Online Strategy Guide for Facebooks browser game Battle Pirates by Kixeye

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 Post subject: Mercury Build discussion
PostPosted: Fri Aug 16, 2013 7:36 am 
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If the rumors are right, the Mercury is going to be offered once again !

At my level it's not a game changer, but for anyone mid level that intend to get bigger, I strongly suggest you get that hull.

There are a few reason why this ship is great (makes me want to build a fleet someday)

1-The build time is short
2-Reasonable base armor
3-3 special slot
4-Good base speed (12)
5-Built in sonar
6-but most importantly, its versatility...

Missile boats are capable of hitting base, opening salvage, doing fvf fight and have success in events.

This is what I would love to build. That fleet is just awsome.


Imo as long as you carry assault missiles or siege missiles on that hull it is going to be very powerful.
Especially for the time required to build the hull

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In 2015 I'll still be a pirate, but not in BP
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PostPosted: Sat Aug 17, 2013 4:01 am 
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Deckhand
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Perfect timing for this thread, I was just about to come and ask for some Merc advice :P

I won it last raid, and I am thinking of a build along the lines of the one in that video. I don't have Strike System, so I'll have to go with Engine 3 and Missile System (currently researching). I could go with SFB3 and LT but then I couldn't fit in Countermeasure Equipment 2 (I wish I grabbed 3). I have a Siege Missile, but waiting to upgrade my Intel Lab (3 days). My initial though was to go with 2 extra Phlanax instead of the Strike Missiles, thoughts on that? I have ballistic resistance armor, should I go for three of them or mix in some evade/missile resistance/speed armor?

Edit: I should mention what type of fleet I am aiming for. Pretty much a raid fleet, I don't hit bases and I do not intend to, I am focused solely on the raids.

Any advice would be appreciated! Thanks guys.


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PostPosted: Sat Aug 17, 2013 5:44 am 
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Cabin Boy
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I built my mercs with 4 drac assault missiles, 2 drac V assault torps for the speed boost, speed system 3, missile system 3, GS3 with d2-e armor.


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PostPosted: Sun Aug 18, 2013 6:16 pm 
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Phalanx mechanic doesn t work like hailstorms work.

hail a, b and c all have an accuracy of 25%.
They are good regardless of accuracy since they will keep on firing until the mortar shell have been shot down or when there are no more bullet in the gun... and is forced to reload.

Phalanx on the other hand have a much better accuracy.
Their drawback comes from the fact that only one shot will be fired at 1 incomming missile.


The idea behind strike system is that it s the only major speed boost that will not reduce the accuracy of the guns on your boat.
As soon as you combine it with phalanx, your chances of hitting incomming missile will be lowered.

Countermeasure system improves the accuracy of the phalanx
CMS1= +20%
CMS2= +30%
CMS3= +40%

and finally
Phalanx 1 = 50 % accurate
Phalanx 2 = 55 % accurate
Phalanx 3 = 60 % accurate

Long story short
If you wanna know how many missiles you are going to take down :
(accuracy of the gun)-(accuracy loss from engine)+(accuracy gained from countermeasure)

phalanx 1 - engine 3 + CMS1 = 50%-20%+20% = 50% of your shots will hit the incomming missile

Phalanx 3 - strike system 3 + CMS3 = 60%-0%+40% = 100 % (wich is why the setup from the video is great)



.... So its a risky builsness to mix and match different levels of phalanx... reason being that since 1 bullet is fired at a missile, if you are unlucky and the lowest level phalanx shoots first, it will mitigate the better accuracy of the other phalanx in the fleet.

4x hail-A > 2x hail-B > 1X hail-C... for the same weight
with phalanx, it s better the other way around imo
1x ph 3 > 2x ph 2 > 4x ph1

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In 2015 I'll still be a pirate, but not in BP
https://robertsspaceindustries.com/about-the-game


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PostPosted: Sun Aug 18, 2013 6:22 pm 
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OneEyePhil wrote:
I built my mercs with 4 drac assault missiles, 2 drac V assault torps for the speed boost, speed system 3, missile system 3, GS3 with d2-e armor.


I ve toyed around with this build in the past... I like the matching range ;-)

But that fleet is designed for fvf much more that for events and/or taking down buildings


I m sure that fleet does a really good job to fight subs and interdictors, but personally I tend to suggest lower level players to build their ships to be efficient to win events....

( and It seems like kix make us attack building and platforms more often that fleets)

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Level 66 > 67
Pirate since 2003 (Freelancer, WorldOfPirates, BattlePirate)

In 2015 I'll still be a pirate, but not in BP
https://robertsspaceindustries.com/about-the-game


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PostPosted: Mon Aug 19, 2013 3:12 pm 
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Deckhand
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Justgreen wrote:
Phalanx mechanic doesn t work like hailstorms work.

hail a, b and c all have an accuracy of 25%.
They are good regardless of accuracy since they will keep on firing until the mortar shell have been shot down or when there are no more bullet in the gun... and is forced to reload.

Phalanx on the other hand have a much better accuracy.
Their drawback comes from the fact that only one shot will be fired at 1 incomming missile.


