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Base Defenses

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Battle Pirates Defense

A platform with level 1 howitzer and level 1 wall perimeter

Base DefenseEdit

  • There are a variety of options available to assist in defending your base. Ensure you constantly upgrade your weapons to the highest levels. Never stop upgrading your turret weapons and walls. Do not fall behind.
  • You can build defense platforms on which you then mount base weapons and base specials.
  • You can also build walls to absorb damage from ballistic weapons (and explosive weapons with level 5 and 6 walls).
  • The best ways of building defense structures is to combine them in such a way that will cause the attacking fleet to waste more time overwhelming them.
  • A common policy here is to encircle a defense platforms with walls (one terrain tile can host a tower in the middle and one wall layer circling the tower). A double wall can also be useful, though it will require more planning and placement actions, because one terrain tile won't be enough for it.   
  • However, with the miniaturization of the WHs and other buildings (the big 9/10/2014 game upgrade), double walls are easier to pull off (and since that Sept. 10 date, MANY players are redesigning and refactoring their bases)

WallsEdit

  • Walls are the obstruction between ballistic/explosive weapons and your buildings/defense platforms.
  • They will not impede any other weapon (except assault torps cannot damage walls), and
  • contrary to popular belief they do not stop splash damage but just gets flattened along with everything else within the impact area (Recently with level 6 walls, It does stop splash damage).
  • Walls are placed individually and can be rotated to either be flush with other walls, or kept as individual pillars.
  • The main objective of Walls is to prevent damage from ballistic/explosive weapons.
  • Wall construction and upgrade does not require a builder; you can build a defense platform (or any other building) and simultaneously build and/or upgrade walls.
  • A wall takes 4 seconds to build, several walls can be built the same time, just like terrain.
  • Walls are zynthium heavy, so be sure to have it stockpiled before starting some wall building/wall upgrading campaigns.
  • Level 5 walls were new, added July 2013, and take 2.2M zynthium to build! It adds 33% defense to wall pieces and increases the wall hitpoint.
  • Level 6 walls were added Nov. 2013 and takes 4.4M zyn to build. They do stop splash damage and have 33% explosive defense and more hitpoints.
Level Armor Requirements Time Oil Metal Energy Zynthium Picture
1 250 None 4S 179 529 471 929
Wall 1
2 750

Outpost 2, Steel 2

4S 714 2,114 1,886 9,286
Wall 2
3 2250 Outpost 3, Titanium 3 4S 2,857 8,457 7,543 92,857
Wall 3
4 6750 Outpost 4, Depleted Uranium 4 4S 11,429 33,829 30,171 185,714
Du4

DU4 Walls

5

9450

+33%

Exposive defense

Outpost 5, Abalative panels III 4S 137,143 405,943 362,057 2,228,571
Wall 5
6

10395

+33% explosive defense

Will Block splash

Outpost 5, Abalative panels III 4S 685,714 2,029,714 1,810,286 4,457,143
Wall6

Wall level 6

Defense PlatformsEdit

Base weapon (turrets) are mounted on stationary defense platforms. The higher the level of the platform, the better the armor the longer it will survive an attack. Starting at level 3 platforms they can also accept Base Specials. A Level 4 (L4) platform is also called by some a "DU4 Platform" as you need to have already researched Depleted Uranium 4 armor to build it.

You start out building Defense Platforms level 1. Higher level Defense Platforms are aqcuired by upgrading a lower level one.

Turrets were given a massive upgrade on 9/10/2014 allowing additional armor reinforcement to be added to them, up to 22,000 extra armor (!) with the highest grade Depleted Uranium (also new research to do there in the Naval Lab). The most massive arrmor protexction for turrets is DU 3 which adds 22,000 protection. DU 3 takes 64 hrs. to research in your Naval Lab; DU 2 takes 21 hrs. to build on your turret and gives the turret 17,000 extra protection. (More updates later as these all come into play.)

Level 1 2 3 4
Armour 400 1,200 3,600 10,800
Requisits None

Outpost 2,

Steel 2

Outpost 3,

Titanium 3

Outpost 4,

Depleted Uranium 4

Time 22s 7m 50s 3h 19m 45s 1d 3h 57m 54s
Oil 1,250 31,250 218,750 1,531,250
Metal 3,700 92,500 647,500 4,532,500
Energy 3,300 82,500 577,500 4,042,500
Zynthium 6,500 162,500 1,137,500 7,962,500
Picture
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Turret level 2
LevelIII
LevelIV

Base WeaponsEdit

These are the weapons you can place as turrets on your defense platforms to defend your base against attacks by other players. Most of them can be researched in your Weapons Lab, but a few can only be obtained as Blueprints.

