Some of the images used in this website are the intellectual property of KIXEYE® and may have to be removed if requested. 
Content on this website is provided to the User by the Battle Pirates Player community. By use of this site you acknowledge that such content is provided to the user without any implied warranties, ownership rights or guarantee of accuracy as this is not affiliated with nor approved by Kixeye®

This site uses some cookies, by using the site you agree to their use.

  • twitch
  • Facebook Social Icon
  • Google+ Social Icon
  • YouTube Social  Icon

December 4, 2018

November 27, 2018

November 21, 2018

November 7, 2018

October 30, 2018

October 23, 2018

October 16, 2018

October 9, 2018

October 3, 2018

September 25, 2018

Please reload

Recent Posts

Cold War: Coup

June 14, 2017

Mission Overview

 

 

 

Captains,

In a strange twist of events, Greta Spader has carried out an assassination attempt on Vassago and taken command of the Draconian Empire! Pushed to her breaking point over the aggressive pivot toward completing Project 9, Greta has shown her hand by eliminating the Lord High Commander and assuming command of the Draconian navy. The Draconian Research Garrisons have begun ramping up construction of their weapons of war. Now is the time to strike, Captains! Cold War: Coup begins June 15th!
 

Cold War: Coup is a hull store. Defeat Draconian Research Garrisons to earn points to redeem new technology. Event runs from Thursday, June 15th @ 9am PDT to Wednesday, June 21st @ 9am PDT.

 

Cold War: Coup will begin on the following worlds at the following times:

World Alpha: 9AM PDT

World Beta: 10AM PDT

World Gamma: 11AM PDT

World Delta: 12PM PDT

World Epsilon: 1PM PDT

At the start of the event for each world, the following features will be disabled:

Relocation
Sector Threat
Base Parts targets - note that Draconian Mining Bases targets will be replaced by Scourge Siege targets following the event!
Gantry and Foundry targets
Daily Campaigns
Friends lists limited to 10

These features will become disabled at the start of the event for their respective worlds. For example, at 9am PST, relocation will be turned off in World Alpha but will be available for all other worlds. However, you cannot relocate to World Alpha once relocation has been turned off for that sector.

 

Goals
Cold War: Coup is the third and final event in the Cold War event cycle. Targets include Draconian Research Garrisons and are tuned for Garrison-class ships such as the Icebreaker and the Monolith. We have made the A blitz target viable for Citadels, and we have also increased the payout of the S set.

Avoid Cryo Mines surrounding the Garrison targets and destroy turret clusters and shipping yards to earn points to use in the event store. Unlike Cryo Mines in other targets, these mines cannot be targeted or destroyed by weapons.

 

Targets

Research Garrisons are classified by Tier (Tier 5; Tier 4; etc).

Targets are not cooperative.

 

  • Tier 7

    • Previously labeled “S-target”

    • 1 target in set - Level 100 from May.

    • Very difficult target with high payout of points

    • Suggested fleets: Ranked Monolith and Icebreaker fleets

    • Destroy nearby buildings to uncover Shrouded targets. A target under a Shroud may not be targeted.

  • Tier 6

    • Previously labeled “A set”

    • 3 targets in set (81, 83, 85)

    • Suggested fleets: Ranked Icebreaker fleets; Monolith fleets; high-ranked Retrofitted Citadel/Punisher fleets and Zelos/Empyrean fleets

  • Tier 5

    • Previously labeled “B set”

    • 3 targets in set (61, 63, 65)

    • Suggested fleets: Mid-ranked Citadel/Punisher fleets; Tideseeker fleets with Coaxial Firestorms and countermeasures

  • Tier 4

    • Previously labeled “C set”

    • 3 targets in set (41, 43, 45)

    • Similar to Draconian Strongholds. Suggested fleets: Any viable FM fleet; Tideseeker fleets with Coaxial Firestorms and countermeasures

  • Blitz Targets

    • Level 84 - We have made the A blitz viable for Citadels again

      • Suggested hulls: Citadels, Icebreakers & Monoliths

      • Will pay out 800,000 points

      • Blitz minimum of 5 gold

    • Level 69

      • Suggested hulls: Icebreakers, Citadels & Tideseekers

      • Will pay out ~185,000 points

      • Hit down multiplier applies

      • Blitz minimum of 1 gold



Campaigns

In addition to World Map targets, special campaigns are available that feature old event cycle targets.

 

    • Dark Depths Elite

      • Based on Scourge Siege targets from the last event cycle

        • 4 targets in set (51, 53, 55, 57)

        • Suggested hulls: Centurions & Punishers

    • Dark Depths

      • 3 targets in set (31, 33, 35)

      • Suggested hulls: Any Tier 3 or lower Siege tech (Crusaders, etc.)


Point Payouts Per Target
Each target is worth a maximum number of points, as noted below. Completing a set will award a completion bonuses. 

 

Tier 4:
41 - 25,000
43 - 40,000
45 - 55,000
Tier bonus - 80,000

Tier 5:
61 - 120,000
63 - 190,000
65 - 290,000
Tier bonus - 400,000

Tier 6:
81 - 500,000
83 - 600,000
85 - 700,000
Tier bonus - 1,700,000

Tier 7: We have increased the payout of the S set
100 - 3,000,000
Tier bonus - 3,000,000

Blitz Tier 6
84 - 800,000

Blitz Tier 5: 
69 - 185,000

  • You can track your completion progress in the Event modal.