The idea behind strike system is that it s the only major speed boost that will not reduce the accuracy of the guns on your boat.
As soon as you combine it with phalanx, your chances of hitting incomming missile will be lowered.

Countermeasure system improves the accuracy of the phalanx
CMS1= +20%
CMS2= +30%
CMS3= +40%

and finally
Phalanx 1 = 50 % accurate
Phalanx 2 = 55 % accurate
Phalanx 3 = 60 % accurate

Long story short
If you wanna know how many missiles you are going to take down :
(accuracy of the gun)-(accuracy loss from engine)+(accuracy gained from countermeasure)

phalanx 1 - engine 3 + CMS1 = 50%-20%+20% = 50% of your shots will hit the incomming missile

Phalanx 3 - strike system 3 + CMS3 = 60%-0%+40% = 100 % (wich is why the setup from the video is great)



.... So its a risky builsness to mix and match different levels of phalanx... reason being that since 1 bullet is fired at a missile, if you are unlucky and the lowest level phalanx shoots first, it will mitigate the better accuracy of the other phalanx in the fleet.

4x hail-A > 2x hail-B > 1X hail-C... for the same weight
with phalanx, it s better the other way around imo
1x ph 3 > 2x ph 2 > 4x ph1

Thanks! Hmm, I think I understand. So would I be better going for damage (Strike/Assault Missiles) instead of anti-missiles because I only have Phalanx 2 and Countermeasure System 2? Lol, I just realised I thought it was spelt "Phlanax", silly me :oops:


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PostPosted: Tue Aug 20, 2013 5:34 am 
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cpark59 wrote:
Thanks! Hmm, I think I understand. So would I be better going for damage (Strike/Assault Missiles) instead of anti-missiles because I only have Phalanx 2 and Countermeasure System 2? Lol, I just realised I thought it was spelt "Phlanax", silly me :oops:


Some phalanx are better than no phalanx. It just means that you will get hit by more missiles than someone with bigger phalanx and CMS
Your accuracy would be Phalanx 2 - engine 3 + CMS 2 --> 55-20+30 = 65% accurate
65% aint bad.. in school, all you needed was 60% to pass your test... :p

It is still a good place holder before you win the phalanx 3 and CMS3


***


I did a little test yesterday... very non scientific !!!

I have a AA battery MCX
It has Strike system+ 5x phalanx 3 + countermeasure 3

In the fleet there was another MCX fitted with 2x phalanx...

I went up against 55 elite salvage
The last 2 BS in the fight have 6X assault missiles each

that makes 12 missiles every 3 seconds.

With both ships together, 4-5 missiles get trough for every enemy salvo.

When I removed the small phalanx 1 on the 2nd ship, I tried hitting the same 55..

The 1st draconian salvo was entirely destroyed. Then, the second salvo was only half destroyed becuse it got caught reloading halfway in. So 6 missile gets trough every 2nd shot...

My initial theory is somehow confirmed... phalanx with less accuracy mess with the effectiveness of the more accurate ones.

_________________
Level 66 > 67
Pirate since 2003 (Freelancer, WorldOfPirates, BattlePirate)

In 2015 I'll still be a pirate, but not in BP
https://robertsspaceindustries.com/about-the-game


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PostPosted: Tue Aug 20, 2013 1:20 pm 
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Deckhand
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Posts: 18
Justgreen wrote:
Some phalanx are better than no phalanx. It just means that you will get hit by more missiles than someone with bigger phalanx and CMS
Your accuracy would be Phalanx 2 - engine 3 + CMS 2 --> 55-20+30 = 65% accurate
65% aint bad.. in school, all you needed was 60% to pass your test... :p

It is still a good place holder before you win the phalanx 3 and CMS3


***


I did a little test yesterday... very non scientific !!!

I have a AA battery MCX
It has Strike system+ 5x phalanx 3 + countermeasure 3

In the fleet there was another MCX fitted with 2x phalanx...

I went up against 55 elite salvage
The last 2 BS in the fight have 6X assault missiles each

that makes 12 missiles every 3 seconds.

With both ships together, 4-5 missiles get trough for every enemy salvo.

When I removed the small phalanx 1 on the 2nd ship, I tried hitting the same 55..

The 1st draconian salvo was entirely destroyed. Then, the second salvo was only half destroyed becuse it got caught reloading halfway in. So 6 missile gets trough every 2nd shot...

My initial theory is somehow confirmed... phalanx with less accuracy mess with the effectiveness of the more accurate ones.


Very interesting, thanks! I'll stick with some Phalanx 2 because I already have them fitted haha, but I'll aim to get Phalanx 3 and Countermeasures 3 when they're next offered! Thanks again.


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PostPosted: Wed Aug 21, 2013 5:04 am 
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You are welcome my friend !

I d love to know how they handle when it will be out of the oven !!

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Pirate since 2003 (Freelancer, WorldOfPirates, BattlePirate)

In 2015 I'll still be a pirate, but not in BP
https://robertsspaceindustries.com/about-the-game


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PostPosted: Thu Aug 22, 2013 7:52 am 
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The video makes me want the Mercury quite badly. I haven't seen them be that effective before.


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