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Thread: Abyss - The Raid

  1. #11
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    Quote Originally Posted by PRICEisWRONG View Post
    Attachment 207
    Extra Ammo for the turret.
    Kix loves their nerf guns: http://www.thedarkalliance.org/forum...ied-A-nerf-gun

  2. #12
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    Abyss Tips & Tricks
    Ahoy Captains!
    The Reavers continue their assault on Forsaken territory, staking their claim in our sectors. Join the battle and push the Reavers back! Abyss begins June 11th!
    All previous combat information regarding the Reaver horde remains the same as previous raids in this cycle. You can read up on the Reaver Horde here & the Hellstar Nexus here.
    The only significant changes to the Event targets concern the Reaver Assault Platform & the Reaver Nexus.
    The layout of the RAP has changed significantly from previous events. RAPs will be 4-player, non-retreatable, single-hit targets. Players will need to adapt to the new layout in order to take out the RAP effectively.
    Every 24 hours from the World start time of the event, defeated Reaver Assault Platforms will respawn unbubbled, giving you a chance to attack then again!
    RAPs will have a chance to drop either a Hellstar OR a Proto-Nemesis upon Victory!
    The Power Cores found in the Nexus target will explode when destroyed. This explosion will spit out Meteor projectiles that will land in random places in the combat map. Be sure to avoid these fire fields! Fire, bad!
    I'll have the Event Briefing available with more information on Tuesday.
    https://www.kixeye.com/forum/discussion/551718
    more Battle Pirates Info
    @ Bpoutpost.com
    ~SonOfStyle~

  3. #13
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    We no need more Reaver, we need more Draconian
    Just a Battle Pirates player.

  4. #14
    Senior Member
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    Status as of 2015.06.05 (with data mined from 2015.06.02):

    Hulls:
    • "official" BP (no idea how official, legit, etc, this thing really is):
      • Goresaber:



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    • Borbas' Goresaber:


    MIA?

    • data mined:
      • Goresaber:




    Name
    Goresaber
    Tech reaver
    Refitable True
    Build Time 7d09h44m
    Max Weight 12 292
    Armor Points 5 550
    Repair Modifier 150%
    Cargo 3 926 764
    Combat Speed 14
    Map Speed 30
    Turn Speed 12
    Armor Slots 7
    Special Slots 4
    Weapon Slots 8
    Slot List (Surface, Underwater, Aerial) 8 * "s"
    Armor Abilities +40%
    Evade Bonus +0%
    Ballistic Defense +50%
    Explosive Defense +50%
    Missile Defense +40%
    Radioactive Defense +50%
    Building Damage +60%
    Wall Damage +150%
    Rocket Wall Evasion 50%
    Rocket Reload +160%
    Rocket Range +25%
    Splash +75%
    Spread -30%
    Unreactive 5
    Tactical Field Resistance +67%
    Oil 18 281 250
    Energy 14 625 000
    Metal 14 625 000
    Zynthium 24 375 000


    • Borbas' Goresaber:


    Name Borbas' Goresaber
    Tech reaver
    Refitable True
    Build Time 9d01h20m20s
    Max Weight 12 292
    Armor Points 6 250
    Repair Modifier 150%
    Cargo 4 426 764
    Combat Speed 14
    Map Speed 30
    Turn Speed 12
    Armor Slots 7
    Special Slots 4
    Weapon Slots 8
    Slot List (Surface, Underwater, Aerial) 8 * "s"
    Armor Abilities +40%
    Evade Bonus +10%
    Ballistic Defense +60%
    Explosive Defense +60%
    Missile Defense +50%
    Radioactive Defense +50%
    Building Damage +100%
    Wall Damage +150%
    Rocket Wall Evasion 50%
    Rocket Reload +200%
    Rocket Range +25%
    Splash +75%
    Spread -30%
    Unreactive 5
    Tactical Field Resistance +67%
    Oil 39 701 211
    Energy 29 981 500
    Metal 37 100 543
    Zynthium 41 255 422
    bonusweapons 5578
    bonusweapontype rocket
    builtinmodules 7532
    category limited
    flagshipOnly 1
    builtin module is a berserk effect: +40% all damage resistance, +50% combat speed, ignoreresonancebattery = 1, +200% rocket reload (if I'm not mistaken).
    bonus weapon: Pinchstrike (see below).



