Showing posts with label Zelos. Show all posts
Showing posts with label Zelos. Show all posts

Thursday, December 15, 2016

Zelos: The Power of Jack

I present Zelos the Mini Cannoneer


By Specialist_AKA_Specs

The December Raid event is going to feature a generalist hull. A new launcher to go with that ship and a special that helps the launcher achieve its full potential. For 30 million points should this hull, weapon and special be a priority with so many other things to take? Players might not want to make a few different ships due to shipyard time being at a premium. This single hull could help ease the stress of the Shipyard and give a player that has little time to play, a fleet that can do the PvE chores. I will present the information about the hull and some of the features of the Squall launcher. Finally, I will share my mini-cannoneer build.


About The Zelos


Countermeasure abilities

Built in Dual countermeasures makes this hull one of the few that can be created without any weapons to start. The fact it has the means to counter mortars and missiles as an ability without using any weapon slots is interesting. This ability is accompanied with four weapon slots dedicated to Countermeasures only. Giving the player a chance to load ten weapons without fear of dropping damage potential to deal with incoming attacks.  Using one slot for your Countermeasure equipment, Frontline Countermeasure, or Countermeasure loader will boost the capability of all countermeasure weapons on the hull, including the built in Counter Measure system. That means that it will be short work to make this ship able to handle various PvE duties with its dedicated ten weapon slots.

10 dedicated Weapon slots

The ten dedicated weapons slots are for surface weapons only. Players will not be able to place UAV or submerged weapons on this hull. Of course, the Game development team is calling the Squall launcher as a perfect match for this hull. Many will look at it and see that it does not have any benefits to lower the reload time or extend the range of the launcher. So why would it be best when it gets a boost to the ballistic range? Well, the Squall grants a boost to resistance for one. That bonus will offset the lower resistance the hull has for the base build. Secondly, it does not need a range-increasing weapon special to get it to 90+ making it a great weapon to spot for remote targeting hulls. The downside is the reload at 11 seconds and the information on how many are needed for a boom. The Squall does have nice damage stats for buildings and ships, so it should fill the need of a Forsaken Mission hull if a player does not want to go the Garrison route. It could also fit the Siege roll if a player does not want to build a second fleet of specialist hulls for that. I guess what I am saying is that if you want just to build a single fleet and then refit for each raid series, this hull would be a good pick up for you. Its special slots make it suitable for any task.

Squall Launcher

I know the questions on the amount of Flechette for the boom is a big issue around the player base. The launcher class of weapon has always been 120 stacks per 10 seconds to get a boom. This feature holds true for the Squall. It also has a 30-second duration on the stacks, meaning that the player will not have to worry about overloading a hull with the launcher. With five salvos on the weapon and all of them hitting 24 of them would be needed at the minimum in the fleet to get a shockwave every time it launches. That is decreased with reloading, of course, at 50% you would need 12 Squall for example. For the article purpose, the build I am suggesting will have 6 per ship.

Five special Slots

The Zelos does not have a boost to reload, but the Flechette special offered does have a 50% reload, and it does have x3 shockwave boost. So with the Squall weapon, you would have one slot dedicated to this special, it is needed for it to function. With the base resistance for everything at 30% and the 3% boost from the weapon, you could get resistance up decent enough for the forsaken mission with little effort. If you had ten of the Squall, two gales 3, two phalanx 4 and the Limited D6-A, you would have 80% missile, 78% explosive, 73% ballistic and then 47% everything else. That is some decent resistance and damage potential for a single hull with no extra armor. From there you can raise resistance based on the target you want to take on. Toss on the Reflective coating 3 and now you have 68% radiation resistance. If the build is this general, you would only spend little time refitting armor based on your needs for the raid series.

Five Armor Slots

Granted the build I am talking about is heavy, it is pushing the max weight limit, and with it, you would only be able to fit four of these in a fleet. But, even the D1 armors can help you push your resistance in a given area to 80% and with the built in siege deflection and assault deflection that would be a strong hull that can take some abuse. The build I am going to share is a theory build and solely based on nothing more than what I can discern right now.

