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Recent Posts

Accuracy Bug Fix / Countermeasure Update

June 7, 2018

Upcoming

 

In response to community feedback, we are making an effort to address long standing bugs and quality of life concerns. Here are two we discovered that had major impact to your recent experience, that will be in part of the 8.26 update scheduled for the week of June 26.

ACCURACY BUG

The Battle Pirates team has discovered a bug which has caused any weapon or countermeasure equipped to a ship (both players’ and enemies’) to unintentionally be granted a 100% bonus to accuracy. We want to ensure that equipment is working as their stats indicate, so we have fixed this issue to remove the bonus to accuracy.

To ensure this does not dramatically change your gameplay experience, the team is working to rebalance the targets that have been released since this bug was introduced back in February. This process may take several weeks and during that time please don’t hesitate to make note of your experience through feedback so that we can ensure we balance combat accordingly. Due to the large number of targets, and the variety of builds that people use, we’re counting on coordination with the community to stabilize this aspect of gameplay and we appreciate your input. 

For reference, there are  a number of places this bug touches the game:

  • PVE Targets

    • All of your ship mounted weapons and countermeasures

    • All enemy ship mounted weapons and countermeasures

  • PVP

    • All conqueror weapons and countermeasures

    • All defender weapons and countermeasures

TL;DR

  • Correcting bug that granted 100% accuracy buff to ship mounted weapons and countermeasures

  • Adjusting targets to maintain current experience

  • If you see something that looks unexpected please let us know

COUNTERMEASURE UPDATE

The team is updating the way that countermeasures work, to bring them in line with the expectations of how they should behave.

Currently, most countermeasures that target rockets or missiles get a single shot at countering that projectile, while countermeasures that target mortars get multiple shots at countering that projectile.  UAVs act differently, in that they can get targeted by countermeasures until they reach their first target, at which point the UAVs become immune and will move from target to target .

When introducing countermeasures that were able to target both mortars and missiles, such as Zelo’s built in Duality Countermeasure and the Nightwatch Countermeasure, this introduced problems with how they interacted with projectiles.  A dual countermeasure treated both missiles and mortars the same, which means it either repeatedly targeted both missiles and mortars, or it only took one shot at either missiles or mortars. As such, combining these countermeasures with other countermeasures could cause poor performance (see Example #1 below).

When a missile is fired at by a countermeasure, it is “tagged” so that it will not be targeted again.  When a mortar is fired at by a countermeasure, it is not tagged and can continued to be targeted by counter measures.  Currently, this tag is defined by the countermeasure. Moving forward, we are changing this to tag a projectile, or not, based on the specific projectile that it is firing at. Let’s look at some examples:

Example #1:

Currently: The Nightwatch Countermeasure is “tagging” all projectiles it shoots at.  So, if you have equipped a Nightwatch Countermeasure and Gale Defense System III and the Nightwatch shoots a mortar, it becomes “tagged” and the Gale Defense System III will no longer target it.  
After the Update: Nightwatch Countermeasure no longer “tags” mortars and Gales Defense System III continues to fire at that mortar (as will the Nightwatch).

Example #2

Currently: The Zelo’s built-in Duality Countermeasure does not “tag” any of the projectiles it shoots at, which means that it can repeatedly target any missiles or rockets that it fires at. However,if you had a Phalanx Anti-Missile System IV equipped on your Zelos, once it targeted a missile it would be “tagged” and no additional countermeasures (including Duality Countermeasures) would target it.

After the Update: Zelo’s Duality Countermeasure “tags” missiles or rockets that it fires at, and no other countermeasures fire at them.

CHANGES TO SPECIFIC ITEMS

Countermeasure

Before Fix

After Fix

Deep Sea Countermeasure .      

Repeatedly targets all valid projectiles.         

Targets missiles & rockets only once.

Repeatedly targets mortars.

 

Nightwatch Mortars

Targets each projectile only once.

Targets missiles & rockets only once.

Repeatedly targets mortars.

Coxial Turret

Targets each projectile only once.

Targets missiles & rockets only once.

Repeatedly targets mortars.

Elite Countermeasures

Repeatedly targets all valid projectiles.

Targets missiles & rockets only once.

Repeatedly targets mortars.

Duality Countermeasure

Repeatedly targets all valid projectiles.

Target missiles & rockets only once.

Repeatedly targets mortars.

TL;DR

  • We are updating counter measures to act as expected, and maintain consistency across the game

  • Mortars and UAVs will be targeted by countermeasures repeatedly

  • Missiles and Rockets will be targeted by countermeasures once

CONCLUSION

With both of these changes, your experience in Battle Pirates is being brought much closer to what is expected based on listed stats.  We are striving to improve the experience of Battle Pirate every day, and we appreciate your being a part of this journey.

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