    Weapons:
    • "official" BP:
      • Dragonfire Rockets



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    • data mined (note: some raw values may be left as I am still updating my scripts for weapons, "deathweapons" are currently not included too):
      • Dragonfire Rockets



    Name Dragonfire Rockets
    Tech reaver
    Build Time 1d04h58m
    Armor Points 600
    Ballistic Defense +5%
    Explosive Defense +5%
    Missile Defense +5%
    Damage 486
    Building Damage +75%
    Wall Damage +250%
    Radioactive Damage Bonus 25%
    Oil 27 255 422
    Energy 24 529 880
    Metal 26 437 759
    Zynthium 25 347 542
    Reload Time 0.75
    Range 68
    salvo 1
    spd 110
    Splash 20
    spread 60
    type explosive
    weight 1220
    wtype rocket


    • Pinchstrike


    Name Pinchstrike
    Tech reaver
    Build Time 3d02h15m
    Armor Points 400
    Damage 20
    Building Damage -70%
    Wall Damage -70%
    Oil 27 255 422
    Energy 24 529 880
    Metal 26 437 759
    Zynthium 25 347 542
    ignorereloadbonus 1
    Reload Time 6
    Range 81
    salvo 1
    spd 110
    Splash 20
    spread 40
    stun 1.5
    type explosive
    weight 1,442
    wtype rocket

    pinchstrike is listed as category blueprint currently, but it seems to be a special weapon for the Borbas' Goresaber only.



    Summary:
    Data mined for Goresaber is matching the "official" data with the following exceptions:
    • Armor abilities: +39% vs +40%: well it is really +40%, and 1 day, before the game is dead, kix will finally get someone understanding the difference between truncating and rounding to fix it and all other affected BPs.
    • Repair modifier: N.A. vs 150%: on Battle Vortex, assumption was 100%, and it is currently set to 150%. It is unclear if the 100% is official or just deduced from the picture: on R10 HS, repair modifier is listed above armor abilities. It is also possible something was broken and repair modifier got unlisted. So 100% or 150%, we will know more next week.

    Data mined for Dragonfire Rockets seems to match the "official" data: field of effect aka "deathweapon" is currently missing on my side as it is not properly decoded yet.

    Borbas' Goresaber: I have not seen any reference to this hull anywhere outside the darkalliance. As kix has been pushing this kind of hulls ( limited flagship) for like forever now, there is no reason to think it has been removed from next raid... So... did kix forget something? Is the hull not ready yet?

    Enjoy, and sorry for the weapons' tables, I'm still working on it .


    Update 20150609: bye bye Borbas' Goresaber, bye bye pinchstrike, and bye bye 150% repair rate. So surprisingly, no new limited OP hull this time .
    Last edited by Kimmy Jongy; 06-09-2015 at 10:54 PM. Reason: new kix crap :)

  5. #15
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    Jan 2015
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    Armor abilities: +39% vs +40%: well it is really +40%, and 1 day, before the game is dead, kix will finally get someone understanding the difference between truncating and rounding to fix it and all other affected BPs.
    In this thread (page 2 or 3) I asked them to fix it while they work on the changes to display.
    https://www.kixeye.com/forum/discussion/551953/p5

    Odds it will get fixed < 25%..... < 5%.... ok lets be honest, unless the guy they tagged to do it is a lurker here < 1%. But in case he is, here is the thread tracking all the "broken" display ones:
    http://www.thedarkalliance.org/forum...incorrect-data

  6. #16
    So the Sabre is 100% repair modifier after all.

  7. #17
    Senior Member
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    Feb 2015
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    447
    Quote Originally Posted by Screenwriter View Post
    So the Sabre is 100% repair modifier after all.
    As weird as it sounds so it seems. I wonder if it is a sign they will give up with the repair specialist band-aid.
    At least Armor abilities is still not +39% .
    Moo> learn to drive, and learn how to hit them so you don't finish in a corner
    Punisher666 (NBK)-13062> learn to drive mooo??? lmao
    Punisher666 (NBK)-13062> your a feckin lvl 20 or something lmfao

  8. #18
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    Jan 2015
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    Fleet Breakdown. More will be added as people feed me info.
    http://bp-information.blogspot.com/2...is-really.html

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