Mini-Cannoneer




With all that explained and I realize that some of the stuff I show in the build was not covered. Feel free to drop me a message if something is not clear. But, this is how I would make the Zelos handle siege targets in the current game and possible next raid. We do not know exactly what that event will hold for the players, but if we go by the stats on the hull being deemed the top of the line for that raid format all of this makes the most sense. I would not expect this hull to do the next raid above Tier 4, maybe Tier 5, but that is highly unlikely. I think the Centurion will be key to Tier 5 with the IronClad and Cannoneer able to do the T5 and T6 for a lower cost.

The Zelos can be created for numerous tasks. It has the weapon slots, the defense capabilities, the special slots and armor slots to make it pliable to anything the game has to offer. It will not be as good as the specialized hulls, it will take more time to repair, but if you do not want to spend all that time developing new fleets you could build a single fleet and then refit it for your needs based on the raid cycle.

Have a great weekend!

Wednesday, December 14, 2016

4.4 million can change your game forever

Raid Prize list priorities for Non-Coiners

By Specialist_AKA_Specs

The raid is fast approaching about 24 hours for those in world Alpha, and I am positive that everyone is preparing the best way they can for the weeklong event. By now I am sure everyone has seen the prize list and are drooling over many of the fantastic prizes being offered. I am sure there are just as many grumbling at the price point on the Cannoneer. There are a few reasons that I am telling my guys why that price point and conditions is not a bad thing for them. I am also recommending that individual players attempt to get different hulls, specials and weapons based on where they are in the game. Priorities are based on some basic ideas that I have shared for the last seven months on the blog.

The reason the price on the Cannoneer is not so bad is that it helps guide players that are not at end game to grab prizes that will help them now and shortly next month. The Cannoneer will drop in price in January so grabbing something to help with that and getting the Forsaken Mission done easily is the utmost priority.

Below level 60 players


The general advice I am giving to my players below level 60 and unable to do this raid set easily or get to T4 of the FM is to get 4.4 million points.

For 4.4 million points a low level could get the Centurion, Particle Accelerator Cannon, Nova, and Pandemonium Mortar. This path forward would give said player their January raid fleet and a boost in their FM production with the possibility to get to Tier 5 in the weekly mission with some researched components and other items from the Forsaken Mission and campaigns.

But if you can get more than that here is my general advice.


Not able to get to Tier 5 of Forsaken Mission


Points required minimum 6.5 million
Hulls in order of Priority.


Citadel – (7.5 million points) this hull is the king of the Mission, with a proper tank you can do a 109 100% with little effort.

NovaStorm – (750,000)  this hull is second only because it cannot take as much punishment as the Citadel. But, it is a good hull to pick up, and you can hit the outside platforms to reach Tier 5 as many others have done.

Weapons –


Coaxial Firestorm – (3.5 million) I am putting this ahead of the Judgment because of the price and only the price. It will make either of those two hulls that much better at completing Tier 5 in the Forsaken Mission.

Pandemonium Mortars – (1 million) great mortar if you do not have enough points, will get you through the weekly with a bit more effort, but well worth the price.

Specials –


Incendiary Shells – (5 million) – Great stats for explosive weapons and the fire patch can help if you fight the ships in the targets.

January Raid prep


Minimum points needed 8.65 million
Hulls in order of importance


Centurion – (1.75 million) Yes. This is a priority if you cannot get the Cannoneer. It has all we will need for the January raid, can be quick to build and will help you do the mines for base parts. I do not think any other hull should be a priority if you are looking to do the raid in January.

Weapon –


Particle Accelerator Cannon – (900,000) best weapon on offer for the Siege. The blast that happens about every 10 seconds is well worth the cost.

Squall Launcher – (9 million) the love child of a Cyclone and Antipode this weapon should do OK in the Siege raid, my launchers do OK in the current targets. OF course, they could make the targets have some resistance to radioactive that is why I am listing it second.



Specials –


CL-3 (6 million) You could go with the reflective coating 3 as well, either will be beneficial to you. Although, this one is the best in the show due to the two resistance we will need for siege raid targets.

Fletchette Feeder - (6 million) - If you go with the Squall, this will be a much-needed boost.



Thoughts on the Zelos

 You will need 30 million points for this hull.


The Zelos is a generalist hull, and it can be a significant benefit if you can get the points. At 15 million points you could have a single hull that could do all that I offered at the beginning of this article, and you can specialize it a bit for each target. This path wold mean you would have multiple fleets of this hull, but it can be useful if you only want to grab one hull and then grab all the specials, armors, and make sure you grab the Squall Launcher and Fletchette feeder.