Showing posts with label Mauser. Show all posts
Showing posts with label Mauser. Show all posts

Saturday, January 14, 2017

Scourge are back!

I remember why I did not like them the first time around

By Specialist_AKA_Specs

Raid is in full swing now, and I know many of you are struggling. I would be a liar if I said that I was not having issues. This raid has been the most costly for me since the last Scourge raid, and I am starting to remember why I hated them, to begin with. I want to be clear that the issue with the raid is not the difficulty level, layout, or even the damage dealt. It is the fact that the buildings have so much health that you have to take extra time to take them down. Hopefully the tips I will share will help you the next couple days and to move forward with this raid series. I could go with my cannoneer build, but as I want to help my non-coiners out with my thoughts and I have been so busy the last two days that i have not been available the focus of this article is to make the Centurion the best possible fleet going forward.

Edit - I just ran a Tier 4 with my Centurions, I still have 3 PAC in the fleet as I am not done with the refits. The PAC blast was taking out more than one turret and was doing far more damage than the start of the raid. Thank you for listening to the concerns expressed by the Moderator team over the last few days to those that made this decision. It will help those with the PAC Centurions to at least grind tier 4 this raid.

Video will be coming shortly as soon as it uploads!

Centurions -

Basic Centurion build for Tier 4




Arbalest can do the Tier 4 targets. The problem is that it takes a bit longer than with the Mauser and will lead you having more chance to take damage. You will want at least 20 arbalests in the fleet (5 per ship) to make this a reality. The good news is that this weapon will allow you to snipe most of the towers. The bad news is that it might take you extra time to finish the target. Again the targets are not challenging in the sense of what we have had the last year of raids. We were able to just take the hull and slap any weapon on it that was in the same class as the best weapon for the format and do well. This raid that was changed, and we were not properly prepared for that. This raid you need the weapon more than the hull.

My Basic strategy for Tier 4

Entering from the top helps more than the bottom or the sides. There are a few targets that start you at the same spot no matter where you enter. But, I cannot remember them and just enter from around the 11 clock position as you look at your screen. This entrance sets me up for the most comfortable way for me to approach the targets.

Take your time and move only when you need to move. Combat speed is crucial in the targets. The large radioactive turret can reach the whole map just about so you do have to keep moving. But, paying attention to the rising turrets can have you in jeopardy quickly. While learning a pattern has been the norm in previous raids. Getting to a spot is far more important in this one as you can take the turret out before it gets a chance to fire on you.

Damage to buildings is your friend! The more damage that you can deal with the buildings the quicker you take down the massive health these buildings have. So you will want Siege Battery 3, it is the most significant special. Followed with Siege Loader for the extra reload (increases DPS) and building damage. That leaves you Engine, Resistance and Nuclear Accelerator (or one of the newer specials for ballistic range).

Mauser Build for Centurion




Mauser will make short work of Tier 4 targets. You could even do T5 with this weapon, it would be similar to using arbalest in the T4. The best setup is the Millenium Cannon and the High-velocity rounds that go with it. Why? Because the targets are not really grouped together so, the splash is not needed, but building damage is. And the Millenium is the best gun for this raid.

My Cannoneer Build




Summary


You might disagree with me on the difficulty of the targets, but after testing and spending more on this raid than I have in the last 4 combined I can tell you that the difficulty is not the target themselves, but it is the amount of health the buildings have. That is why when you get a blue blast from the PAC it seems like it is not doing much damage. That 100K damage is like 5% health, and that is a shame because it is such a rare thing to go off that it should not have been negated to novelty status in my opinion.

You will want to get a newer weapon, and I hope that the powers that be, those that decide what gets into the Forsaken Mission or TLC, will give us another chance to get the Millenium or Mauser this month. Barring the release of those weapons to salvage this raid format. I hope they reconsider the ridiculous amount of health on the targets so that those that are unable to spend the money to get the millennium and cannoneer this month, can get the pieces needed next month.

It was a good first step by letting us have the campaign tower camps, it would have been better if we could have gotten the 30 million points through those camps. It is not like we could get through them in a matter of minutes or even an hour or two. The grind factor would have most cursing by the end of the weekend. But it was a great thing to offer the players, and I am happy it is there. The 6 million points or so from that for tiny damage is a welcomed change to those that I help with the game each day.


