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Thread: A Complete Guide to Battle Pirates

  1. #1
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    A Complete Guide to Battle Pirates

    Contents:

    General information/introduction
    Before I get started this is a war game so don’t complain about getting attacked but if you are thinking about it go and look at the alliances and tips and tricks sections. This is meant to be a guide that covers everything to do with Battle Pirates (or BP for short), if there is anything that I haven’t covered then please tell me and I will try and add it. Also tell me if there is anything I need to correct. I have gotten bored with making this so I’m just going to post what I have, I might not finish the rest of it as recently I don’t have the time, if you want to help out by adding your own bit then just say it or PM me with what you want to add.
    The game description “Battle Pirates is set in the year 2067 and Earth is covered in water. Due to a terrorist-sparked world war, only a small amount of Earth's original landmass remains. With a 95% extinction level, the only remaining survivors are split into two factions: the Foresaken, impoverished survivors who rely on engineering hacks, guerilla warfare and piracy, and the oppressive Draconian Empire, the once elite citizens who've now become a giant military complex.”
    Last edited by The M; 01-19-2012 at 11:32 PM.
    The M could mean anything such as master, madness, musical, mayhem or mighty, but I just think it means me. ʇsoɥƃ ǝıqɯoz
    "BTW M could also mean Martian, Miniature, Megalodon or Mastermind." posted by Kyle Marasigan
    Kodiak's Consolidated Guide for BYM. | Complete Guide to Battle Pirates. | News: Moved to sector 440
    |Coords|BP: 263553,191|BYM: 117,229|Search and Win FB Credits|BYM lvl: 44|BP lvl:32|WC lvl: 30|

  2. #2
    Moderator The M's Avatar
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    Early game play
    At the start of the game you will be given 7 days of Damage Protection (or DP). This should never be wasted as there will always be someone who is a higher lvl than you just waiting to attack you as soon as your DP has gone. Use this first 7 days worth of protection to help get a head start on the others by upgrading and building as much as you can.
    Day 1-3: For the first 2-3 days just focus on buildings, upgrade as much as you can to as high a lvl as you can with resource gathers (RGs) as your main target.
    Day 4-5: For the next few days switch your focus to research and aim for marauders and high damage weapons (see weapon table below). These weapons should work well against the Draconians that control all the mines and salvages but not for the long term game play. Try to mine as much as you can from the lvl 1-5 mines so you have enough resources for all your upgrades and research.
    Day 6-7: For the last few days of the DP, work to create a hard to attack base so again switching your focus to building and upgrading your defences. Also try to make a good layout for your base.
    Try to get as many tier 1 blue prints as you can from attacking mines of a fleet level (lvl) higher than lvl16.

    Mid game play
    The mid game starts from either when you start attacking other people’s bases for resources or unlock battle barges (or BB). This is where you get the chance to get ahead of the other players or if already ahead, to extend your lead by gaining more than your enemies. To make things a little easier to do this you can try and find others of a similar lvl as you so you can then work together (as an alliance) to achieve this target more easily. It will also mean that if anyone stands in your way then they won’t be much of a threat against your combined forces and usually makes the game more fun to play. You should then go and attack other people’s bases as it’s a much easier way to gain resources and it only takes one fleet only one attack to gain you a few mil of each resource which would have taken hours of mining or salvage hunting to gain. Now you will have the resources needed to get ahead of the others. Aim for long range weapons or speed (engine upgrades) such as the peacemaker mortars or cutlass missiles. Start building ships for mainly base attacking which mortars as your main weapon. But depending on the base other weapons like rippers might also be useful. A little warning, having all mortars isn't good fleet fleet battles so feel free to put in a few cutlass or hydras on the fleet just in case you end up in a fleet battle. Instead of this you could go round the map raiding other people’s mining fleets, let them mine for you so you don't have to wait hours on the mines and collect their resources by destroying their fleets when they are almost full. For this kind of fleet combat, the enemy will most of the time be offline so for this make a fleet with mortars and missiles or close range weapons depending on the enemy fleet and your favorite battle strategy. If you don’t want to attack others and would like to play in peace then use a good mortar and missile ship to raid salvages quickly and easily and if done right, without taking damage as well. RGs from this point will start to become useless as you will be gaining enough from your attacks to upgrade repair and build everything. Near the end of this you should be finishing the last few tier 2 specials and most of the forsaken weapons. You should have a good amount of blue prints both with Tier 1 completed and most of Tier 2 blue prints found.

