Showing posts with label stopping the revenge. Show all posts
Showing posts with label stopping the revenge. Show all posts

Wednesday, July 6, 2016

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.

Wednesday, June 15, 2016

June Battle Pirates Raid - Escalation

June Battle Pirates Raid - Escalation 

Specs Thoughts on Prizes

After looking over the official prize list, I am going to offer the following advice taking into consideration the points that we can receive from each set.

•    Those below 60 can hit the C sets for around 80K points for a set
•    Those below 80 can run the B sets for 607K
•    Those above 80 can run the A set for 2.69 million
•    Anyone can hit the S level target for 3.75 million points

Of course, if you are above 60 and hitting C set you will have received reduced points for the targets, and same with those above 80 hitting B sets. They still have not removed that restriction on those targets vs. player level.

You can see the new prizes in action in bases with no guard:



With that, all in mind here is my thoughts.


To those that have not received the Rhino yet, get it. It is 1.75 million points and should be grindable over the four days for no coin.  With any luck, most fleets will work with C sets (like the last raid), and you can do them throughout the weekend.  With a good rhino build, you can do B sets next raid, and they are quick to make. Most builds are less than ten days that can do the B set targets. I will try to watch what the lower levels around me are doing and see if I can capture some of the videos and get their builds. I will post my unfinished rhino build once I see how it does in the revamped B set. I did post a V2-H build here, and that did the B set last raid nicely.

If you find, that you have time and can grind out the sets to earn 6 million points. You get to have a few more choices. You cannot go wrong with the Basilisk turret (5.75 million). If you do not have it, it can help you with the Revenge fleets running the waters now if built correctly. The Executioner (5 million) is a great option and can be buffed up to decent damage potential with the right specials and attack transformers. Both turrets are available this raid and provide some much needed updated towers to battle the newest PvP hull. Where the choice comes in here is where do you want to go? If your goal is to have an easier time with the raid, then getting the Executioner and the D4-M armor is a pretty solid choice. If it is just to get a better turret than your pyro or napalm, then the Basilisk is the way to go.

Now, what if you can get 15 million points, you have to remember this raid we still have that prize lock feature where you have to take prizes in the previous tiers to unlock those above. And this is probably not going to be popular in certain crowds, but this is my opinion for those that do not coin. Your best friend is the tokens, and in this raid, you can get over five days off your build for the 15.05 million points (or pretty close to that). So, if you can get that 15 million and you do not coin, I would look to speed up one of your builds from last month by five days. If you are like my other non-coiner friends you are trying to do the FM or get something for the raid and that extra five days will be a significant leap for you. Plus if you go this route you do not have to spend points on other things in the tiers to get to the weapon or the hull of your choice.

That is not to say that I do not like the Apollo or the specials on that side. They are exceptional at doing this raid format and the assault fleets at the towers for minimal damage. The Apollo will be offered next month as well, so if you still want it and cannot get it this raid, it is possible next month. If you go with PvP aspect, the new ship will complement the Revenge in many ways, and if you are like me and use citadels, then this hull can act as an upgrade to your citadel support. Letting you use the citadels in a role they are better suited for and that is the mines/FM.

Friday, June 10, 2016

Day 5, new home, same information and helpful build against Revenge fleets

Day 5

Today is going to be a very light day as far as researching and upgrading go. I am at max level for my labs for OP 3, so I will have to go to OP 4 tonight before I log off. It is a 10-hour upgrade, so might as well do it while I am sleeping or at work. In the meantime, I will make room in the dock for my new dreadnaught fleet when I get all the pieces, and the war academy so I can field it without losing one of my other fleet slots.

I was talking about the basic research that had to get done and that I would not be studying things now that I did not need. The blueprints I will be getting require access to particular research technology. So, I did Diplomat IV mortars as they unlock Peacemaker IV. I will do Ripper IV for other Blueprints I will be getting soon. I will open Cutlass IV for other missiles blueprints. The ones before these are not needed at all and can be ignored to keep your resource requirements to a minimum.

What you want to do is take a look at the technology you have won in hitting cargos as that will tell you what you need. Then, you go to the lab and look at that piece and see what it needs. You will find that you do not need all the lower level stuff in the same group and only need the basics that we already did the first few days, and upgrades to the particular lab.
I do understand that I have knowledge of this beforehand, playing the game already for four years. So, this knowledge I have is being shared to help you with moving forward in Battle Pirates.

Upgraded Buildings

·         Dock to 4
·         War Academy to 4

Ship builds
·         2x BB-A to give me 4 in the fleet.