  • Defeating a target will mark the completion in the modal.

  • Continuous target completions will count towards future set completions.

  • Once a set is complete, the modal will clear and reset with previously completed targets marked in the modal.

  • Hitting targets that are below your recommended level will result in fewer points. This does not affect the completion bonus for a finishing a set.

  • Use the Locator to find targets of all Sets or specific Sets.


Uranium

Sector Threat will not be enabled during the event however you may earn Uranium by reaching certain points thresholds.

Points earned          Payout
150,000                     800
500,000                  1,500
2,000,000               5,000
5,000,000             10,000
10,000,000           20,000


Zoe's Man-O-War

A level 99 target that begins spawning on Saturday will also have a Uranium payout (~42k) upon completion. This target is not worth any event points but may be completed for a Uranium payout. This target will begin spawning on Saturday at noon and continue to regularly spawn hourly throughout the rest of the event. These targets will spawn near Nav Relay towers.

Top Prizes

Phoenix (Assault class hull)

 

This T6 Reaver Assault-class hull is best suited for the targets in the next event cycle. Get a drop on the enemy today!
Check it out in action! 

 


Talon Missile (Phoenix Weapon)

 


Carbon Fiber Casing (Phoenix Special)

 


Vassago’s Pride (Conqueror Flagship)

 


Justice (T6 Defender class hull)

 

Some clarifications: 
 

Thorns

Causes this hull to deal damage back to attackers when hit. This includes splash damage. 

How it works: 

 

Damage is dealt back to an attacker for each hit delivered to the Justice.

 

Thorns trigger off of the first hit against the Justice, and will continue dealing damage per hit until the Thorns Duration has run out.  At this point, they will enter the Cooldown period, and no damage will be dealt back to attackers.

 

The base amount of damage dealt via Thorns is listed on the blueprint.  Modifiers are, as usual, rolled into the final value.  This heavily incentivizes making sure you are able to overcome the Deflection values on the Justice, rather than attempting to chainsaw it down with min damage.

 

Thorns each have an associated damage type.  In the case of the Justice, this is Ballistic.  However, traditional mitigation (resistance/deflection/evade) does not work versus Thorns.

 

Stunning a hull with Thorns will pause the Thorns cycle wherever it is.  Once the stun ends, the Thorns cycle will resume as normal.

 

As an example...

 

Ballistic Thorns: 10

Thorns Duration: 10 seconds

Thorns Cooldown: 10 Seconds

 

Using the above values, hitting the defender 20 times over the active 10 second duration, all doing min damage, means taking 200 damage and negligible damage to the Justice.  Meanwhile, hitting 20 times in that timeframe with things that out pace the Justice deflection means also taking 200 damage, but having dealt significantly more damage to the Justice.

 


Penance Aura

Applies to each Justice in the fleet

Stacking multiple Justice will improve the effectiveness of the Thorns, as well as their duration, while reducing the cooldown between Thorns activations.
 

Upon destruction of a nearby friendly ship, the Justice will cause enemy weapons to prioritize targeting the Justice over other hulls in range. This can be overridden by the attacker by specifically clicking another target. 

 

Penance Cannon (Justice Weapon)

 


Augmented Ballistic Armament (Justice Special)

 


Charged Zynthonite D1-CO Armor (Limited Armor)

Prize List

Top Prizes:

NOTE: The Phoenix, Talon Missile, and Carbon Fiber Casing are locked behind the Justice; You must unlock the Justice before unlocking all Phoenix-related tech. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Hello all,

After discussing this with the designers, I realized the previous messaging regarding Thorns was not completely accurate. Here is the most updated information regarding the special ability and how it works. This is a more defined explanation of the special ability. I hope this helps. 

THORNS:


Damage is dealt back to an attacker for each hit delivered to the Justice.

 

Thorns trigger off of the first hit against the Justice, and will continue dealing damage per hit until the Thorns Duration has run out.  At this point, they will enter the Cooldown period, and no damage will be dealt back to attackers.

 

The base amount of damage dealt via Thorns is listed on the blueprint.  Modifiers are, as usual, rolled into the final value.  This heavily incentivizes making sure you are able to overcome the Deflection values on the Justice, rather than attempting to chainsaw it down with min damage.

 

Thorns each have an associated damage type.  In the case of the Justice, this is Ballistic.  However, traditional mitigation (resistance/deflection/evade) does not work versus Thorns.

 

Stunning a hull with Thorns will pause the Thorns cycle wherever it is.  Once the stun ends, the Thorns cycle will resume as normal.

 

As an example...

 

Ballistic Thorns: 10

Thorns Duration: 10 seconds

Thorns Cooldown: 10 Seconds

 

Using the above values, hitting the defender 20 times over the active 10 second duration, all doing min damage, means taking 200 damage and negligible damage to the Justice.  Meanwhile, hitting 20 times in that timeframe with things that out pace the Justice deflection means also taking 200 damage, but having dealt significantly more damage to the Justice.

 

Share on Facebook
Share on Twitter
Please reload

Follow Us
Please reload

Search By Tags