Showing posts with label September raid preview. Reaver Holdout level 123. Show all posts
Showing posts with label September raid preview. Reaver Holdout level 123. Show all posts

Wednesday, June 29, 2016

The one ship to destroy them all!

Specs single ship build, for the 107 Draconian Stronghold


I will start with that this build has some bells and whistles that you might not have. I will also state that I am positive that not everyone will have what is needed. However, I am a firm believer in growing as a person and player and that this might help you decide what to take come Raid time, or maybe realize that you have these parts sitting around your intelligence lab doing nothing.
It is not the most efficient at killing the target, of course, taking 1 hour 30 minute to 1 hour 51 minutes of damage so far in tests I have done. But, in one month you can have it built and ranked and be able to do your five level 107 strongholds as you build others to go with it. I refer you back to this post that I made on tips for the FM to refresh your memory on what I believe works the best.

The build is as follows;


That single ship will do the 107 with no pinches and no coin if you are willing to wait about 2 hours per target. Yes, I do understand that not everyone can hit a target and walk away for two hours to come back later to do another. But, this option is there for those that can make that time and have the technology in their blueprints to pull this off. Also, this should give you an idea of the minimum you need for your CM tank to lead your other ships. There is plenty of videos around now of people using Dreads and DNX to do the 107 with pinches, and that is a very strategic way to approach the targets.

As well a single refit is needed to swap out the Reflective coating 3 with the Siege Battery 3, or even the CM loader 3 for the frontline CM platform. Either would be an improvement and get the repair time down drastically.

Video




Me? I hate having to rely on the Launch pad :D

My Rant

This is not meant to be anything other than comfort for myself


The weekly has been a source of frustration for us players for as long as I can remember. It started out as a little thing and then grew each year. I still remember the day it went to 4.5 million and the outcries on the forums about how that was impossible and that none of the average players would be able to obtain it. Of course, at that time I could not get to 4.5 million either. But, being me, I went about analyzing the targets and watching others that had some success and then collected and built what I needed. It took me a good six months to get to 4.5 million, but boy what is worth the trip!

The second major change

Then, Kixeye (in typical fashion) pulled another stunt and raised it 50 million.  This new FM was going to be the death stroke to the game if you believed the forums. Granted, I was in a much better place by this time having resolved myself to the direction they were taking the game and I was ready for this change. It did not solve the issue for others that came behind me, though. They were sorely behind the technological curve and did not have the knowledge that I had. It was at this time I started to pull in those that wanted to learn and struggling to teach them what I knew and how to anticipate changes that might be coming. It was a fun time, now that I look back at that year long endeavor. I made some new friends and helped quite a few find a new love for this game. It was short lived though as not a year later more changes come.

The Last change

Now we arrive at the big day a full year later and low and behold Kixeye does it again. Save this time they did it in stages. First, they introduced the 150 million mark for Tier 5 and tucked some shards and technology that was in a past raid. Then, they decided that people were getting 100’s of millions above that hitting the level 85 that they should go to 350 million! They put more shards in (which who really wants that stuff right?) and they moved our beloved bonus tokens from Tier 4 to Tier 5! Of course, they would throw us a bone and give us a target that was worth 73 million each, making, so we needed to hit five of them to reach that tier.

I was technically ready for this change too. I had the means to hit the higher paying targets. I had ways to keep going and do the 150 million each week while we had a month to prepare for the big change. I chose to take a couple weeks off instead. Why? Well, I was not sure I had it in me to keep teaching new players, and some old, how to handle these changes. This recent change seemed to be a bit too much, and I was not very happy about it. I might not coin as much as the next person, but I do spend a mighty sum on this game, and I believe, they felt they could get even more out of the stone that was running dry. I never spend on the weekly, and I find it counterproductive to pay for a chore that I do not like to do. Especially, as I see it as a reward for decisions, I do not agree were being made. Now, you might be of a different opinion and that is great, but if you are not happy with the changes, and your behavior is tossing money at it to be successful in any amount is the problem.

Wrap up

You are free to spend your money any way you choose. I am a firm believer in free markets and the individual choice to do what makes that person happy. I just wish you would think about how your decision to give a company money affects the decisions they make at changing the game. And I know there are plenty out there that will toss $10 or $20 on the weekly just to get it done. The problem comes when the player base is spending $500 a year on some content and then complaining when the content changes.  Instead of finding a way to do it without spending our hard earned money and forcing  the company to look for other ways to monetize the game, we (as players) are feeding the narrative that this is what we want to spend our money on as consumers.

What business is not going to give the paying customer what they want? And Kixeye paying customers wanted a 350 million point weekly every single week. At least as far as Kixeye is concerned, your purchasing habits told them as much.

Thank you for reading, this felt good.

Friday, June 24, 2016

So, lets discuss first blush of September raid targets

Reaver houldout level 123 the good, bad, and ugly


I Tried the Reaver holdout level 123 with my tiger sharks. I will share the build at the end of this as it needs some work, but not sure yet where I will go with it. I have killed four of these targets for the time frame they ran, so my experience with them is not extensive but enough to formulate an opinion, and maybe a means to fix my fleet for the September raid.

This raid is the first one that we got the targets two months before they are due to come live. I love that, and it helps me plan accordingly to make sure I am successful for that raid. As well it can help me talk to others and assist them in developing fleets to do the raid from the start.

My experience –

First, love the idea behind this format. It will reward good driving and skillful play, or it will soak the whales to just power through it. One mistake cost me 11 hours 34 minutes of damage which brings me to the first complaint. Sub repair modifier has to go if they hope to get any average player coining this raid. I understand the rumor is that they want to do away with the zombie part of the game for a reduction in the sub repair modifier. The only way that would be worthwhile and acceptable is if subs went to 50% modifier, even at 100% it would be cheaper to keep zombie subs and just learn to drive better.

Second; the targets are not too bad, and the pattern is quite easy to pick up. The objectives had a decent amount of health but do not seem to have any resistance to concussive and corrosive. Meaning, that my scourge torpedoes are quite lovely with this format.

That brings me to the third point. I do not see any sonar on these things nor thermal. That means that if you can navigate properly and get the timing down to do hit and runs you can use any torpedo and Cobra scatterguns.

The good? Targets are fun, challenging and will reward good play. The bad? The mortars subcavitor stays on the water for the entire battle. Meaning that if you are slow to kill them, the map can fill up fast forcing you to die or retreat. The ugly? One mistake can cause you lots of time to repair or coins.

My build is below