As there is not much information for today, I figured I would share a build for those that might have the Artemis hull. This one Ship can help you with Revenge fleets that hit your base, and you do not need much to make it useful. You need to make sure that It cannot be stunned for eight seconds so that you will want Agility System or the Shielded Electronics. Granted Pinch rockets do not last long on ships nowadays, but if you can take that from 8 seconds to 4 seconds, well it is helpful. You will also want some high explosive resistance so that if they want to rocket you, it will take them a few rockets. So, with using researchable technology and just use Shielded electronics or agility system if you have them (if not, then go without and take a chance).



That ship will plant mines in the channel that will float to the attacking ships; it will wreak havoc on the Revenge fleets at this time and give you a damage source that they will have issues. To the point, they will need to run a thermal ship with their fleet to pick them off.

Wednesday, June 1, 2016

Ask Specs anything

Going to try to make myself available to answer questions. You can post them in the comment section of a post I have made, or you can send me a message on the Kixeye forums user name Specialist AKA Spec and I will answer them Wednesdays every week. So, get the questions in to me by Tuesday morning.

We start this week off with two questions.

The first question comes from A friend, and he asked me the following question concerning the upcoming June Raid.

Rhino fleet built for this raid cycle; the tank will be done in 8d 18hrs. Rank and wait on refit to blades from d53d or refit and use it to tank for puns with no rank?

Here is his tank build;

https://www.dahippo.com/bp/ship/#!806V00I0I0I0I0I6D34172B03535353531B531B1B1B1B1B1B1B1B1B0ZZ0ZZ0ZZ0ZZdC

My advice to this person is not to swap the D53-D out for the blades at this time. If this is only going to be a tank, then you could go with one missile at 98 range and add a couple more phalanx to increase the effectiveness at removing the threat from the mega ship torrent of missiles launched. Also, getting some rank on the hull will only help it fulfill the role of being your main tank going forward for this raid series.

Here is his build with two others that I would do if you have the parts. You will notice I did not modify his initial build by much, but just one special can change this build for the better.

https://www.dahippo.com/bp/ship/#!806V00I0I0I0I0I6D34172B03535353531B531B1B1B1B1B1B1B1B1B06V00I0I0I0I0I6D341744035300001B1B1A1B1B1B1B1B1B1B1B1B06V00J0J0J0J0J6D34174403532A002A2A2A2A002A0000000000000ZZ0ZZdC

The second question came from a forum user on my post about defending against the Revenge

The question was;

Screenshot of base planner to see a good config?

My current design needs some work, but it does quite well with the suggestions I made and the more of them I implement (as discussed here) it does better. Takes time to get everything in and you better off by going with the three damage types I discussed in the write up on base defense against the Revenge and moving forward with the other base hitters that will come along.


The second picture is how you could take the above base and a few turret upgrades, a level 14 warehouse and still have a bubble at the entrance, with your other labs spread out to make them rim the base first before going in.



This still needs some work on the defense fleet and of course I am working on getting more turrets to the middle and still keep my 25% bubble. But, I keep out my fair share and I have had only 1 make it out with 50% damage to the fleet. Most fleets leave with between 85% and 100% killed, they might get my OP, but I do enough damage to them that I know I am on the right track.

Thank you to 9nines and Seraph_Fate for the questions this week. Feel free to leave a question to be answered next week here or at my inbox on the Kixeye forums user name Specialist AKA Specs.

