Rumors?

The perfect flagship for the best Hull at this time for Siege targets


By Specialist_AKA_Specs

My readers will remember Monday I made a prediction (read here) that the Centurion fleet will be the best hull for the raid in January. At least where my non-coiner friends are concerned, and the build I gave them will make it easy to get it ready for that raid and have it ranked for it to provide them with a shot at whatever the new siege hull happens to be. The reason for that article was quite simple, in August we got the Hellwraith for 30 million raid points. I know that many got that hull and were able to get it built for September. I am not sure the exact cost of the Siege hull, but all signs are pointing to the Siege raid in January, and if they do offer the best hull January raid it is going to cost at least 30 million points. We have not seen new hulls released at a lower price from other newer hulls, so it is safe to assume that it will be at least 30 million and 15 to 20 million for the weapon and special. So for those that cannot get almost 50 million in a raid the Centurion is the way to go.

With that rehashed here is the good, bad, and ugly on the Harlock Centurion.



Good


It is a great flagship to lead four Centurions. It should elevate the fleet I had proposed from Tier 4 to Tier 5 with rank and retro lab levels achieved. I am telling my alliance that is building new Centurions to create blanks until we know for certain on if we are getting the weapon and special for the next raid cycle in December. So, with that in mind if you happen to win this hull through the farming the 97 mining bases you will want to build it as a blank as well.

It boosts resistance, reload, turn speed, combat speed and most importantly Splash reduction. There is a reason for that ability being important, and that is that it reduces damage significantly. A similarly built Punisher fleet takes 4+ hours of damage, while the Centurions (without the flag) takes just over 1 hour 40 minutes in a level 97 mining base

The hull itself gets nice boosts to allow it to enter combat and not necessarily be a sit in the corner hull. You could build it with a single countermeasure and just auto targets, but honestly, this is an excellent compliment to the Centurion hull.

Honorable mention for good is the fact you can get 120K base parts for a single mining base, that is an excellent



Bad


You need 50 of them, while not as bad as the other limited and not as high as the Gamma. It is a lot of farming. The Mining bases will not be affected by threat level, meaning you need to hit 50 of them. It also means that if you do not have centurions already, you are going to take damage that you should not make it painful to obtain. The Punisher fleet I have taken just under 5 hours of damage. That is 250 hours of repairs or 500 coins. The Centurion fleet took 1 hour 44 minutes of repair or 3 coins (as I would not coin that 14 minutes) or 150 coins.




The another bad thing is that it is tied to a chore that many do not like and feel it is a waste of time. While it was not painful for me, I know for some of my friends that do not have the Centurion fleet built, yet thy will struggle.

Ugly

We can coin it after getting one shard. Here is the ugly part, though. It is about $100 to coin it after that one. That is a lot of coin at this time of year for those that might be on a fence to coin. Each shard lowers the coin cost by 48 though, so you could farm for the next few weeks and then maybe get it down to $10 if you wanted to. For the majority, though, and those that are my students and non-coiners at this time, this is going to be very off-putting to them. While I can say it is the ugly side of this hull, it does not diminish my opinion that the value of the hull is worth waiting for and farming it.




My Thoughts


I love the idea behind the hull. I see the great value of it when paired with my current Centurion fleet. So much so that I have paused the build on my 5th and started my malice. I will get the flagship and then build it in preparations for January raid. I do feel confident that if the new siege hull offered is not too expensive point wise I will get that, but just in case I am going to get my Centurion fleet ready to go for January, and that will include the Harlock Centurion fleet. Even with the ugly part, I can ignore that and just farm the 50 shards.

The advice still stands from Monday. If building new Centurions then build them as blanks and wait to see what December raid brings us. Worse case you are out three weeks of build time and you are lucky to get the new hull, weapon and special. Best case, we find out that we cannot get the new siege hull, but do get the weapon and special that is an upgrade from current weapons and we can begin our refits right away.



Monday, November 28, 2016

A proper Pirate Prepares for the road ahead

What can we expect for the new format?

By Specialist_AKA_SPecs

The January Raid format is rumored to be Siege style. This raid format should mimic our Draconian Mining bases. That means that free players should start to think about what they have to take the mining bases. The obvious choice is the Centurion hull. It has all the right resistances, excellent specials, armor slots, and weapon slots. Punisher would be a close second, and with any luck, these two will be able to do at least the Tier 5 targets to get us whatever the new hull and weapon will be for the Siege targets going forward.
  

What is needed?


