Monday, November 21, 2016

Squad Wars 3317 Time Table And Rules

   
Is Your Clan Ready?


Signups for Clan Wars have begun! A registration button has appeared on each eligible clan's page. A clan must have between 5 and 7 members to participate. A clan is registered for the tournament once at least three members of the clan, including the clan leader, have clicked the button. To fill in divisions during the grace period, devs may register clans where multiple members, not including the leader, have clicked to register.

Head to your Clan Page to find the registration button.

If your clan has less than 5 members, RECRUIT MORE NOW. You have until the end of registration to join.

Before you may register, every player must be at least
50% of the average clan level at signup (average counting all members).

At the moment your clan registers, the clan's average level is recorded.

For division placements (at registraion) The TWO (2) lowest level players in each clan will not count toward average level.

Tournament divisions will be based on clan level at time of registration. After registration, feel free to power level to gain an edge in your division.

Once your clan has registered, your roster will be locked until the end of the tournament. You will not be able to add or remove clan members.

Squad Wars 3317
November 13    Signups Begin
November 24
NOON    Signups officially end
November 24    Specialists Locked
Divisions Announced
Place your bets!
November 26    Battle One
November 28    Battle Two
November 30    Battle Three
December 1    Prizes Distributed.
SPECIALIST FAQ

Rules

A clan war lasts from midnight to midnight New York Time (GMT -5).

Between each war in a tournament, there will be an off day.

Clans may not change their membership during a tournament.

A player cannot continue to attack opponents that the player has already defeated twice that day (As normal, you can only defeat a given player twice a day. This is The Beatdown Rule).

Clan fights count on your record as regular fights. (Any attack on a rival clan member during the war will count as part of the war, even from the normal Battle screen).

Defensive wins count as wins for the defender's team, but do not count as wins for the 2X Daily Beatdown Rule.

If a round ends in a tie, that war will be automatically extended for 14 hours of "overtime"

After attacking someone in a clan war, you cannot be attacked in that clan war for 90 seconds
In the final hour of each battle, this will be reduced to 45 seconds.

Before you may register, every player must be at least
50% of the average clan level at signup (average counting all members).

At the moment your clan registers, the clan's average level is recorded.

Tournament brackets, pairings and format will be determined by each clans average level at time of registration. For bracket placement, the lowest level players in each clan will not count toward average level.

If there is a very odd number of clans registered we may add additional clans who registered after the deadline or had less than the minimum number of clicks to enter. Having less than the minimum clicks does not guarantee a clan will not be entered. Any clan who registers before the deadline is guaranteed entry. Devs will do our best to find space for every clan who wants to enter.

Participation in the tournament is at the discretion of the devs, and unsportsmanlike conduct may be grounds for disqualification.

Sunday, November 20, 2016

Tower Shield Equipment Review by David McCallum : #701548

I don't know.


Head away on assignment for a few days, and I get back to... this.


Patrick has been left to his own devices.


I don't know whether we have been burgled or a squad of teenagers has moved in.


Patrick himself looks like something the cat brought in, then brought up. At least he did after I found him... how he managed to get himself with his backside wedged in a filing cabinet surrounded by a wall of beer cans I can only guess at.


We are apparently supposed to believe that he had been experimenting with designs for motte and bailey castles, and the filing cabinet was his tower keep.


Which leads me (and quite nicely) to a piece of kit that I had at first discounted  but I'm now starting to look at again.


The Tower Shield module.


At first glance, and certainly when they first came out, you were paying an awful lot for a fat load of nothing really useful.


Sounds a lot like Pat to some degree, but I digress.


50 Niodes, 552 Bioptics and 658 Ferrite  gets you a shield that will block 40% of Trample damage, 30% of Forked damage, 40% of Splash damage while letting in an extra 6% of Ice and 2% of Fire. It will also stop dead a flat 35 damage points. With a tonnage rating of 90 up to 100, that covers the top end of the Delta class and all of the Epsilons.


