Hello, Battle Bay Forums! After each balance change, I post an item popularity snapshot over on Reddit, which is a report consisting of the use rates of each ship and item within the Nightmare League, and a basic analysis of the data. Somebody suggested putting this on the forums, so here I am!
You can view the original post at: https://www.reddit.com/r/battlebay/comments/81lpao/item_popularity_snapshot_3218_2/
The original post begins below:
Hey everyone, I'm back with some more stats on item use rates in the Nightmare League.
These stats were collected from 250 players residing in the world's top guilds. Players had to have an infamy above 4000 to be included in the data set. For more on how I collect the data, see my first (informal) snapshot at the following link: https://www.reddit.com/r/battlebay/...opularity_snapshot/?ref=share&ref_source=link.
The effects of the new balance changes are settling in, and the damages have been assessed. Let's get into some numbers...
But first, two quick reminders: 1) Use rates aren't necessarily a definitive indicator of an item's overall strength, and 2) You should never build your loadout solely around these stats. Nothing beats a highly upgraded weapon that you feel comfortable with.
Without further ado: ship use rates! (the third number indicates the percentage change from my last snapshot about two months ago...)
Ship Use Rates
Code:
Shooter: 94 (37.6%) -6.0
Enforcer: 50 (20.0%) +9.6
Fixer: 45 (18.0%) +7.6
Speeder: 41 (16.4%) -11.2
Defender: 20 (8.0%) +0.0
Overall, the gaps between ship use rates have shrunk. Speeder took a big hit in this snapshot. Enforcer made most of the gains, alongside the Fixer. Shooter lost a bit of ground but is still holding fast above all the other ships. Defender remains stubbornly at the bottom of this snapshot.
Red Items
Code:
Sniper Cannon: 150 (60.0%) -10.0
Explosive Cannon: 111 (44.4%) -4.4
Blast Cannon: 104 (41.6%) +8.8
Flare Gun: 78 (31.2%) +2.8
Mine: 74 (29.6%) +12.8
Fire Bomb: 54 (21.6%) +0.8
Missile Launcher: 52 (20.8%) -2.8
Big Torpedo: 51 (20.4%) +2.8
Railgun: 40 (16.0%) -2.0
Grenade Launcher: 36 (14.4%) +5.6
Napalm Launcher: 31 (12.4%) +0.8
Swift Torpedo: 20 (8.0%) -3.2
Carronade: 14 (5.6%) -0.8
Ballpark Mortar: 11 (4.4%) +0.0
Big Bertha: 8 (3.2%) -4.0
Cannon: 5 (2.0%) -4.8
Long Range Mortar: 5 (2.0%) -2.8
Standard Mortar: 3 (1.2%) -0.8
Triple Torpedo: 3 (1.2%) -5.2
Sniper Cannon took the biggest fall; fewer players are stacking their shooters 3 snipers high, as the reduced Speeder presence has rendered them less useful. Despite that, it still remains the most popular weapon choice overall. Explosive Cannon held surprisingly strong, considering the nasty double-nerf it took recently. Even so, its nerfs opened the door for increased Blast Cannon usage, which saw big gains as a great alternative for a pure damage weapon.
The Big Torpedo continues to distance itself as the only torpedo seeing much use, and the Mortars collectively remain rare sights. As an overall weapon family, Cannons continue to dominate the scene for their quick, assured, heavy damage (aside from the poor Standard Cannon of course). This is also in part due to their huge damage bonuses with fire, as seen by the high positions of Flare Gun and Fire Bomb.
Perhaps the most surprising development here is the jump in Mine usage. It has suddenly become a more popular option for Enforcers, Fixers, and sometimes even Shooters.
Yellow Items
Code:
Overboost: 122 (48.8%) +2.0
Tesla Shield: 108 (43.2%) +11.2
Nitro: 46 (18.4%) +3.6
Tesla Bolt: 36 (14.4%) -12.4
Frost Launcher: 3 (1.2%) +0.4
Frost Blaster: 3 (1.2%) -2.0
Since 54.4% of the ships in this snapshot have Yellow item slots, Overboost remains a very popular item. However, the effects of the nerf to Tesla Bolt are quite apparent here; it has sunk in usage considerably, giving almost all of its ground to the Tesla Shield, which has found a great home in a meta filled with Cannons. In fact, much of the Shield's rise in usage can be attributed to the new Enforcers carrying double Shields instead of one Shield and one Bolt.
Meanwhile, the Frost items remain completely useless.
Blue Items
Code:
Turbo: 241 (96.4%) -1.2
Big Shield: 201 (80.4%) -7.6
Bandage: 122 (48.8%) -12.0
Small Shield: 121 (48.4%) +5.6
Gear Lube: 4 (1.6%) +0.4
Rudder: 4 (1.6%) -0.8
Things in the Blue Item world pretty much remain business as usual. Turbo maintains its spot as practically an auto-include item for all ship types. More players seem to be favoring Small Shields over Bandages, likely as a result of Fixers becoming a much more frequent sight. Rudder and Gear Lube are still totally benched.
Green Items
Code:
Repair Pulse: 78 (31.2%) +12.4
Repair Bolt: 34 (13.6%) +8.4
Repair Box Launcher: 16 (6.4%) +2.4
Duct Tape: 7 (2.8%) +0.0
Since Fixers became more common, no Green item took a loss this time. Repair Pulse becomes even more of a no-brainer, because what else are you going to do with all those green slot points? Repair Box Launcher loses considerable ground to Repair Bolt; it simply doesn't compare to the Bolt's level of healing and ease of use. Duct Tape is the real loser of this snapshot, as it is further isolated from the rest of the healing options.
(continued on the following post)