Priority is no more than 15 days per ship; you want two of these a month. So balance the build with that in mind. Also if you are making fresh, make the new hulls with a thud 1 and engine so that you can get them out for VXP weekend. Then you will refit them after they are ranked. The build I shared you can see is below ten days for me. I have an officer and R&D level 28 (think, not a priority for me at this time).

Weapons and Armor


I would add in 1 Particle Cannon, for the simple fact that you can time that secondary blast and remove many buildings in a single blast. The next would be Arbalest; the reason is that it can punch through walls very quickly and has good building damage. If you do not have these weapons, then Crossbow is a good alternative to get you started. And that is received in the first few tiers of the Forsaken Mission.

Armor would depend on your taste. I would with D3-R x 2 or D3-C x 3. You could also go with no armor to see how the targets are and how the fleet handles. You want to try to get five in a fleet, so take your total dock weight and divide it by 5 to get an idea of what you can have per ship. The ballistic armor can be found by hitting cargos, do believe level 31 salvages drop them. Level 40 will drop D4 versions (I think unless they changed it). Radiation armor was in the Forsaken Mission, and you can get them in the Ashes to Ashes Campaign.

Specials and Resistance


In the current siege targets, we need ballistic and radiation resistance. You will want to get these as high as possible, so this means CL-3, that is the best for this type of target. You can get the Reflective coating from Ashes to Ashes that gives Radiation resistance and evade. If you go that route, you will want to go with all ballistic resistance armor more than likely to get your resistance up. And maybe auto loader as you cover your evade with that special.

You will want to go with Nuclear Accelerator if you have it, or Harden barrels 3. These specials increase your weapon range to the max level. Honorable mention would be cannon system, while not same range you add reload as the extra benefit.

Siege Battery 3 is the best choice for this slot that gives you almost 50% resistance (R15) to the turrets which will be on the targets and adds to your resistance from the special and armor. If the turret does 20K damage (after kixeye math kicks in) this special will lower that to 10K automatically, and your resistance could reduce that another 8000, granting damage of 2K going to the ship before your deflection.

I chose Speed System 4, but five can be used as the best case here. You just want the best engine you can get, and this one gives turn speed as well as a good combat speed.

Do Not Neglect Retrofit Lab


With all this said you would want to start on the retrofit lab to get these items all to R15 that you can. I would start with my defensive stuff first. Armors, then the resistance special, and then evade specials. From there get your weapons up to R15 and then the other specials after those three things are done.

Flagship 

Now you might have Omega Behemoth, and that can be used to give your fleet a boost of 50% reload. If you have a Vassago Punisher, your punisher fleet might be the better choice due to the amount of deflection it has and the fact many of you probably already have this hull. The Vassago gives 50% reload and 40% Radiation resistance and 30% Ballistic resistance putting the Punisher on par with the Centurion/Omega. It also has the right resistances to tackle Siege targets on its own.

Summary


If you build this fleet now, you can do the current siege targets easily and get base parts. For the raid, worse case this build will only do T4, but it should allow you to get some points in the raid on your own while you wait for your alliance to finish up and offer aid. Best case this build out of the box will handle T5, and you can sit back and relax as you get all your items on your own. The raid format will change in January 2017, so you will want to start this as soon as you finish your Forsaken Mission fleet. 


Wednesday, November 23, 2016

Give me more Malevolence Please!

Battle Pirates gives the players an early Christmas gift

By Specialist_AKA_Specs

So watching my alliance chat and going through the campaign myself I was struck with how well the campaign was playing with those in my alliance that did not have the newer turrets or even Valiants built yet. The tech level of those that were finding success with Javelins and Sent 5, with two Tideseekers in the base for a defense to Vanquishers with Citadels. The key to success was the layout in most instances and the fact that the Reavers did not have crazy health or weapon range. Concussive and even corrosive worked great in each encounter.


Campaign for all! 


A Level 61  player were having great success with their Tideseekers and a tiger shark or two. One player did have to spend 30 coins on the whole four prize packs. In his words “Better than any raid I have played in so far!” He was happy that he could get a new concussive long range turret and a new base hitting the hull. Granted he does not think he will start the Malice until February of 2017, but at least he got some lovely items for his base for very low cost. Level 80 did the campaign with two Enforcers and 3 Rhinos sandwich between them along the channel. It worked well, and he did the campaign for no cost to him. The best setup I saw for a mid-level player was two vanquishers, two citadels, and hell wraith. While there was thermal in the encounters that did not seem to bother his Hellwraith. The player would drive the hell wraith and weaken them for that minute while they ran down the channel with mortars raining down on them. It was very poetic, and he loved that his base could deal pretty nicely with the TLC.

