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January Event Tips & Tricks AKA Facing the Scourge

anuary introduces a new type of Siege target with some interesting and fun mechanics. Most notably is the ability to surface and submerge platforms. Included in this document are also the standard weapon types and abilities of these targets. I've included these to help explain the damage types you may encounter in these targets. Remember: these are Siege targets, meaning Siege fleets will perform best in these targets.

Let's take a look.


The Scourge Return, Captains!

Instead of utilizing their punishing array of submarines, the Scourge are constructing underwater structures to horde precious resources such as Uranium. These are SIEGE targets. It is recommended to use Siege class hulls for best results in these targets.

Each Scourge Siege target features a partially submerged platform. You may enter the target from any angle.

At the start of combat, there will be a very small amount of structures and turrets on the platform that are already surfaced.

At certain points on the combat map, if you enter its radius, another portion of the target becomes rises up out of the sea and is available for attack.

You can visually see where the submerged platforms exist prior to surfacing, as a dark water shadow appears over the general location of each submerged platform. This will allow you to get a general sense of the layout while keeping the specifics of each platform obfuscated until it surfaces.

Each platform has a “Trigger Zone” associated with it, and the size of the Trigger Zone can varies depending on the size of the platform. When a player’s ship enters into the “Trigger Zone”, the associated platform will begin “surfacing”. There is a set amount of time it takes before the platform is completely surfaced.

Turrets or structures built on a submerged platform will not fire until surfaced.

Submerged objects to not block movement, however, if the platform were to surface while a ship or ships are over it, then the nearby ships will be displaced in the direction they are moving. If they are not moving, then they will be displaced in the direction that the bow is facing. See more below for more information about displacement.

Once a platform is fully surfaces, all turrets will act as normal, capable of firing, acquiring range, etc. Additionally, once the platform is fully surfaced it will block movement, as normal.

Once a platform has fully surfaced, it will remain so until all structures and turrets are destroyed.

Any target that has been engaged will resubmerge between attacks however damage to turrets and structures will persist between attempts, even if the platform has resubmerged.

Surfacing: Collision, & Displacement

In addition to platforms with turrets / structures, there are tile segments that begin combat submerged.

Once a ship has been detected to enter into the tile’s trigger zone, the tiles will surface and become capable of blocking movement, as a normal surface structure.

During this time, if any other units are positioned over where the tiles will be located once fully surfaced, all units will be displaced in the direction they are moving. If the units are not moving, then they will be displaced that they are facing (typically using the bow as a point of reference). During the time period where a unit is actively getting displaced, the player cannot manually control that unit until the unit has reached its displaced location. However, if the unit had a targeted location (or enemy unit) prior to being displaced, then that unit will resume attempting to reach its target location once it has finished arriving at the displaced location.


As part of the strategy of dealing with the platforms, certain structures will contain an "Electric Eel" EMP building. When this building is destroyed, it will emit an AoE stun effect in a short radius, stunning all buildings, ships, and other units caught in the blast regardless if friendly or enemy. This way, skillful players can play a range game with the EMP, enabling them to be more successful by quickly destroying the Electric Eel EMP Building, and buying them time via a stun effect to destroy some of the other damaging turrets.


Tracking Launcher Turret

On each platform, there will be a giant launcher turret that tracks the player’s fleet (in the same way a Culverin Cannon would for the Mega Ship). This causes an impending threat of a high amount of damage if a fleet ever stops moving for a period of time. If a fleet is targeted, then it will fire a volley of radioactive projectiles over a very large area (splash), dealing massive damage and automatically triggering a moderate sized shockwave upon impact. To avoid this, be sure to stay on the move!

Short-Range Ballistic Turrets

The Short Range Ballistic Turrets will deal a high volume of damage very quickly should the player come into its close range. Stay away from this platform while lobbing projectiles from a distance.

Long-Range Ballistic Turrets

The Long Range Ballistic Turrets will deal a high damage (splash and/or single fire) weapon that fires at a slower rate over a very long distance. This is designed to put additional pressure on the player to act more quickly instead of taking their time. Stay moving to avoid being peppered by his arsenal. This can be particularly tricky if you have several surfaced platforms or get cornered/displaced into the turret range.

Short Range Radioactive Turrets

The Short Range Radioactive Turrets will deal a high volume of damage very quickly (single target projectiles) should the player come into it’s close range. If the player’s ship is being fired upon by too many of these at one time, it will trigger a powerful shockwave, devastating a fleet. Again, staying at distance to these turrets is preferred.

Summary of Turrets

The ranges on these turrets and their placement in the target are specifically designed to give players an opportunity to utilize skill to succeed. While a solid defense will mitigate some damage, the real test will be skating the razor's edge with your ships's range. Like the Skirmish targets in the last event cycle, good driving, patience, and unlocking the pattern are the key to defeating these targets.


We have introduced the Cannoneer early last month. The Cannoneer is designed to be used in the higher tier targets. In January, we will be introducing the Ironclad, an alternative to the Cannoneer. Similarly to the Hellwraith/Tideseeker combination, the Cannoneer/Ironclad combo is the best and most efficient way to engage these targets at a high level. There are some specific differences between these two hulls. The Cannoneer, for example, is a hull that is capable of maneuvering and outranging turrets. When used with finesse, this hull can outperform other hulls in these targets. The Ironclad, in comparison, is a tank-y hull that can take some damage, but is less finesse-oriented. It is designed to auto-attack Tier 4 level (or lower) targets. It's range is less than than the Cannoneer, so it's more likely to take peppering from enemy turrets but, due to its high defenses, should withstand the bulk of damage. Think of the two as the difference between a scalpel and a hacksaw. Both are surgical tools with very different results.

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