Sunday, May 29, 2016

Specs thought on base defense and the revenge


Many are wondering how to stop the Revenge. This hull is a beast, and if built right there is not much that can stop it. I have seen people that are not base hitters become base hitters with one of these built correctly. Give them 3 and there are very few bases that can stand up to them. They have their weakness, though, and if you are concerned with your base and defending against others, you will have to modify your defense to stop them.
Weakness of the Revenge Hull
First, they do have weaknesses, and it is apparent if you look at the blueprint. The first is the bloodthirst ability. To get it fully active, you need 20 buildings/ships destroyed to build that meter. Once done it gives them more deflection and even concussive, corrosive and radiation deflection of 750.  So, your first line of defense is to starve the attacking fleet from buildings/ships to build up their meter. You do this by doing three things.
1)    Remove your resource buildings. You do not need them resources are plentiful, and you can fill up very easy. Unless it was changed, you do not need the resources buildings to upgrade warehouses. So, once you get the amount built you want, you do not need these buildings at all.
2)    Just put 25% on the entrance and rest of your research/warehouse/turrets deep enough inside to keep from being sniped as they go around the edge. Taking care, to not give retargeting lines of sight to other areas of the base. Even this fast moving base hitter will take almost 2 minutes to get around a base and hit all the buildings on the outer edge.
3)    Upgrade walls to level 8 and stands to level 7. Yes, it takes time, yes the walls are annoying, but those two things are needed.
Guard Fleet
With those basics covered we have to look at your guard fleet. Now remember when we stated that the Revenge is weak against three damage types? Your guard should incorporate those into their build out. The best weapon to use at this moment in defense is the Gatling Gun. Why? Because even at the secondary weapon range of 104 you will be doing damage to them while they try to chew through those walls. Your base defense layout with five layers of level 8 walls between your defense fleet and the attacking fleet.  Next best is tiger sharks with Cobra scatterguns if built right this single ship can wreck a full fleet of revenge in 90 seconds. Worse case they have to wait for that time to launch a rocket, and if you are online, you can drive the tiger shark to make it harder for them to target it.  The last one is the Enforcer with D98-U. This range just about matches the Gatling, and if placed right you could start firing as they get into range. There is tiny wiggle room for them to out range this hull and weapon.
Possible Guard Configurations

Yes, those are pretty high up on the technological tree of things to get. Unfortunately, I have not had luck stopping the Revenge or even damaging it with researchable technology.
Outpost and 25% Bubble
For starters, you would want fire support 2 and at least the defense module on the Outpost. Outpost 8 has lots of health and some built in resistances. So you will need to take that health into consideration when determining your 25% bubble. Best bet is to get the Outpost to level 8 and then take a warehouse to level 14. There is a base damage calculator out there, and you can find it by googling it. BP professor did it, and a great time saver, and can save you from figuring out that 25% bubble on your own.
Importance of Turrets
Of course, it goes without saying that you want your turrets to be along the same line as your defense fleet. I have quite a few Apoc (not as many as some, but I do have quite a few). The Executioner is an excellent alternative to using. It has good range, and with 100% bypass, it can deliver more damage than the Dead Eye executioner. Also with level 6 stands you can boost the damage potential of this weapon to get past the Deflection stat on the revenge easy. 6 to 8 of these can peck away at the Revenge as it travels to the outpost. Apoc is good for psychological reasons, but I have sat under 10 Apoc and barely noticed them. However, eight executioners did a bit more damage. You can put Smart warheads on them to boost range and damage. Having the second special open, the frontline Z platform that gives 30% resistance and 10% reload. Smart warheads are in the weekly, and the Frontline Z is available in the draconian bases. I realize not everyone has these specials, so you could go with Thermal Casing (research special to increase damage) and Scramjet (Research special to increase range).
The Turrets that need Level 7 stands ASAP are Basilisk and Draconia Scattergun. These two turrets at 105 range will fire first and if behind plenty of walls, five deep is recommended) they will get plenty of shots off as the revenge comes into range and then tries to get by them. Basilisk was in the weekly, and if you got them, you should be putting them in and getting your stands up. The scattergun was a limited version that has not been back, so I now many will not have it but if it comes back do what you can to get it. They go great with the Hydroxide coated barrels that give a 30% boost to corrosive damage types; that was also in the weekly. Unfortunately, there is not a single piece of researchable technology that can help boost their damage or reload rate. Even the frontline platform Z does not boost the reload.
The last turret is another Limited and is the Glacial turret. This thing is great if you can get it to cover a nice sharp turn, it slows them down nicely to give your turrets and ships more time to hit them before getting by ship and turrets. It is radioactive does high damage and alone can take off 15% or so from a fleet correctly placed.
Conclusion

All of these coupled with a good layout can at least make your base unappealing to those looking to hit. The good news is that as of this time we have not gotten many specials or armors to boost the resistances to two of the three damage types listed. So, these changes to your base with Corrosive and Concussive damage should help you stay current in base defense for a bit longer than normal. While you might not have it all at this point, and you are probably working on it at this time. Hopefully, you keep these in mind the next time a super base hitting hull comes out.  Unless Kixeye makes drastic changes in putting out concussive and corrosive resistance to adding in outside of natural hull defenses. The thought process of comprising your base defense fleet and turrets of these is solid decisions that could help you from having to play catch up every six months. I am in the process of making these changes myself, while those building the revenge are changing and overcoming earlier failures. We must change and overcome the failures we see as well if you wish to protect your base.