Throughout the night the mood was one of merriment and good times. It was almost like Christmas Eve in BP land and players were happy that they had success with various layouts and defense fleet configurations. There were some issues reported of course with players getting stuck in certain spots. It seems that if you did not have a base guard fleet that the AI acted weird and the TLC could lock up and not finish for the player.  

If you have not done the campaign yet, you will want to give a try. Keep in mind that the reavers are many, it is a swarm I think there were 40 reavers in my base at one time. IT can be a strain on your graphics card and even with being on the PC with the most up to date graphics card and hard wired to my Cable internet it lagged on me in many spots. So much was going on in that 45 seconds that I missed it trying to keep up with the reavers going boom! IT was all worth it for two great prizes.


Prizes that help where it counts

The Malice should not be a 1 click win hull. It has some glaring weaknesses that any good base builder can take advantage of. However, those weaknesses can be overcome with some creative fleet building skills to help you get this hull in a majority of bases. I could see having one in my fleet or two max. Much like the trend in the last year your fleet will perform better with a few different conqueror hulls to meet the challenges, you will find as you are hitting bases.




The New turret should probably be three or four active in your base. It is concussive based, and that is one of the most useful damage types against most of the base hitting hulls in the game. I am rethinking my turrets now and trying to figure out what I could replace and where. The range on it is excellent, and it can go deep in the base on the island to provide you with more opportunity to pelt the attacker for the length of your channel and even outside while they are driving around the rim.




Summary

Overall the TLC was a gift to the players in my opinion. While it gets laggy at spots with that many reavers and that much action going on in your base. The locking out due to not having a base guard and a few other problems being reported. Does not change the fact that it was well done and so far well received by the sector I am in right now and my alliance. Low-level and mid-level players are getting a very nice defensive turret and good base hitting hull that will let them have a bit more fun going forward in 2017.



To my readers in America, have a Great Thanksgiving and I will see you all next week unless something important happens in the game.

Monday, November 21, 2016

Rumors of Change to Forsaken Mission prominent over the weekend

How to navigate a Change that is just a rumor?

By Specialist_AKA_Specs

Over the weekend a rumor gained some steam about Kixeye restricting the use of Conqueror hulls from the FM and I would extend that to other PvE targets in the game. I am not going to try to justify this rumor, even if it comes around to being true. I have a few alliances members that are still using their Vendettas for the FM, and they are not even ready to create a fleet of Citadels or other garrison fleets to tackle the FM. The decision to restrict the FM to PvE only hulls will impact their gameplay significantly, and it is with that I had to figure out and share a way to do the FM at least in the short term for those without a mortar hull.

Five points to take into consideration


  1. This method of attacking the 109 is not new player friendly. You need to have Punishers or Centurions. 
  2. You do need to have built a CM tank
  3. Having one of these flagships Omega Behemoth, Savage Kodiak, Vassago Punisher will help make this shine.
  4. You will need a steelhead crew or fearless berserker crew (depending on your fleet composition
  5. You will have to accept the fact that you are going to take 8+ hours of damage and take a couple of days to do both runs of the FM for T5. 


CM Punisher/Centurion Build



The same rules apply to this build as any other build for the Forsaken Mission. You want to have high explosive resistance (close to 90%), high Missile Resistance (close to 80%), you need at least five Gale 2 (on legend ranked CM ship) or six hail B (Legend ranked ship), and four Phalanx 4 on the CM. If you do not have the phalanx four, you can go with phalanx three on the CM ship.


DPS Punisher/Centurion Build



You will want high explosive and missile resistance, as close to 90% and 80% are good enough. You will want either PAC cannons x 4 or D98 launchers. I run a mixed fleet here with D98 and PAC as I had these built when we could base hit. Your other weapons will be Drac Arbalest due to weight.

Why the Flagships


Omega is there for 50% ballistic reload and that is all. You just need to put a countermeasure weapon on it and nothing else so that it stays put and moves slowly to the targets as you move around the map.

Vassago Punisher gives the 50% reload as well to all punishers you can also add just a countermeasure weapon to this hull and nothing else to help boost DPS. This flagship will not work if you have Centurions.

If you go with D98, you can always choose the Savage Kodiak for the boost to penetrative resistance. This bonus will help you with dealing with the missiles in the target more efficiently.