    Late game play (end game)
    The late game or “end game” is near the time when there isn’t much left to do in general and it’s mainly when most people have unlocked Floating Fortresses (FF) or Hammerheads (HH) and have full fleets of them. At this point some players would have stopped playing for long enough for them to get replaced by new people. Also the top players will end up at this point having maxed out fleets and bases that are extremely hard to destroy. The only thing left to do is to finish off the last few upgrades you haven’t already done and just spend your time building up all your fleets to big FF/HH fleets and specialized seawolfs while collecting the last of the blue prints, which will drag on for a long time. For the most part it will have become for most people boring, so most will start moving sectors if not already done so just to find new challenges and fun.
    Last edited by The M; 01-21-2012 at 02:52 PM.

  3. #3
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    Salvages and Mines
    At the start it will be best to mine for resources as you won’t have a good enough fleet to attack other players or salvages above lvl 4, mines have weaker guard fleets compared to the same lvl salvage so will be easier to take them and you will be able to keep it for a few hours and mine from it. It also gives you the benefit of choosing what resource you want instead of getting a mix from a salvage or another player. You will gain a small amount of resources when first taking the mine, but then you will have to mine for more. The mining rate depends on the lvl of the mine so the higher lvl mines give more over a set amount of time. Here are the mines with the amount of resources you gain from attacking them, the drac fleet guarding them and the mining rate.


    I haven’t included the lvl10 mine in that pic as they are extremely rare for the oil, metal and energy ones as you might not even have one per sector. But there are a fair amount of the lvl10 Zynthium mines.

    After a while mining will start to take hours to fill up a fleet, even on the higher lvl mines so it might be best to move on to some other source of resources. Although salvages have bigger and better guard fleets, capturing salvages is one of the easiest ways of getting loads of resources without taking much if any damage.
    Here is a pic of every salvage from lvl1-9 with the fleet guarding it and the resources that you will gain from it.

    As I said before, its easy to take over a salvage without taking damage as shown in this video:

    Thanks to TheGreatestEver for the video.
    Although drac fleets have changed a bit since that video was made, it should still be the same and just as easy to defeat the lvl4&5 salvages and hopefully the lvl6 as well.
    Finally here is a little extra info on salvages.

    In the table when it says 'near', the salvage doesn't always appear right next to the base that affects the lvl of the salvage and sometimes appears much closer to a different base making it seem that for example a lvl9 salvage spawned next to a lvl15 player.
    Last edited by The M; 05-11-2012 at 09:06 PM.

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    Fleets
    As in all battles the ability to strike down the enemy before they can even fire at you can allow you to win, so range in this case is important. This is why most of the top players pick to use missiles, mortars or thuds with HB3 (Hardened Barrels) due to their long range.
    It's best to know which weapon is the best weapon out of what you have unlocked so here is a table showing them all.

    The Forsaken weapons. Credits to Kevin Kilfoil.
    The Drac weapons.



    Any of these weapons can give you the winning edge in a battle if used correctly or in combination with certain specials.
    My personal advise would be that I would never make a ship with mixed weapons, as they will all have different ranges making the ship harder to control effectively. But a fleet can mixed weapons as long as you know what you are doing.

    Before I move onto ship/fleet builds I know you might not be able to build or just look at it in the ship yard if you are currently building a ship. So if you are currently building a ship or don't have stuff unlocked then you can use the Ultimate Shipyard made by Sakis to test out new builds to see how good they are. I'll also include code for each ship so that you can just copy and paste it into the shipyard instead of having to go and select everything one by one.

    There have been many updates since I first posted this guide and I have had to recreate this part of it time and time again with each update to the game. In the end it has caused me to stop updating it as I just can't keep up with the ever changing game. Thankfully changes to fleet builds have slowed down with the main focus of the updates being on bases. So I'll attempt to update this section of the guide one last time.

    Out-range.

