This week we have new prizes, and targets in the FM, as well as the recently announced 115 changes. VXP weekend will help with the ranking of siege hulls. For PVP we have a rerun of the Match to War Campaign and retrofits for Rage, Pride and Survivor.
MARCH FM - PRIZES /CHANGES
115 will remain until the April Event with reducing points each week
Addition of new 112 Target
Inferno Dragons (Highly recommended)
Fully Ranked, Retrofit and Equipped, Icebreaker fleets with Vassago’s Icebreaker
Fully Ranked, Retrofit and Equipped dual Zelos, Monolith Fleets
Prize Pool 5
Optimized Launcher D117-S (Hydra Weapon Upgrade)
Launcher System (Hydra Special Upgrade)
Siege Rockets L100-CT (Onslaught Weapon Option)
Lowered Explosive Mount (Garrison Special Upgrade)
Prize Pool 4
Charged Zynth Armor C1-CR (Hybrid Siege Charged Armor)
Garrison CIC (Generalist Garrison CIC)
MC Plate I (PvP Deflection Armor)
Note: Charged Armors in PP4 will be limited to 2 per week, for a total of six total between the March and April Event.
Note: Charged Zynthonite Armor C1-CR has a Min Ballistic Damage of 1, which is not currently listed on the blueprint.
From Friday, 3/23 at 9am PST to Monday, 3/26 9am PDT
This is your chance to rank your Siege Hulls.
Robot's Raiders, Unidentified Raiders 55 (Skirmish-style target) will spawn the entire time.
Salvage and Elite targets will have 2x VXP payout the whole time
Unidentified Raiders level 100 (Siege-style target) will only spawn from Fri, 9am - Sat, 9pm.
You cannot retreat from this target.
Other VXP targets are not affected.
Upon destruction, this target will pay out 3 Defender class VXP tokens (10k VXP each)
MARCH TO WAR
Run time: 3/20 at noon to 3/27 at 11:59pm PST
Recommended Fleet: Fangtooth
Eviscerator - T6.5 Conqueror Hull
Siege Reloader II - Special
Chaos Chaingun -Weapon
Kinetic Motion Cannon - Omega Weapon
Eviscerator VXP Tokens, and Conqueror Build tokens
RETROFITS: SURVIVOR / RAGE / PRIDE
R1: Splash: 0 to +25% & Slow Resistance: 0 to +10%
R2: Explosive Deflection: 0 to +190000 & Explosive Passthrough: 0 to 20
R3: Concussive Deflection: +11000 to +50000 & Corrosive Deflection: 0 to +72500 & Corrosive Passthrough: 0 to 20
R4: Ballistic Deflection: 0 to +200000 & Penetrative Deflection: +150000 to +529000 & Radioactive Deflection: 0 to +50000 & Ballistic Passthrough: 0 to 20 & Radioactive Passthrough: 0 to 20
R5: Max Weight: 9,150t to 11,860t & Splash Damage Reduction: 0 to +10% & Building Damage: 0 to +25% & Ballistic Damage: +25% to +50% & Tactical Field Resistance: 0 to 30%
R1: Supercharge: x1.3 to x1.4 & Tactical Field Resistance: 25% to 30%
R2: Radioactive Reload: +50% to +75% & Radioactive Deflection: 0 to +50000 & Radioactive Passthrough: 0 to 20
R3: Splash Damage Reduction: 0 to +10% & Evade Bonus: 0% to 5%
R4: Ballistic Deflection: +4000 to +310000 & Penetrative Deflection: +20000 to +400000
R5: Max Weight: 9,150t to 11,860t & Explosive Deflection: +10000 to +100000 & Concussive Deflection: 0 to +110000 & Corrosive Deflection: +15000 to +90000 & Concussive Passthrough: 0 to 20
R1: Structure DPS: 0 to 500 & Slow Resistance: 0 to +10%
R2: Corrosive Deflection: 0 to +145000 & Corrosive Passthrough: 0 to 20
R3: Ballistic Deflection: +24000 to +370000 & Penetrative Deflection: 0 to +185000 & Penetrative Passthrough: 0 to 20
R4: Evade Bonus: 20% to 25% & Structure DPS: 500 to 1,500 & Concussive Deflection: +6000 to +10000 & Radioactive Deflection: 0 to +41000 & Radioactive Passthrough: 0 to 20
R5: Max Weight: 9,150t to 11,860t & Multi Shot: 0 to +1 & Scatter Gun Reload: +50% to +60% & Explosive Deflection: 0 to +470000 & Explosive Passthrough: 0 to 20
BUG FIXES AND BALANCE CHANGES
Fixed an issue that was causing serious lag during the event
Fixed an issue where one of the event targets had a double turret placement