Your choice of the flagship is completely a personal one. Yes. You can take on the target without them, but your crew of choice will change from Steelheads to Fearless Berserker.


Damage taken


With this fleet and composition as I have described it to you, I have never taken less than 8 hours’ damage to the fleet. I can one hit the 109 as the video below will show you. As a non-coiner, the game limits us to what we might be able to do. I never coin my FM, it just something I have never done. So, it might take me a full day to finish the first run of the FM, it is worth it to me to not have my shipyard tied up doing builds I just do not have the notion to take on.

Fleet in Action




Alternative Punisher build



If you wanted, you could go with Mortars on the Punishers as well. I built this fleet to do Drac U bases at first, so it is not setup properly (the way I describe above) and if you are building new mortars can help you clear the target a bit faster as it is fragile to explosive. So, if you happened to be one of those that build your punishers with  mortars back in the day you would have an easier time making the switch.

Summary


I hope this helps you navigate the changes that might be coming. We still have not gotten confirmation from someone within the company. It 's nice to take these rumors as a warning and prepare for the change so that your game is not interrupted too much.

Thursday, November 17, 2016

Conqueror Hulls Deflection vs Base Damage

A chart to help plan your base defense

By Specialist_AKA_Specs

Dan C. Asked for this and I was not sure I could get it done personally, and then I remember that the guys over at TFC did this already and created a chart. If you do not read their facebook page they do a lot of great work for the community over there.




Hopefully, this was what you wanted Dan C as your idea was a great one and I just forgot that it was already done up to this point. While it does not give the best weapon to use, it does give you an idea of where each conqueror hull is weakest.  I just wanted to get this up and out there real quick so that if it was helpful to you and those that come here to read. They can find it easier with a search of any of the conqueror hulls in the game at the moment.

As you can see from this list the primary damage type to have in your base at this time is Concussive and Corrosive. These two damage types are most effective against a majority of the base hitting hulls. Now, do not go and just load the base up with those two types of damage. You are going to want the other three main types too so that your base is balanced out and better for anything that might come at you. For example, if you load up on those two kinds and nothing else Retributions will be able to take your base very quickly and almost no damage.

My advice



So, as with everything in the game you will want to make sure that your base and guard are well balanced to each other. It is why I recommended three different Valiant builds this week to help spread the damage out and not make your guard so focused on on the Harlock Revenge fleets that people like to use. If your base is like mine you will lack the Concussive damage type from the base turrets (I do not like using the Gargoyle as it too short range for my liking) and will look to add that damage type to your defensive fleet. My base has enough of the long range turrets that Retributions are killed by Dead Eye Executioners, Vendetta is chewed up by ballista and Blunderbuss, Revenge typically dies because of the draw scatter guns. Fury can rush through pretty nicely most times, but with weapons that slow them down and the glacial turret correctly placed you see them come almost to a standstill in most instances.

You will never stop everything, and I want to stress that to all my readers. If a player wants to get your base, they will get it either by prepping, having their friends prep, or just hitting you until they find that right combination. The chart above should hopefully help you with planning out your base and planning to cover every possible situation that might come at you in the coming months.

Summary


Thank you Dan C for getting my mind working, and if this is not enough, I will start on the individual weapons as I get time :) It will just take me awhile with the holidays fast approaching and the next two months are crazy for me personally.

Wednesday, November 16, 2016

Ask Specs Anything November 16, 2016

Give us Valiant! Or Give us Death!

by Specialist_AKA_Specs

Most of the questions I get throughout the week center around ship builds, and I have tried not to share those as I want the people that ask me to have their builds unique and only to them. A different thought occurred to me though as I go through my questions through the week and almost all of them are centered around building a fleet for a particular task. Sharing that knowledge should help more than one person and while cooking cutter builds suck in the short term the long term the game seems to be rewarding that thought process. So this week as almost all the questions are on the Valiant I want to go into the building aspect more than the initial posts I presented prior to this article you can find here. I will present you with three distinct builds that have found a way into my personal base defense. I will also share my latest base layout that has held up quite well so far and the most recent video of base hits on my base.

First things first 


I hope those that have been reading me from the beginning did the VXP builds for this coming weekend. I know those new to the blog might not understand what that means so here is my VXP build. You do the Hull, Hull streaming 3 (Special that increases map speed and can be retrieved through level 51+ Cargo) and a thud 1. This build allows you to get at least two hulls built, three or four if you have the tokens before the VXP weekend. You will just send the ship to die as many times as you can from Friday morning until Saturday night. Without coin I use four Salty dogs during that 36 hours and get as much rank as possible usually around 70%.