    This is the most common tactic used. If your ships have a longer range than your enemy, then you can turn and keep out of your enemy's range while they are within yours and you can fire at them. That allows you to pick off their ships without them being able to do any damage to you. This was the old "one type beats all" method and is still very effective against ships that don't have either reactive armor or engines. Using this kind of method always works against salvages, mines and usually against low lvl players, allowing you to gain easy resources without taking any damage. Just take a look at the salvage part of the guide and the videos.
    For this any missile (with SFB (Solid fuel booster)), thuds with HB3 or certain mortars (mainly shockwave A or assualt mortars) are the best weapons to use for this strategy. So here are the kind of ship builds to use:

    Marauder Predator Battle Barge Leviathan Seawolf Floating Fortress / Hammer Head
    Weapons: Cutlass IIx3 Havok Torpedoes IVx2 Cutlass IIx3,
    Cutlass IIIx1
    Cutlass IIIx5 Assault missiles x2
    Cutlass IIx3
    Assault missile x6
    Specials: Engine
    or SFB1
    or SFB2
    Highest lvl Engines
    possible.
    Engines I or LT I
    SFB1 or 2
    LT II or Engine II
    SFB2
    LT III
    Engine II
    SFB3
    SFB3
    LA3 or other armor special.
    Armor: Steel IIx1 None. Titanium IIIx2 Titanium IVx3 None DU IV x3 or D4-M x3
    Stats: Armor:
    Damage:
    Range:
    300 (5min free repair)
    36.4 DPS
    35-72
    80 (5mins free repair)
    56.2 DPS
    30-75
    1482 (24m 42s repair)
    53.1 DPS
    35-79 or 35-86
    4428
    127.1DPS
    35-86
    550
    145.5
    0-96
    8785 (2hrs 26mins repair)
    266.6
    0-96
    Ship build code: ZS020D04A16A16A16B10C06SZ ZS014D05A24A24B12SZ ZS029D06A17A16A16A16B28B10C0BC0BSZ


    I believe FFs are just bad for any kind of fleet battles. Short ranged weapon ships with high DPS can get right up to them and rip them apart quickly because of their slow speed. Another problem is that they can't dodge mortars well, so assault mortars can really damage them. Even subs can get in and out of range before having to resurface. All they are good at is killing other missile fleets. I would suggest using them for fleet battles.

    Up close

    Marauder Battle Barge Leviathan Seawolf Floating Fortress
    Weapons: Ripper III x3 Ripper III x3
    Ripper IV x1
    Specials: Engine I or II Engine II
    Auto-loader II
    Armor: DU II x2
    or similar.
    Titanium III x1
    Titanium IV x1
    Stats: Armor:
    Damage:
    Range:
    1082
    154.7
    0-38
    2092
    409.9
    0-38
    Ship build code


    Levi is the first ship able to carry DU IV and also powerful weapons at the same time, you should always use the highest armor for short ranged ships so that they can last long enough to get in range so having DU IV is the biggest advantage the levi has over BBs and marauders. Since people first started making DU IV ripper levi ships it was obvious that it would be too slow to get up close to another levi running away before it was shot down, even with its high armor, but now with engine it can.
    To start with I'll suggest using DU IVx3, ripper IIIx5 with auto-loader and most importantly engine II. With auto-loader II the ripper IIIs will do more damage than ripper IVs on their own.

    Marauder
    Description: It shreds most early bases with the ability to add an armor special so as the make it better against certain bases it is really the first of all base attackers even if only good for the first few low lvls. It is also one of the instant repair marauders allowing for quick repeated use, if needed the armor can be increased but would mean you can't use the 5min speed up. Thanks to Daniel Fryer for this ship build.
    Build: Diplomat II x2 and a thud IV x1 with steel II x1. I would recommend adding reactive armor I or II.
    Armor: 300
    Damage: 78.66
    Range: 0-76
    Ship build code: 466aa400


    Also if you think you have a better ship build or any suggestions (even just a slight change) then please post or PM to help improve this guide.
    Last edited by The M; 05-14-2012 at 07:15 PM.

  5. #5
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    Fleet vs Fleet battles

    Base attacking

    This section isn't finished
    Last edited by The M; 07-01-2011 at 08:37 PM.

  6. #6
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    Base building
    It’s never going to be impossible to crack open someone base, but you should try and make it as hard as can so that people will go after the easier targets.
    All bases should have:
    1. Good tower coverage where most of the defence platforms can protect each other.
    2. Impossible to get to the warehouses, outpost and any other important building without having to get past all the defences first.
    3. Defences spread out enough to avoid splash damage.


    Basic base building instructions.