Wednesday, January 4, 2017

IronClad and Mauser Make a Splash!

And a Second Harlock TideSeeker? Yes! Please!

By Specialist_AKA_Specs
I say take the thing home and worship it! It resembles nothing on the earth, or in the seas or in the skies, so you can't be accused of idolatry.


Today we got to see the much-anticipated IronClad and Mauser Cannon. These two prizes have been the source of much discussion since it was announced that we would have Siege targets for January Event. The Mauser for the update to the current cannons we have, and the IronClad because it has been billed as the TideSeeker for the Siege Targets. Along with these two much-discussed pieces to our arsenal, we have a chance at a second Harlock Tideseeker and an upgrade to our cannon systems. Overall this update was a very exciting one for me as a player.


The IronClad is the hull that will mimic the TIdeseeker for the current raid set to start January 12, 2017. That means it will be auto Tier 4 targets for a coin cost.  This TLC is one that you are going to want to attempt to do if your goal is to auto the raids. The Mauser cannon is a must pick up and matches perfectly with the Cannoneer and The IronClad. The only question we have is Nuclear Accelerator or the Cannon System IV?

IronClad



I will build the Ironclad for testing purposes, my Tide fleet could do Tier 6 by the end of the event on auto, and I suspect that I can reduplicate that success with this fleet.

If we look at the hull a bit closer, we will see that it has all that we expect from a siege class hull. The biggest positive I see is the splash bonus. That will help with taking out the cluster of buildings. Other than the bonus to resistance at max stack, reload and damage will help with auto hitting the targets. The biggest negative I see is the range boost at 30% it will be below the 100 range of the Cannoneer. We saw how important the max range was in the last raid series where you hit the sweet spot for 0 damage or 30 minutes for just inching too close. I fear this will be the same with this hull compared to the Cannoneer.

That is probably why it has 100% stun resistance, and we should expect something to stun our ships while we are attacking these targets. And why this hull is being billed as our Auto hull. 

Mauser vs. Draconian Arbalest/Arbalest vs. Particle Accelerator Cannon


This Mauser cannon is a thing of beauty. Paired with the 200% splash bonus on the Ironclad this cannon will shine. The Arbalest could out DPS it in some instances on single target I think, and this will require some testing. But, I think on the IronClad you would want most of these and maybe one or two Particle Accelerator Cannons for the special it delivers to knock out clusters fast. My sweet spot seems to be 10 PAC per fleet.

By comparing the cannons, the Mauser is king taking out buildings then in order;

  • Arbalest
  • Crossbow III
  • Railgun D-110
  • PAC
PAC if you can get the special to go off is nice, but we cannot count on that reliably. I would go for a mix in this case.

I am not sure I will put this on my Current Cannoneer as I am using arbalest and PAC so while I will not be best in the show, the Cannoneer does not have the bonus to splash to make this cannon shine in my opinion. Therefore I will not be spending time in refitting before the raid.

Cannon System IV vs. Nuclear Accelerator




The Cannon System IV tops the Nuclear Accelerator in every way in my honest opinion for the Mauser. It boosts splash, it matches range and increases damage. It is also lighter by 11%. To bad we cannot match it with drum loaders, that would be an excellent combination.

I enjoy the zooming around the map as much as anyone. But, If you get this special then I would definitely go with this over the Nuclear Accelerator. Mostly because in my current build on even the cannoneer I am at max weight without full armor or weapons.

Grab the Harlock Tideseeker



If you have tideseekers you will want to attempt to get the Harlock Tideseeker this time too. It will boost that fleet of three to four tides to be able to auto the level 75 reaver armadas for hours ( was able to go 2 hours and still not have to repair) allowing you the ability to gain Uranium for a days worth of repairs while at work or sleeping.

Bug Fixes -


I could not finish the article without at least mentioning these as one fix was something that was most aggravating for the last week or so.
  • Corrected an issue with the calculations being done to determine the movement speed of fleets on the world map. This should address a problem where fleets would appear to reach their destination, then jump back a certain distance and continue traveling to the target.

  • Cleaned up some additional cases where stats were incorrectly showing both a plus and minus sign ahead of the bonus value.
While we do not have a fix to the diagonal land tiles yet, we at least got the map speed fixed and of course the confusing +/- signs on some blueprints.