Slow’em Down Valiant


The first Valiant build I want to discuss is the D33-D(R) and ballistic build. This build will be in the front and one of the first ones the attacker encounters. If you have it next to some more that can dish damage it will give your turrets time to land hits, and also weaken them enough as they get to your better damage dealing ships. You would use either the D33-D or the D33-DR depending on your technology you have. I left one special blank in case you want something else, I put evade upgrade there for now.

Valiant D33-DR



Bash’em Valiant


Now this version is the Missile DPS build. It is designed to meet them as they round a corner and will provide you with a second damage type in the guard. I recommend you use the best missile you have available. For this build, I used the Blade missile, but any missile can help you here, and some might like the Torrent, Scoria, Switch Blade or Trident.

Valiant Blade 



Melt’em Down Valiant


The last one in the build for this week is the Scattergun Valliant. This Valiant is designed for the finishing kill. If they make it through your guard and are heading to the outpost, this is there to help stop them. I used the Calamity in my build I am sharing, but any other Scattergun can help here. You could do half Scatter and half Reciprocator if you wish to get a balance in damage types you are putting into the base.

Valiant Calamity




The most important thing to take into account is that the base turrets and your defense fleet complement each other. It is much easier to customize the defense fleet, so I suggest you put in the turrets you like, or deal the best damage. Then customize the defense fleet to be different damage type and force the attacker to think about your base. IF your base turrets are mostly Ballista and Executioner, then you will want some explosive, corrosive, concussive on your defense fleet. The more damage types you can cover the better success, you will have against attackers. That is the most important lesson that every pirate should learn.

Base Layout as of November 16, 2016



I created that layout specifically to take advantage of the valiant and the aura it provides with the boost to reload and damage to others in the fleet. It still requires two thermal ships for sub prep protection but it does pretty well as of now. It does require the newer turrets with the range to reach the channel. I have Ballista, Dead Eye Executioners, Blunderbuss, 2 Draconian Scatter guns, Glacial Turret, ColdSnap, Mini-Gun, and 2 Draconian Coaxial turrets (to help thin missiles some)

Latest hits on my base


Friday, November 11, 2016

Sir Valiant the stout!

Valiant looks great on paper, how does it hold up in the game?

By Specialist_AKA_Specs

The raid is well underway, and I am sure many have been wondering if I was full of it with my piece on why I think the Valiant should be a priority. While I do not have much to go on yet, only found one base with the hull and I built three myself to try to get some testing. I am pretty happy with what I am seeing.

I am going to present to you a video with my base hit on the base I found with Legend Ranked Valiant with the Calamity as a lead ship. The second video is going to be the hit on my base with my unranked Valiants.




In the first portion of the video, you see that I could not outrange the Valiant with the Calamity. That tells me that while the range is not correct in base view, once you enter battle it is the 102 that I expected to see. You also see that once I got into range, it melted me in a hurry. That is what we are hoping to see, and yes it means that it is going to be harder to take bases with this hull and weapon combo.

In the second portion of the video, you see that he approaches my defense fleet in a hope to pick off my one Vanquisher. Once that is gone, he can get by the corner much easier. That gave my Turrets time to finish him off which is what I intended. The claim could be made that he stacked them to attack and if he sent one at a time, he might have faired better. That is fair, and hopefully, someone will do that soonish so I can video it. The last guy that did that to me did get to the OP, but his fleet died before he got me 100%.

I am excited for the possibility of this hull, and I hope that as more players get it built, we can see the benefit to our base defense.

Thursday, November 10, 2016

The Valiant and You

Why as a low to mid-level player should this hull be your priority?

By Specialist_AKA_Specs


November Raid

The valiant is offered for the November raid and as it is set to begin I wanted to take a moment to share my opinions on this hull and why I love the idea behind it. The hull matches or exceeds weapons on comparable ships with their bonuses. The hull can reach reload speeds and damage boosts that meet or exceeds any attacking fleet. The Valiant hull can be built in numerous ways, alleviating the problems with having to have different ships to fill defense needs. The hull has good deflection and nice armor to hold up to the various threats facing our bases. The weakness of the hull is no thermal, meaning that you need two different ships in your defense fleet minimum. The Valiant is this games Swiss Army knife when it comes to base defense.

I will apologize as I am going to post the full stats for this ship as they are on the forum.