    To build the base, first start by making an island in the middle and place your warehouses and outpost on it while leaving a space or two for labs. You could also place the defences on it and other buildings if there is any room left (do that last). Now leave a gap of 4 water squares around the island and dock and use the rest of the land to make a ring around it (it doesn’t have to be a 4 water square gap at the corners). You will have to leave an entrance so not to create a “lake”, place all your defences at this entrance to protect it as the only way the attacker can get to your warehouses is by getting past this point. The more defences that cover the entrance and be able to fire at the incoming fleet at the same time the better. You might want to leave gaps between the defences to stop the splash damage of mortars and then fill the gaps with walls to also protect against Siege cannons. Never make all the defenses the same weapon as if they are all sentinel missiles then the attacker can just use a reactive armor fleet and walk over your base while similar things with other base weapons. Now it’s time to place the rest of the buildings, so put the RGs near the entrance as a “meat shield” to help trigger DP sooner. Then place the other buildings anywhere on the outer ring of land. That is how to make a good base but there are other kinds of bases and other little tricks to add to them, which is all up to you and the main part is trial and improvement.

    Advance base building tips and ideas.
    There are 3 kinds are base attacking fleets that have their strengths and weaknesses. Keep in mind the weaknesses when making a base to defend and counter against that kind of fleet. Although you might wish for it, it's almost impossible to make a base to counter all 3 fleets at once. No base is impossible to destroy.

    Siege cannon.
    Siege cannon fleets are usually blitzing fleets as they are very deadly when they get up close doing a great amount of damage in short time. They are ballistic type weapons with a short range, even with HB3 to increase it. The S-type Siege cannon also has splash, so even if the shot misses (accuracy of 40%) it will still do damage and knock down multiple walls at once.
    Advantages Weaknesses
    • Usually put on fast ships to get past the defenses quickly, they are able to dodge victory mortars because of the speed.
    • High damage. Turrets left exposed without walls to protect them are easy to destroy targets.
    • Triple/Double layers of walls stop them from killing a turret in one shot and keep the turret alive longer to carry on hitting the ships.
    • Short range allowing howitzers/cerberus to out range them killing them fast. Usually about 3 or more howitzers and 2+ cerberus will stop them.
    Siege mortar.
    Siege mortars are heavy so you often find you will only fit one onto a ship and having the rest of the weapons as a mix between Hailstorms and Shockwave mortars. The S-type Siege mortar with High Explosive Shells lvl3 (HES3) has such a huge splash range that can damage multiple defenses at once.
    Advantages Weaknesses
    • It's huge splash and damage means that grouped up defenses fall very quickly.
    • The Hailstorms which are commonly used with Siege mortars take out almost all Victory mortar shells making them of useless unless you have Slide loader on them.
    • Spread out defenses to reduce damage done by the splash. Note: Fill the gaps with walls to protect against Siege cannons.
    • Victory mortars force them to be used with Hailstorms. The more Hailstorms on the fleet, the less enemy mortars on the fleet which will do you damage.
    • Bombard turrets are useful for reducing the incoming Siege mortar shells. Aim to have 2 or 3 with Enhanced Propulsion covering each other.
    Siege missiles.
    Siege missiles aren't good on their own unlike Siege mortars and Siege Cannons, they require to be used with Solid Fuel Boosters lvl3 (SFB3) or else they will be out-ranged be Howitzers. The high weight of them means you are limited to around 12 Siege missiles, which is still enough to quickly kill off a single turret. You can fill the other weapons slots with Hailstorms (B-type) to protect against Victory mortars. The result is you are able to snipe off a turret from range within seconds and then quickly moving onto the next one.
    Advantages Weaknesses
    • With the amount of Hailstorms on the fleet, Victory mortars are useless unless you have slide loader on the Victory mortars.
    • Howitzers/cerberus can be sniped at range so don't get a chance to fire. Although the Howitzers/cerberus do have to be taken from range so takes time.
    • Missiles can be shot down in mid air by Flaks. Flaks can be very effective due to their splash taking out multiple missiles at once. Best to have about 2 Flaks to defend with.
    • An excessive amount of Flaks and Howitzers/Cerberus used in combination should in theory delay this kind of attack long enough so they never reach the warehouses.

    For a more in-depth and an alternative view on base building, take a look at Florian Precht's Guide to Base Designing.
    Last edited by The M; 05-11-2012 at 08:01 PM.

