Showing posts with label Vendetta. Show all posts
Showing posts with label Vendetta. Show all posts

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, July 6, 2016

Ask Specs Anything July 6, 2016

This week’s question comes from Warhead, and he asks;


Hey Bro,

After a month now have you updated your Vendetta build? I am about to start, and I want to make sure nothing has changed.


My response is below;


Hey Bud,

I have changed a few things from the initial idea behind the build, not much mostly to help combat some weakness I have seen in those bases I have watched being hit by others. So, if I were you, I would look to try to boost evade and use the Agility System 4. The slow resistance will be handy in dealing with some of the issues I have seen. Evade is useful in reducing the damage from the launchers. They might not boom, but those shots can still hurt from a legend ranked Enforcer.
Here is my new updated build and what I am refitting too as soon as I finish the last Apollo.

https://www.dahippo.com/bp/ship/#!30NI01R1R1R6Q34396M5PC2C2C2C2C2C2C20ZZ0ZZ0ZZ0ZZdC

With full retro you will have 39% evade and while that is not great, it is far better than the negative you start with and will help in keeping the vendetta alive against many different ships you might face when hitting bases.

Hope all is well with you and the family and let me know how this goes for you

Feel free to send me a question if you have one, or post below have a great day everyone!

Specs! Help us stop these Revenge and Vendettas!

There is a new tool in our arsenal that you might have to combat base hitters.


OK, Lots of people are contacting me in the game and wondering how I am stopping the revenge and vendettas hitting my base. After many attempts on my base and many hits by myself on others I can say that I have found a few ways to combat this growing menace to our waters.

I will point you back to my original article on this subject last month, and all that still works. I have found a new trick to stop the growing number of legend ranked baser that combines all of that in that one post and at least one of the follow hulls.

https://www.dahippo.com/bp/ship/#!306E0292929295Y2M0000ALALALALALALALAL05U0292929295Y2M00ALALALALALALALAL05O0292929295Y2M00ALALALALALALALAL060029295Y2M0000ALALALAL00000006O02929295Y2M0000ALALALALALALALALdC

Any one of those will boost your base defense and help against the Vendetta and even the Revenge. They will either have to pause and take them out from a distance, just make sure that you are hitting that area with Executioners, Apoc or other mortars, and explosive/corrosive damage turrets.

I also intentionally left two slots empty on the special slots so that you could customize the build to fit your personal tastes. You could go with the Cryo battery that will help lower your attackers defense and slow them down a little. You could go with a resonance battery and put in the Vendetta or something else to power it. You could do whatever you desire with those two slots.

I hope this helps some with another tool you might have laying around in your arsenal to aid you in the fight against the rampaging base hitters. Just make sure you take care to protect against subs.They can still sub you out and then all that is for nothing.

Received a question on why this works so well


The reason that this UAV works best over the others is due to the duration it swarms. At max Retro it is close to 15 seconds of damage that happens no matter what happens to the Ship. So, that is a lot of damage being delivered even after the fact. Also we have the minimum damage values and there is a rumor that the minimum damage on the UAV is a bit higher than that of other weapons. This seems to hold true from my tests of hitting bases with this UAV in it.

Thursday, June 16, 2016

Hey Specs what are you going to put on your Vendetta if you get it?

There is a lot of talks now about this new conquer hull, those that know me know I love to hit bases and try to run at least 3 to 5 a day, or 1 good base each day. So, it would be natural for me to consider this hull.

First - It is going to be 30 million points for me to get this hull. As I did not take the special or weapon, last raid and I were told that we had to make at least the weapon this raid to get the hull. So, I am looking at 45 million total points for this raid to get my wish list. It might be possible, I did get 30 million last raid, and I had to stop due to the shake of the mega causing medical issues with headaches and nausea.

So, if I do happen to get 45 million this raid (they removed half the mega from the A set, so might be good to go for an extra 15 million) then I plan to get the tokens, hull, weapon, and special, and I will be going with the next build.


Now I am sure you are saying why? Well, it is quite simple, build time for one. It is eight days 11 hours without the officer. In my shipyard, I can build this in 7 days 2 hours. This build time is unheard of in today's hyper-extended build times for any fleet. Even my Rhino builds were 12 days long, and love for that hull is still pretty high today. 

Second, while the new mortar does not have the damage of the Judgment, or the armor of the Pando, the time to put it on is close to 6 hours less compared to judgment per mortar. It is 2 hours less than Pando. Pando has less range, though, by 4, Pando also is less damage by 2K (the mortar in my shipyard is around 4500), and the Judgment is more than 1600 damage.

Beyond the time to place the new mortars, the range is identical with Judgment, and it has a secondary damage concussive. Narrowing, the gap between damage by 588. 

For specials it should not be any secret, I love splash :) It has atrocious stats for evading and resistance is set to -100% no matter what I use. So, that frees up two slots that typically are used for those specials. This means more splash! You could use the incendiary shells for the extra fire fields, splash a little less, though.

Many will look at that 15,000 penetrative deflection and maybe choose not to take this hull. I think that kind of piss poor analyst. Why? Well, I use citadels right now with my revenge, this is a natural companion to the revenge hull. Where the revenge is weak, this is strong and vice versa. If you drive well, you should be able to keep this thing away from Executioners/Dead eye exec and epic.

The one glaring weakness is ballistic, though, man this thing will probably get tore up with any ballista/Jav/harpoon, and arbs on your defense fleet.

This is first blush looking at the new prizes and working through some ideas for builds. Hope you find it helpful and as always you can comment in the comment section if you have questions, concerns, or input I missed.