Short Range WeaponsEdit

These base weapons are designed to rapidly deal large amounts of damage to ships that get close.  They force most fleets to slow down and destroy them from range before proceeding.

Howitzer CannonEdit

HowitzerCanon4
Mid-range, large-caliber, anti-ship ballistic cannon. Howitzers are ballistic base anti-ship weapons that fire at a fast rate. There are four levels of howitzers; each level has higher damage, range and firing speed than the previous. Layered Armor protects attacking fleets against howitzers. These are hard-hitting but short range weapons and when not protected by other longer range weapons can easily be destroyed by attackers from a safe distance. Peacemaker mortars, seige mortars (draconian tech), assault mortars (draconian tech) and shockwave mortars (draconian tech) can avoid this weapon when attacking bases.

The Depleted uranium shells 3 blueprint special increases the offensive capabilities of Howitzer Cannons with a 40% boost to accuracy and a whopping 50% boost to damage.

Howitzer Cannon Stats
Howitzer Cannon Level I Level II Level III Level IV
Range 60 66 72 78
Damage 42 92 204 448
Accuracy 90% 80% 70% 66%
Reload Time 2.0s 1.5s 1.0s 0.75s
D * A / RT 18.9 49.1 142.8 394.24
Type Ballistic
Research
Research Time - 1h 31m 13h 46m 4d 15h 32m
Requirements Weapon Lab 2

Weapon Lab 4
Howitzer II

Weapon Lab 6

Research Oil - 132,192 1,189,728 10,707,552
Research Metal - 275,400 2,478,600 22,307,400
Research Energy - 308,448 2,776,032 24,984,288
Research Zynthium - 330,480 2,974,320 26,768,880
Build
Build Time 20s 9m 0s 1h 14m 12h 23m
Build Oil 2,448 44,064 396,576 3,569,184
Build Metal 5,100 91,800 826,200 7,435,800
Build Energy 5,712 102,816 925,344 8,328,096
Build Zynthium 6,120 110,160 991,440 8,922,690


Cerberus RocketsEdit

Cb4

Cerberus Rockets IV

Available since April 2012, the Cerberus Rockets do splash damage making them good against stacked ships. Slide Loader is the only base special that enhances the offensive capabilities of Cerberus Rockets. Currently, there is no special to increase the range of Cerberus Rockets. Cerbs L4 are quite deadly to all ships of all classes.

A new Gargoyle turret was introduced in the weekly misisons in Aug. 2014. Many higher level players aere swpping out their Cerb IV installs wiht this new anti-sub Gargoyle depth charge turret.

Cerberus Rockets Stats
Cerberus Rockets Level I Level II Level III Level IV
Range 48 54 58 64
Damage 100 300 1000 3200
Spread 80 80 80 80
Splash 18 18 18 18
Salvo 3 4 5 6
Reload Time 3s 3.25s 3.5s 4s
D / RT 33.3 92.3 285.7 800
Type Explosive
Research
Research Time 18m 2h 48m 1d 1h 18m 9d 11h 48m
Requirements CR I

CR II

Weapon Lab 9

CR I II III

Weapon Lab 10

Research Oil 27,500 247,500 2,227,500 20,047,500
Research Metal 28,750 258,750 2,328,750 20,958,750
Research Energy 26,250 236,250 2,126,250 19,136,250
Research Zynthium 30,000 270,000 2,430,000 21,870,000
Build
Build Time 36s 16m 2h 48m 45s 1d 1h 18m 45s
Build Oil 9,167 82,500 742,500 6,682,500
Build Metal 4,792 43,125 388,125 3,493,125
Build Energy 4,375 39,375 354,375 3,189,375
Build Zynthium 5,000 45,000 405,000

3,645,000

Long Range WeaponsEdit

These Weapons have a long range to target ships attempting to destroy a base from a distance.  They force most fleets to speed up so as to close with them quickly.

Sentinel MissilesEdit

Sm4

Sentinel Missiles IV

Long-range, heat seaking missiles.  The Level V Sentinel requires a blueprint to build.