  7. #7
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    A guide to the specials.
    Since some people seem to be getting a bit confused with the effects of specials, I've added in a short guide explaining them.
    Please note that you should ignore the in-game description of the specials as that's what gets most people confused. Instead read the stats as what it says in the stats is what it does.

    The Armors. (Reactive, Ablative, Layers and Compound)

    You can only have one of these armors equipped per ship. They provide protection against specific types of weapons depending on the armor equipped.
    The protection reduces damage done from certain weapons respectively. 50% protection means half damage and thus you'll survive for twice as long. 66% protection means only taking 1/3 damage and thus you'll survive for 3 times as long as you would without the armor. These only effect the weight of any armor placed on the ship.

    Reactive armor (RA) - This protects against all types of missiles weapons, including:
    Cutlass, Rapier, Sentinel, Strike, Assault and Siege Missiles.

    Layered armor (LA) - This protects against all types of ballistic weapons, including:
    Thud, Ripper, Howitzer, Impact, Assault and Siege Cannons.

    Ablative armor (AA) - This protects against all types of explosive weapons, including:
    Diplomat, Peacemaker, Victory, Shockwave, Assault and Siege Mortars.
    Hydra, Maelstrom, Cerberus, Firestorm, Assault and Siege Rockets. Plus all rockets from launch pad.

    Compound armor (CA) - This protects against all of the above but will give a smaller amount of protection.
    Note: This was given out as a quota prize for the Base Invaders event and is yet to be released as a blue print.
    ______________________________________
    Speed and Evade.

    Guidance Scrambler. (GS)
    This is one where the description can be misleading. Yes it increases the change of evading a missile, but what it doesn't say in the description is that it increases the chance to evade ballistics as well. It will increase the weight of all items on the ship.
    Evade makes a % of what would hit, miss. For example a howitzer lvl4 has an accuracy of 66%, so 66% would hit. So an overall evade of 50% would make half of the 66%, miss. So Only 33% of shots would hit. Please do not think that the accuracy is reduced from 66% to 16%, as that is not correct.

    How to calculate a ship's evade is as follows. Take the difference between the evade and 100. Then reduce that by the percentage Guidance scrambler effects evade. Take the result away from 100 and you now have the new evade.

    Thrusters.
    These will greatly increase your turn rate for a small increase of weight to your whole ship.
    It has the second small bonus of an evade increase. Great for quickly getting round corners in bases or sharp turns in fleet battles while also decreasing the amount of enemy shots that'll hit you.

    Engine Upgrade. (Engines)
    This will increase the speed of all ships, increase the weight of items on the ship and reduce weapon accuracy.
    This is very straight forward and shouldn't need an explanation.
    Some of it's uses would include being able to chase down and get in range of enemy ships. Be able to keep out of the enemy's range. It would also be used in blitz fleets to run through bases much quicker.
    ______________________________________
    Specials for Mortars/Rockets.

    Electric Range Finder. (ERF)
    This will reduce the spread of all Mortar and Rocket weapons (as listed under ablative armor). The effect of which will concentrate the damage done into a smaller area so that more damage is done to your target of choice, but less done to the surrounding targets.
    It will increase the weight of any weapon on the ship.

    High Explosive shells. (HES)
    Splash can be deadly. It allows a mortar shell or a rocket's rocket to miss by a small distance and still do damage. HES increases the area the splash covers allowing a single shell or rocket to do damage to a larger area. It could have the effect of dramatically increasing the damage you deal out. Best used in combination with Siege Mortar D75-S for massive splash that'll damage a lot of turrets at once.
    It will increase the weight of any weapon on the ship.
    Note: HES also effects Siege cannon D35-S which is the only non-rocket/mortar to have splash.
    ______________________________________
    Specials for Missiles.

    Enhanced Warheads. (WE)
    In case your missiles don't do enough damage already, then increase the damage with EW to deal out more destruction. You'll get a decent damage increase of missiles for a small increase in weapon weight of any weapon on the ship.

    Laser Targeting. (LT)
    No missile is 100% accurate as they are. Yet you can increase their accuracy with LT. It'll allow more shots to hit and therefore more damage.
    As a bonus, if the target the missiles are heading for it killed, they will re-target to another ship/building.
    A hidden extra not shown in the stats or description, is that missiles with LT will still hit subs even when they are submerged!
    Again, just like the others, it'll increase the weight of any weapon placed on the ship.