Now purely from the flat shield rating, it is not as good as an Epsilon but it is an upgrade on the Deltas. It depends on whether the other mitigation is worth it for the Delta's.


And at an initial glance it isn't. apart from the flat 35 damage points, it stops nothing that is directly fired at that mech and even lets some through. The only thing it can block are incidental damage that is being carried over from fire on another target.


Why would you want that?


Well, in the intervening time, a few other pieces of gear have been released. The first is the proliferation of chassis kit that can counter damage types such as trample, fork and splash.


Problem is, all of that stuff missed the 90 tonners, so your Dinomechs are just as vulnerable as they always were.


The second thing though, was the introduction of split shields. While at first they were useful rounding out all damage types on any unit with less than 5 shields, you can now in theory pull two single type Deltas and drop in a dual shield and a Tower. Suddenly, your 90 ton beasts are able to withstand some of that incidental damage while sitting in the rear ranks or sideways blasts.


I'm not sure... its a pricey operation, but is it worth a crack?



Submitted by David McCallum : #701548

Man O' War Ray Weapon Review By Pat Willis#224534

This weapon review isn't going to be like the others I've done here on site, where we look at the same weapon class but the levels above as well as below what is being reviewed. Mainly because at level 111 this becomes available for purchase and there is little to compare it to as it sits a top the crystal laser weapon pile, until you get to level 131 and the Triple Matrix is available. You may be able to pick up a few here and there through raid/war prizes, attached to a stock Fext build, or get lucky with the mystery vortex. Aside from those really you'll just have to wait till level 111 to buy one.

This is a restricted weapon in that you are only allowed to buy up to 65 from the shop directly. It'll cost you 2,800 Ferrite, 1,900  Bioptics, and 74 Crystal to buy one. It does allow for bulk purchases and you can buy 5 for 260 Crystal.

Now with that hefty price tag in resources the question is simply, is it worth it? It deals out 77 straight damage, has a speed of 102, and the weapon ability of 2X Damage at 10%. These things are some hard hitting, fast firing lasers plain and simple. They are perfect with the Fext build especially seeing as the right equipment installation can have you running  3X Damage at 94%. Add in the fabled X9 hits those things are capable of and you have pretty much vaporized your opponent.

As this is a higher level weapon you can be sure that higher level players will be changing them out in between laser build bonus mechas to see what all they can do. Best advice is if you face someone with an arsenal of these invest in good strong niode shields. It may not save you completely but it may let you last a round or two longer. These are nasty weapons!

Submitted by Pat Willis#224534

Saturday, November 19, 2016

Riot Gear Equipment Review By Pat Willis#224534

This is Niode based shielding equipment for mechas in the 55-80 Ton range. It'll cost 1,093 Ferrite, 418 Bioptics, and 38 Niodes to purchase one. Its abilities are as follows - Trample Shield at 12%, Projectile Vulnerable at 3%, Fire vulnerable at 6%, and Shield at [18].

Good for a mecha set up to take trample damage, shielding can be modified to get around the low percentages of proj, and fire vulnerabilities. Really all this has going for it is the Trample Shielding and General Shield, no real perks beyond that. Pretty straight forward you get two perks, and two flaws.











Submitted by Pat Willis#224534

Midas Missile Weapon Review By Pat Willis#224534

Today we're looking at the crystal based missile system of the Midas Missile. It's available to levels 63 and up, no restrictions or limits attached to them. As usual we'll be seeing how it compares to the weapon in the same category both beneath it and above it level wise. As this is a crystal weapon we'll only be looking at crystal based in return.

Beneath it at level 51 is the Death Head missile with a straight damage of 48, a speed of 98, and the weapon ability of Splash at 2%. The Midas beats it out in straight damage, looses out in speed, and has a higher Splash percentage to it. It fires slower, but delivers a bigger boom with more collateral damage. Overall a solid upgrade.