Sentinel Missile Stats
Sentinel Missile Level I Level II Level III Level IV Level V
Flak Evasion - - - - 40%
Range 20-86 20-90 20-96 20-102 30-108
Damage 96 206 426 854 1,040
Accuracy 100% 100% 100% 100% 100%
Reload Time 5.0s 5.0s 5.0s 5.0s 5.0s
Salvo 2 2 2 2 4
D * A / RT 19.2 41.2 85.2 171 208 + 20.8 (Ballistic)
Ballistic Damage - - - - 104
Type Penetrating
Research
Research Requirements

Weapons Lab 2

Rapier Missiles I

Weapons Lab 4 Weapons Lab 6 Weapons Lab 8 -
Research Time 20m 3h 07m 1d 4h 7h 10d 13h 7m -
Research Oil 27,500 225,000 2,025,000 18,225,000 -
Research Metal 27,500 247,500 2,227,500 20,047,500 -
Research Energy 27,500 247,500 2,227,500 20,047,500 -
Research Zynthium 31,250 281,250 2,531,250 22,781,250 -
Build
Build Time 40s 18m 2h 48m 1d 1h 18m 6d 1h 13m 20s
Build Oil 2,448 75,000 675,000 6,075,000 12,020,342
Build Metal 5,100 41,250 371,250 3,341,250 9,616,274
Build Energy 5,712 41,250 371,250 3,341,250 9,616,274
Build Zynthium 6,120 46,875 421,875 3,796,875 19,232,547


Senti5

Sentinents missiles v








Victory MortarEdit

VMIV

Victory Mortar IV

Powerful long-ranged mortar, excellent for destroying large armadas. Victory mortars are explosive mortar shells good for near the heart of your base, where it has more coverable range on water. Currently, Slide Loader is the only special that enhances the offensive capability of the Victory Mortar.

The weapon's drawbacks include the mortar's inability to hit fast moving targets (speed 18 or higher) and that the Mortars can be shot down by Hailstorms or Hellstorm on ships.

Victory Mortar Stats
Victory Mortar Level I Level II Level III Level IV
Range 55-110 57-114 59-118 61-122
Damage 250 600 1,500 3,000
Splash 15 15 15 15
Spread 90 90 90 90
Reload Time 10 10 10 10
Salvo 1 2 3 4
D / RT 25 60 150 300
Type Explosive Explosive Explosive Explosive
Research
Research Time 20m 50s 3h 7m 30s 1d 4h 7m 20s 10d 13h 07m
Research Requirements

Rapier Missiles I

Diplomat Mortar I

Peacemaker Mortar I

Weapon Lab 5

Vic Mortar I

Weapon Lab 7

Vic Mortar II

Weapons Lab 9

Vic Mortar III

Research Oil 25,000 75,000 2,025,000 18,225,000
Research Metal 27,500 41,250 2,227,500 20,047,500
Research Energy 27,500 41,250 2,227,500 20,047,500
Research Zynthium 31,250 46,875 2,531,250 22,781,250
Build
Build Time 36s 18m 45s 2h 48m 45s 1d 1h 18m 45s
Build Oil 8,333 75,000 675,000 6,075,000
Build Metal 4,583 41,250 371,250 3,341,250
Build Energy 4,583 41,250 371,250 3,341,250
Build Zynthium 5,208 46,875 421,875 3,796,875

Halo MissileEdit

Halo Missile

Halo Missile

Long Range defense missile that splits into multiple warheads to blanket an area with splash damage. This Base Weapon requires a blueprint to build.

Compared to the VM 4 it has superior minimal and maximal range and splash radius . The drawback compared to the VM4 is that the Halo has somewhat worse spread (even though the  splash highly compensates for this) and worse D/RT (if we don't count resistances).

Phalanx anti-missile can shoot down some of the Halo warheads before they land.

Halo Missile Stats
Halo Missile Stats
Range 40-130
Damage 900
Explosive Damage 297
Splash 28
Spread 70
Reload Time 12
Salvo 1
D / RT

75

Type Penetrating
Research
Raid Prize
Build
Pre required researches to build None
Build Time 9d
Build Oil 19,050,620
Build Metal 15,240,496
Build Energy 15,240,496
Build Zynthium 30,480,992

Arc MissileEdit

The Arc Missile Turret is a smaller and more compact version of the Halo Missile. Just like the Halo Missile, Arc Missiles will benefit from Scramjet Engines. This Base Weapon requires a blueprint to build.