    Solid Fuel Booster. (SFB)
    Missiles without specials are only out-ranges by mortars, sentinel missiles and howitzers. Yet SFB increases their range allowing them to out-range all fleet weapons. That allows you to keep out of range of any enemy ship and kill them without taking damage yourself.
    The price is an increase of weapon weight for any ​weapon placed on the ship.
    ______________________________________
    Specials for Cannons.

    Auto-Loader. (AL)
    With this you can increase the reload rate of cannons to well over double if you fact in the elite rank bonus as well. Such a rate of fire on an already high DPS (damage per second) weapon put cannons for sure as the highest damaging weapons able to destroy ships devastatingly fast. Yet the down side is that unlike other weapon specials, this has a much higher weight increase which will effect any weapons on the ship. If you can spare the weight then it's well worth the gain.

    Hardened Barrels. (HB)
    This increases ballistic range just like SFB does for missiles. It allow thuds to have the same range as missiles with SFB, which the thuds having a higher DPS means they'll win.
    In base attacks, normal ballistic weapons can't reach most buildings that are placed further inland. This will allow you to take them out!
    Again a heavy weight increase that'll effect any weapon placed on the ship.
    ______________________________________
    Sub Warfare.

    Sonar Pod. (SP)
    Subs can be trick to fight against when you can't see them. SP allows you to detect them from a further distance, yet even if you do, you can't hit them unless they are surfaced or you have LT missiles. All ships have a base detection range of 25 apart from the Stalker and battlecruiser which have 50.
    Tip: A stalker/battlecruiser with SP3 will have a detection range of 75. Therefore a sub can't get within range of it without being detected and fired upon.

    Concussion Warhead. (CW)
    If your torpedoes aren't doing enough damage, then these will give you that extra firepower you need. A 33% damage increase for 10% weapon increase sound fair enough to me.

    Nautilus Batteries. (NB)
    It's hard to hit subs as you can't see them while they are submerged. NB allows them to stay under water for longer and therefore deal out more damage before the enemy has a chance to hit back. The weight increase effects all items on the ship, yet I think it's work it for the extra cloak time.

    Caterpillar Drive. (CD)
    The last special in the lab. If you find yourself being shot at and detected from a distance, it's easy to solve it with the Caterpillar Drive. To be honest it's also the only solution and way to defeat stalkers that have Soner3 on them.
    This will decrease the range of which you are detected at by up to 60%.
    ______________________________________
    Last edited by The M; 05-11-2012 at 07:38 PM.

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    Alliances
    An alliance is a group of players working together. The best way to form an alliance is to follow these 5 easy steps.
    1. Recruitment, use the in game chat to recruit those in your sector or recruit from the forum.
    2. Basic set up, now you have the players all you need is a group page to organise it all so make a Facebook group. Make sure that the group is locked to avoid spies from seeing what is going on in your group.
    3. Organising, create a document in the group for a member list so you don’t accidently attack each other and you know who is friend or foe. You might also want to make other documents for things like member lists of rival alliances or a hit list.
    4. Communication, use the group chat to talk to each other instead of the in game chat so that people don’t know what you are either talking about or planning. One main use of this could be to organise a mass attack on an enemy group or player.
    5. Helping each other, you should all try to help each other when possible so that they will help you back when you need it. Share ideas ship weapons and armor combinations or base designs to encourage others to do likewise and to show what works well so that all of your alliance can improve their bases, ships and skill.

    People being inactive can be the death of an alliance as it will slowly start to fall apart since no one is there to help out or to talk to. Try to remove inactive players from the alliance and replace them with new ones to keep it growing stronger. You might want to keep a member limit as if there is too many members then you might not be able to control them all and there will be less people to attack.

    FAQ

    Q: What is damage protection and how do you get it?
    A: Damage protection (or DP) is a set amount of time for which your base can't get attacked. At the start of the game you are given 7 days of DP, but apart from that it is only given to you when your base is attacked. If the attacker does more than 25% damage to your base then you get 18 hours of DP.
    If the attacker does more than 50% damage to your base then you get 36 hours of DP.
    If you are attacked 4 time in one hour by the same player then you will get 1 hour of DP.
    If you are attacked 10 times in 24 hours then you will be given 48 hours of DP. Please note that it doesn't have to be the same person just as long as its 10 attacks in total.

    Q: What are sectors?
    A: A sector is an area of the map which is 600x600 coords, it is what determines what sector chat you are in. There are 100 sectors in each “world shard”.