Next up at level 73 we have the 57AM missile system. It has a straight damage of 62, speed of 96, and a Splash weapon ability at 6%. It has more straight damage than the Midas, has the same speed rating, and only has 1% more weapon ability.  So really it packs a heavier straight punch but not a whole heck of a lot by way of upgrading the weapon ability.

So overall a solid weapon placed just where it should be solidly between the other two. It has some decent bang for the resource buck and the no restrictions or limits on it are nice to see. It's a pretty solid weapon all around and preforms as advertised.

Submitted by Pat Willis#224534

Friday, November 18, 2016

SunFlare Weapon Review By Pat Willis#224534

Continuing our look back on limited release weapons no longer available we have this niode based fire weapon.  It was for levels 20 and up, a single weapon would have cost 450 Ferrite, 350 Bioptics, and 31 Niodes. Bulk buy was an option here with 5 for 124 niodes. It deals 55 straight damage, has a speed of 102, and has the abilities of Burn at 5%, and 2X Damage at 5%.

Do I even need to say put this on something with fire damage bonuses? It'll work well on just about anything granted but to get the full potential out of it, hook it up to some heavy flame thrower types and go to town. Something with a burn bonus if you have it, or with 2X damage percentages to compliment the weapons in built modifier. However you place it, this weapon is perfect for low to mid tier players looking to light up their enemies.









Submitted by Pat Willis#224534

Retribution Weapon Review By Pat Willis#224534

A crystal missile weapon for levels 115 and up. It will cost you 2,750 Ferrite, 1,900 Bioptics, and 75 crystal to buy one. Or you can go with the five for 300 Crystal, with a limit of 40.  It does 80 straight damage, with a speed of 100, and the ability of Fork at 10%.

Nothing to really compare this missile to as the ones that are comparable  or close in damage are niode based with over 50% For abilities and available way earlier (around level 54). But again those are niode weapons this is just a crystal weapon. So as it usually stands makes sure your mecha build stats are set up for missiles, your skill point allotment is where you need it, and equip it with missile friendly equipment to see it operate at full
capacity.

Submitted by Pat Willis#224534



Thursday, November 17, 2016

Ankle Support Equipment Review By Pat Willis#224534

This is a crystal piece of chassis equipment for mechas in the 55-70 ton range. Getting one will cost you 213 Ferrite, 153 Bioptics, and 53 Crystal. For all that you get a Dodge of [8], 2X Damage at 6%, and a Shield of [2].

Not bad really the dodge is pretty standard for a chassis piece. The 2X damage is even better when coupled with a mecha already packing such an ability. The shielding is minimal but will help fill out your defensive needs and add to whatever you already have installed on your mecha. Really the selling point here is dodge, and 2X damage. Even more so if you have the room to stack these on for extra maneuverability, and in this case damage dealing.









Submitted by Pat Willis#224534

The Reaper A Second Look By Pat Willis#224534

Today we're taking a look at the new 100 ton, niode slug thrower the Reaper. As usual all pertinent purchase and basic level information are in the image.The last time I reviewed them I had a couple but none at pilot level. Now that is corrected, and we'll see if this is just another Fext wanna be or if it deserves its own special place in your line.

The starting weapons here are pretty nice actually. You get 2 Harvesters, 2 Raven's Claws, 2 Silencers, and 5 MAK - 47's. Before installation of equipment, just based on standard mecha build stats, the mecha has the following for innate abilities.

Bonuses before
equipment:
Proj. Damage + 54%
Speed - 30
Trample 22%
Trample Shield 25%
3X Damage 26%
Missile Vulnerable 26%
Fire Shield (30)
Splash Shield 20%
Speed + 24
Freeze 19%
Slow (12)
Shield (17)
Precision (9)
Crit-Kill 2%

For equipment slots it gets 6 cockpit, 4 chassis, 5 engine, 6 shield and 50 weapon slots. So there is room to make modifications and dial in your mecha how you would like with equipment slots.