Arc Missile III

Arc Missile III



Arc Missile III Stats
Splash 16
Spread 40
Range 40-120
Damage 624
Reload Time 12
Type Penetrating
Explosive Damage 62
Research

Drac Hunt  3 - Prize Tier 3

Build
Build Time 4d 12h
Build Oil 9,525,310
Build Metal 7,620,248
Build Energy 7,620,248
Build Zythium 15,240,496

Javelin RailgunEdit

Javelinsmallpic

Javelin Railgun

This Base Weapon requires a blueprint to build. First released during the Drac Hunt 3 raid in April 2013. Players required tier 5 to achieve this monster of base defences.

It is a slow shooting very long range, upgraded version of the Howitzer. The Rail Gun is a slow firing cannon that uses charged particles to shoot projectiles at high speed towards invading ships. With super high range and damage but slow reload times, this could be just the weapon to defend against those annoying fleets. Capable of inflicting damage across almost the entire base area, this weapon can sit safely in the middle of a base -- combined with Depleted Uranium shells, it makes a lethal (and unavoidable!) guardian to your front door.

Javelin Stats
Range 82-149
Damage 1,620
Missile Damage 324
Reload Time 12
Salvo 1
D / RT 162
Type Ballistic with added missile damage
Research
Raid Prize
Build
Pre required researches to build Unknown
Build Time 9 d 21h 36m
Build Oil 20,955,682
Build Metal 16,764,546
Build Energy 16,764,546
Build Zynthium 31,090,612

Disruptor CannonEdit

refer to Disruptor Cannon

Vulture MissilesEdit

refer to Vulture_Missiles


Defensive WeaponsEdit

These weapons attempt to intercept incoming fire so as to reduce the damage taken from attacking ships.  

Flak GunEdit

Flak Gun IV

Flak Gun IV

Anti-missile, anti-rocket defense cannon used to shoot down missile and rocket barrages fired by enemy ships.

The Flak Gun shoots yellow defensive lasers at enemy missiles and rockets. Currently, only the Barrage Rack special increases the Flak Gun's capabilities.


Flak Gun Stats
Flak Gun Level I Level II Level III Level IV
Range 76 76 76 76
Damage 0 0 0 0
Salvo 4 4 4 4
Reload Time 4 3 2.5 2
Spread 35 35 35 35
Type Anti-Penetrating Anti-Penetrating Anti-Penetrating Anti-Penetrating
Research
Research Time 15m 19h 14m 7d 5h 8m
Research Requirements

Weapon Lab 3

Rapier Missiles I


Diplomat Mortar I

Weapon Lab 6 Weapon Lab 8 Weapon Lab 10
Research Oil 22,800 1,846,800 16,621,200
Research Metal 20,900 1,692,900 15,236,100
Research Energy 20,900 1,692,900 15,236,100
Research Zynthium 23,750 1,923,750 17,313,750
Build
Build Time 36s 12m 2h 8m
Build Oil 7,600 68,400 615,600
Build Metal 6,967 62,700 564,300
Build Energy 6,967 62,700 564,300
Build Zynthium 7,917 71,250 641,250


Bombard RocketsEdit

New Bombard Rockets IV

Bombard Rockets IV

Anti-mortar defense cannon used to shoot down mortar shells from enemy ships. Each higher level of defense weapon fires more salvo's with greater accuracy. Multiple Bombard Rockets will still only fire one shot against each incoming Mortar shell.

Currently, Enhanced Propulsion is the only special that increase the offensive capabilities of Bombard Rockets.


Bombard Rockets Stats
Bombard Rockets Level I Level II Level III Level IV
Range 35 35 35 35
Damage 0 0 0 0
Accuracy 50 60 70 75
Reload Time 2 2 2 2
Salvo 4 8 12 16
Type Anti-Explosive Anti-Explosive Anti-Explosive Anti-Explosive
Research
Research Time 2h 22m 19h 14 m 7d 5h 08m
Research Requirements Weapon Lab Weapon Lab Weapon Lab 8

Weapon Lab 10


Bombard Rockets III

Research Oil 205,200 1,846,800 16,621,200
Research Metal 188,100 1,692,900 15,236,100
Research Energy 188,100 1,692,900 16,236,100
Research Zynthium 213,750 1,923,750 17,313,750
Build
Build Time 36s 12m 1h55m 19h 14m 15s
Build Oil 7,600 68,400 615,600 5,540,400
Build Metal 6,967 62,700 564,300 5,078,700
Build Energy 6,967 62,700 564,300 5,078,700
Build Zynthium 7,917 71,250 641,250 5,771,250

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