    Q: Can I change which sector I'm in? Can I move my base?
    A: Yes, by going to your OP (Outpost) you can select to relocate button. Moving near a friend will place you in the same quarter of the sector as they are but not always as close to them as you wanted.

    Q: There is someone with multiple accounts ruining the game for me!
    A: Are you sure it is the same person? As far as we are currently aware, a few players have joined together to create an alliance. Maybe asking them on the chat about it might help or just have a look at this thread: Player with multiple accounts ruining my game!

    Q: What is an alliance/clan and how do I make one?
    A: An alliance/clan is a group of people who have joined forces to work together in peace. Look at the alliance section to see how to make one.

    Q: How do I get blue prints?
    A: Each time you attack a lvl16 or higher drac fleet you get about 2-3% chance of gaining a blue print. Please note that lvl16+ drac fleets are found in lvl4+ salvages and lvl6+ mines.

    Q: How do I get the Hammer Head hull?
    A: The hammer head was giving out as a prize to the winners of the revenge raid event. I don't think there is another way to get it or if there will even be another event like that again.

    Q: What does OP5 mean?
    A: It stands for outpost and then the lvl it is. Each outpost lvl gives you a different amount of land and defences so at higher lvls it is easier to make a good base so putting OP5 in a way just shows people what to expect.

    Q: How much loot is given from a ware house and from an outpost?
    A: Each warehouse gives 10% of the resources that they are currently holding and the outpost will give 20%.

    Q: How do you post a picture of your base?
    A: Just follow the easy steps in this guide --> How to post an image of your BP Outpost

    Q: Do fortifications add health or change the DP activation?
    A: "Fortifications do not add health to your base and so do not affect Damage Protection activation." said by Paul Preece. All it does is decrease the amount of damage done against it. So for example 50% protection will half the damage that building takes making it take twices as long to destroy.

    Q: How rare are blue prints?
    A: The chance of getting one is very low, its about 2-3% so its possible to go through 100+ battles without getting a single one. If you get 2 or even 3 in a row then consider yourself lucky.

    Q: What is the repair rate?
    A: The 'normal' repair rate is 1 armor point per second but can be increased with an officer by 10% to 1.1 armor point per second. Subs repair at 1/4 of the normal repair rate. If you have any other repair rate them it is a bug and should be reported even if its a fast one.

    Q: I purchased an item in game with facebook credits but didn't receive my purchase, what can I do?
    A: Just follow the simple steps found here: Missing In-Game Purchases
    Last edited by The M; 05-11-2012 at 04:02 PM.

  9. #9
    Moderator The M's Avatar
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    Tips and tricks

    Hiding fleets
    It is possible to hide fleets under a base, lvl9 metal or zynthium mine. Here is how you hide a fleet. First send a fleet to go straight over the base or mine you wish to hide it behind. As soon as the fleet is behind it just click to attack it and the fleet will stop right behind the base/mine. If it is a base then you can just click retreat to avoid battle while that isn’t possible with a mine.

    There are a few reasons for wanting to do this such as when attacking a base you won’t be able to move your fleet away straight after the attack which makes it the perfect time for someone to ninja you. (The BYM ninja is now in BP!) So hiding your fleet under the base you are attacking means that no one can attack your fleet while it is under the base. That means you can safely attack without the risk of someone attacking you straight afterwards. Another reason for hiding a fleet behind a base is that when your fleet is 40mins away from your base and you need to keep it in that area for later but you won’t be online for awhile, to avoid it being attacked you could just hide it. It can also be used when guarding your base to hide a guard fleet so that the attacker won’t know about it until its too late.
    Hiding fleets under mines doesn’t really help miners but it can give a fleet raider the element of surprise. Simply hide the fleet then wait for a miner to come along and start mining, when you think the mining fleet is almost full just attack it.

    DP exploitation
    There are strong views on this and I know KIXEYE have said that they don't like it and are working to get it removed. But while it still exists there is nothing stopping you from doing it. Attacking a base 10 times within 24hrs gives a 48hr bubble (Damage Protection). People have and are still continuing to exploit this by getting friends to attack them 10 times so they get a free 48hr bubble. I myself hate people who do this to avoid being attacked as well as many others. If you are going to use this, DO NOT use it to keep yourself in a permanent bubble as that will get you hated by most people and attacked when ever possible. ONLY use this cheap and not very liked 'cheat' if you are struggling to gain resources and need the protection so you have enough time to get resources and start a research or build.