However be aware you'll be wasting at least one good shield slot to cover for the shoddy  manufacturing job that leaves this model vulnerable to missiles. I'm sorry but if I'm shelling out 140 niodes I expect to see a mecha without such weak ass parts on it that by the time it levels up has that weakness at a whopping 26%, which has actually increased since the last time I reviewed this mecha when it was in the level 70's. Last time I had looked that vulnerability was only at 20%. So in the levels that I have gained I have also gained another 6% weapon vulnerability.

Sorry I just can't get behind or support such a shoddy design, and such a bad rip off of another mecha. Save your niodes buy a Fext. They do more damage, aren't as slow, and aren't put together with bargain basement parts so as to blow up if you mention missiles. These look nice but in the end even for a niode mecha I have to say at best they are sub par.

Submitted by Pat Willis#224534

Wednesday, November 16, 2016

Evaporator Flare Weapon Review By Pat Willis#224534

Today we're looking at the limited release niode flame weapon the Evaporator Flare. Please note it is no longer available in the shop. The level requirement for this one is 16, which unless I am misreading the shop is the lowest available level flame weapon.

So in going with that seeing as there is no weapon listed in the shop to compare it to in lower levels we'll instead be looking to the higher level weapon.

That weapon would be the level 19 Red Plasma. It sports a straight damage of 27, a speed of 105, and has the weapon ability of Burn at 6%.

The Evaporator Flare beats it in straight damage capability, looses by a couple points in speed, but increases the Burn weapon ability by 1%, and adds a Precision as a bonus at (3).

Even though this is the lesser level weapon it seems to have many upgrades over its bigger cousin. Equipped to a flame mecha with built in bonuses to not only fire damage but having your Precision rating augmented not only by equipment, but also by weapon bonuses seems quite the win, win situation. I'm beginning to see why it is only released in limited quantities. Being available to low levels as it is, and equipped with some of the lighter tonnage mecha it could make for one mean arsenal of fire through and through. Hope you got them when you could, they were a hell of a deal.

Submitted by Pat Willis#224534

Tinsel EMP Weapon Review By Pat Willis#224534

This weapon was available last year from various KOTM, raids, CW prizes, and mystery vortex offerings. It isn't a widely available or dispersed weapon any longer, but that just makes the ones already out there that much more coveted.

So why is this such a big deal? As a lover of ice mecha and weaponry I think I can fill you in on that one. First off look at the straight damage available here. 111 Straight damage, most weapons regardless of weapon type usually top out in the 135 range. Special note would be the Kraken ice weapon which does 150, but that seems to be the exception rather than the rule. So this is a devastating straight damage potential weapon.

Now look at the Speed available here, it's 111 just like the damage. Thing of it is though that is one of THE fastest firing speed ratings I have seen on a weapon. That is in line with the Nakshi signature weapon the Harmonic Disruptor, which is a projectile weapon type. So we have the speed of a roided out projectile weapon being applied to the ice weapon category. That just is a win win situation all the way around.

Now take a gander at the weapon abilities. Crit-Kill at 10% for starters. While it isn't the 19% to be included in the Crit-Kill club it still is rather devastating. Especially when combined with any innate bonuses from mecha build stats, or equipment bonuses. You could make quite the frozen mess with these if you fine tune you Crit-Kill ability.

On top of that we also have a Freeze at 55%. That's drool worthy right there. Over 50% just in weapon ability alone. Now add in any innate build bonuses from your mecha, as well as equipment bonuses or boosts, and well theoretically you could be snapping off frozen shots every other round if not almost every single one. Yes precision will come into play here to determine if you hit or not, so make sure whatever you install these on can hit the broad side of a Vol Worm!

So IF these ever become available again, I would suggest stocking up as much as possible on them. They make for some devastating weapons, fire fast, and have such desirable weapon abilities I'm waiting for them to come standard issue as some new Ice monster mechas signature weapon.

Submitted by Pat Willis#224534