Range Boosts

Take a look at the hull stats. It has range increases for every single weapon. And when the bonus to the range is considered every single weapon is at 100 range, this 100 range includes Concussive and Corrosive. The hull also gets the same range boost to launchers as any Conqueror hull and the Vanquisher. What this means for the small to the mid-level player is that this hull will fill in glaring holes in your base defense with a range of weapons that your attackers have enjoyed. This hull even gives us a range boost on mortars, while not the remote targeting range we get from Harlock Citadel the 10% puts your mortars at 100 and allows you to put this hull behind some front line defenders to deliver a devastating barrage of mortars. The last thing to consider with the range boost is that you can diversify your base defense with a single Defense hull. That diversification can be used to take advantage of a unique ability this hull has, its tactical field.


Tactical Field

The hull has a tactical field that can trigger the different capacitors and batteries we have that boost combat ability. Not only this, but this tactical field gets better when you pair it with other Valiants in the range of 45 range. This boost to capabilities means that your calamity weapons will deliver a whopping 8K of corrosive damage, that does not include the 4K damage from concussive secondary. That damage, when compared to the 1800 deflection on a Harlock Revenge/Revenge fleet, is devastating. And it is delivered at 100 range, meaning that the attacker will get a single volley off before you pound them into the abyss. This tactical field and a boost from other Valiants also means that you can get 50% reload for all weapon types for each one that is triggering this particular field. This one unique ability is why I am recommending that you build three Valiants and get them close enough to feed each other. The benefits of this field help make the Valiant the best choice with any weapon in your arsenal.

More Valiants are your best friend

With the bonus to all weapon ranges, the tactical field aura that boosts damage and grants a reload bonus for the valiant. The fact that the tactical field gets stronger with more Valiants is all critical to the successful defense of your base today. The bonus this hull has meant that it can take the place of your Enforcer, it can take the place of that rocket hull, the corrosive dealing hull. It also allows you to put in your fleet multiple weapon platforms without putting much thought in what weapon works best for the situation you might encounter. Do you want to defend with ballistics? This hull gets 50% range boost (matching the Gamma), and  20% damage and 50% reload. Add the capacitor, and you get an additional 36% damage boost to your cannons. You can do this with any weapon; you are going to meet or exceed the range of your attackers. The deflection and armor are only a boon to your arsenal.


The Valiant has 100K armor takes 3 hours to repair and has deflection against all weapon types we have in the game at this time. Yes, it is weaker against missile and explosive, but with this hull, you can boost countermeasure capacity on the Vanquishers. You are going to want some thermal so why not add a vanquisher or two to the defense fleet so that you can take care of the weakness in this hull? At 100K armor and the deflection of 2500, that means the hull will be much harder to rocket out with Daisy Cutter XL than it was on the Test servers. If an attacker wants to take the time they can of course. But, if they want to waste seven rockets to take out one hull then they want your base. The 2000 deflection to Concussive will come in handy when dealing with the HRevenge/Revenge fleets. It will not be the end of base hitting, but it will make the attacker rethink the farm status of your base with a couple of these in there, and some support thermal and countermeasures, making this one single hull your Swiss Army knife.

Summary


I paint a positive view of this hull. I know this, and that is because I do not subscribe to all the doom and gloom that the forums share with it. I had done some math work and got some answers to questions I had before this article was written. I do believe that if you are low to mid-level, you need to get this hull, even above the Harlock Tideseeker. Even if you do not get the 30 million points for all the new stuff, you can make this hull perform satisfactorily with even Tier 3 and Tier 4 weapons at the 15 million point cost. It has all the pieces to help you stand up to those high levels that come by once a week for their easy ally points. With this hull in your base and some Thermal/Counter Measures, you can make your neighbor look the better target, giving you time to build up and enjoy the game without having to worry about repairing all the time. 

Friday, November 4, 2016

Looking for feedback on the layout

Just a quick note to those that visit on a regular basis on what they like best. The current simple layout? Or the previous one where more of the articles were available at a quick glance?

I have my opinion, but I am just one person, and I would like to get the opinions of those that visit the forums to read our useful articles. Please respond in the comment section I am still debating.


Pros and Cons



If I go back to the old layout, I will lose the links to those sites we use the most. But, you the reader would have access to more articles on the front page meaning less scrolling and searching.

If we stay with this layout, you get a few articles and more instance to search. But, you also get links to other pages that have useful information.


As a writer, I can link to those pages I use for the articles no problem, but they would not be as readily available if I go to the more dynamic layout.

Well let me know what you the reader would like most in the comment section, or you can send me a message on the forums, Specialist_AKA_Specs.

Thank you