    Free FB credits.
    There is such thing as free facebook credits which can be gained from the site www.4loot.com by doing a daily search and quiz. Please be warned that using it only for free FB credits isn't what it's about and the rewards are really given out just because you are using 4loot instead of Google or any other search engine.


    Credit card users.
    Yes they do ruin a lot of peoples gaming experiance but without them the game won't be freee to play or even made to begin with. Usually they don't play much and just use FB credits to progress in the game so most of the time they lack skill (please note not all do). Having one bulling you isn't the end of BP as there are many things to do to fight back, this includes spamming marauder fleets using the free 5min repair so that you end up killing their FF fleets without needing long repairs. Also you could form alliances and even for a CC user having loads of small BB or marauder fleets can be annoying and drive them away from attacking or going near you and your allies. Since most (not all) CC users lack skill you could always try kiting them or using strategy to beat them using a lessor fleet so more repairs for them and less for you.

    Abbreviations
    General
    BP= Battle Pirates, or more recently Blue Prints
    FAQ= Frequently Asked Questions
    DPS= Damage Per Second
    DPM= Damage Per Minute
    lvl= Level
    RG= Resource Gatherer
    OP= OutPost
    Mar= Marauder
    BB= Battle Barges
    Levi= Leviathan
    FF= Floating Fortress
    HH= HammerHead
    Dread= Dreadnought
    SS= Sea Scorpion
    Armor, Weapons and Specials
    DU= Depleted Uranium
    Tit= Titanium
    RA= Reactive Armor
    AA= Ablative Armor
    LA= Layered Armor
    PM= Peacemaker Mortars
    Cut= Cutlass
    RC or Rippers= Ripper Cannons
    DM, Dip or diplo= Diplomat Mortars
    HB= Hardened Barrels
    AL= Auto-Loader
    EU or Engine= Engine Upgrade
    GS= Guidance Scrambler
    LT= Laser Targeting

    Others

    Salvo= A salvo is a volley of shot fired each time the weapon reloads. For sentinels the salvo is 2 so it will fire two shots every time it reloads. Another important thing is that the damage is split between the shots in the salvo.
    Last edited by The M; 05-21-2012 at 04:16 PM.

  10. #10
    Moderator The M's Avatar
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    Other useful guides and threads.

    Other Complete Guides to Battle Pirates:
    http://battlepiratesuguide.blogspot.com/

    Begginer guides:
    How to advance in BP Credit to Kevin Kilfoil
    Guide: Mass exploration
    Mining Method, a guide Credit to rmike
    Guide: lvl6 salvage, easy loot
    Guide for Fleet vs. Fleet Battle Tactics Credit to Connor-1015584 and Curtis's replies.
    THE Guide to Base Designing Made by Florian Precht.

    Weapons, Armor and hulls:
    Statistics about Battle Pirates credit to Benjamin Becker.
    Sea Wolf Review by Jesus
    A Reference Guide to Cargo Capacitys and Armor credit to sumguy and to XriZ for telling me about it.
    Offline Ship Builder AVAILABLE Made by Schmee
    Ship Building Calculator-Beta Made by Curtis Smale

    Pirate stuff:
    Facebook like a pirate! Credit to Ninoy Ramos
    Outpost Layouts Credit to Jangooon

    Helpful threads
    Shipbuilding Calculator Credit to Feubahr
    Blueprint Tracker Credit to FalligngGrace
    Making a video Credit to john55223

    Clan battles
    Swashbucklers VS The Renegades <-- Its a must see (may Contain funny insults).
    Swashbucklers vs Renegades video
    Swashbucklers vs The S.C.U.M
    Leviathan Bullies vs. Southern Pirates

    Player Vs Player battles
    KunKa Vrs Lazu
    Swashbuckler duel 2
    Swashbucklers Duel 3

    Wiki
    There are a few wiki's for this game but I'll like to point this one out as the best and most up to date one of them all: http://battlepirates.wikia.com/wiki/Battle_Pirates_Wiki
    Feel free to help out the wikis and improve them for anyone else who might wish to use them.

    If anyone makes any new guides or has any other ones that they would like to add then please post them.
    Last edited by The M; 03-04-2012 at 03:05 PM.

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