Ok, I hinted out this in the fleet breakdown this weekend, there is a "new" feature (how new no idea, may have been there months and months and months) where there is a chance that when you attack the fleet that it could spawn the normal ship, a command version of it, or an elite version of it.
Here are 2 examples.
This first one is assuming that it spawned the normals for everything
3x Return Hellhound (HP: 65,000/65,000)
- Specials: [1x NPC Special Stack Debuff ]
- Weapons: [3x Return Thrower Hellhound (0-87), 2x Return Rocket 3 (0-60), 2x Return Depth Charge 3 (0-20)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 76.8
- Sonar Range: 60
- Cargo: 4,407,210
- Combat Speed: 32
- Map Speed: 20
- Turn Speed: 14
- Evade: 0%
- Ballistic Defense: -13%
- Explosive Defense: 44%
- Missile Defense: -13%
- Nuclear Defense: 10%
- Concussive Defense: -69%
- Slow Reduction: 70%
- Stun Reduction: 70%
- Weight: 2748/7996
- Specials: []
- Weapons: [2x Return Thrower Hulk (0-95), 1x Return Mortar 1 (20-100), 1x Return Mortar 2 (20-90), 2x Return Mortar 3 (20-80), 4x Return Countermeasure (0-100), 2x Return Depth Charge 1 (0-50), 2x Return Depth Charge 2 (0-35), 2x Return Depth Charge 3 (0-20), 3x Dragonfly UAV (0-94)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber
- Thermal Detection Range: 78
- Sonar Range: 70
- Cargo: 0
- Combat Speed: 20
- Map Speed: 30
- Turn Speed: 10
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 84%
- Missile Defense: 50%
- Nuclear Defense: 60%
- Concussive Defense: 50%
- Mortar Reload: 0%
- Slow Reduction: 50%
- Stun Reduction: 50%
- Weight: 8301/30000
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 100%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 40
- Map Speed: 40
- Turn Speed: 16
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 50%
- Missile Defense: 25%
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 0%
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/8000
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 100%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 40
- Map Speed: 40
- Turn Speed: 16
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 50%
- Missile Defense: 25%
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 0%
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/8000
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 40
- Map Speed: 40
- Turn Speed: 16
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 50%
- Missile Defense: 25%
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 0%
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/8000
Here is what was actually in it though, I'll bold what is different because of it:
3x Return Hellhound (HP: 65,000/65,000)
- Specials: [1x NPC Special Stack Debuff ]
- Weapons: [3x Return Thrower Hellhound (0-87), 2x Return Rocket 3 (0-60), 2x Return Depth Charge 3 (0-20)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 76.8
- Sonar Range: 60
- Cargo: 4,407,210
- Combat Speed: 32
- Map Speed: 20
- Turn Speed: 14
- Evade: 0%
- Ballistic Defense: -13%
- Explosive Defense: 44%
- Missile Defense: -13%
- Nuclear Defense: 10%
- Concussive Defense: -69%
- Slow Reduction: 70%
- Stun Reduction: 70%
- Weight: 2748/7996
- Specials: []
- Weapons: [2x Return Thrower Hulk (0-95), 1x Return Mortar 1 (20-100), 1x Return Mortar 2 (20-90), 2x Return Mortar 3 (20-80), 4x Return Countermeasure (0-100), 2x Return Depth Charge 1 (0-50), 2x Return Depth Charge 2 (0-35), 2x Return Depth Charge 3 (0-20), 3x Dragonfly UAV (0-94)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber
- Thermal Detection Range: 78
- Sonar Range: 70
- Cargo: 0
- Combat Speed: 20
- Map Speed: 30
- Turn Speed: 10
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 84%
- Missile Defense: 50%
- Nuclear Defense: 60%
- Concussive Defense: 50%
- Mortar Reload: 0%
- Slow Reduction: 50%
- Stun Reduction: 50%
- Weight: 8301/30000
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 100%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 42 (higher)
- Map Speed: 40
- Turn Speed: 18 (higher)
- Evade: 0%
- Ballistic Defense: 33% (lower)
- Explosive Defense: 33% (lower)
- Missile Defense: 17% (lower)
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 50% (higher)
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/9000 (higher)
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 100%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 44 (higher)
- Map Speed: 40
- Turn Speed: 20 (higher)
- Evade: 0%
- Ballistic Defense: 25% (lower)
- Explosive Defense: 25% (lower)
- Missile Defense: 13% (lower)
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 75% (higher)
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/10000 (higher)
- Specials: []
- Weapons: [3x Return Chaingun 1 (0-90), 1x Return Thrower Sapper (0-75), 2x Return Depth Charge 1 (0-50)]
- Armor: []
- Tac Modules: [1x None]
- Rank: 0
- Chance Command: 0%
- Chance Elite: 0%
- Fleet Strategy: reaverbomber,kingkiller
- Thermal Detection Range: 100
- Sonar Range: 80
- Cargo: 0
- Combat Speed: 40
- Map Speed: 40
- Turn Speed: 16
- Evade: 0%
- Ballistic Defense: 50%
- Explosive Defense: 50%
- Missile Defense: 25%
- Nuclear Defense: 60%
- Concussive Defense: 75%
- Ballistic Reload: 0%
- Slow Reduction: 30%
- Stun Reduction: 30%
- Weight: 1114/8000
So speed and turning are faster, but resistance is down. Ballistic reload is 50% higher on one and 75% higher on the other, so a nice increase in ballistic damage.
But both of these were 100% chance for either elite or command on the ones they triggered. So there should have been no variation from hit to hit, compared to others that are 50% chance of elite, 50% chance of command. Now I assume the logic there is 50% chance is normal or elite, if it rolls normal it then does 50% chance of command, but that is just my guess........
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