It is currently Wed Apr 16, 2014 8:48 am

All times are UTC - 5 hours





Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Spyda's Guide to Experience
PostPosted: Fri Apr 29, 2011 11:19 pm 
Second Lieutenant
Second Lieutenant
User avatar
 WWW  Profile

Joined: Wed Apr 06, 2011 10:04 pm
Posts: 264
Gender: male
I've seen a ton of guides for building units, many for winning battles, using resources and the suggested order for building structures. But nothing about units and exp.

I hope to remedy this now.

Exp really isn't that complicated, for every 3 exp a unit gets they gain an additional Hp or Damage point. Then, if they gain another 3 exp, they get a point for the other stat. Alternating every 3 exp.

So if you build a cavalry unit with the damage upgrade (Weapon doesn't matter) it will start with:
12 hp
12 dmg
2 range

After recieving 12 exp it will look like this:

14 hp
14 dmg
2 range

It doesn't matter if it gets Hp or Damage first, because it will ALWAYS be followed by the other stat.

Experienced units are also the last to get hurt in their group SO the order stuff gets hit is:

Chassis
Upgrade
Weapon
Exp.

Meaning a armored infantry unit with 1,000,000 exp still gets killed before a range infantry unit with 0 exp.

However, a unit with 10 exp will be the last to die, if he has the most of exp of any unit of its EXACT makeup.

I've looked and tried to find exactly how exp is calculated, but everytime I think i've got it I put some numbers in and I get a different answer than I should. :roll: So all I know is it has to do with the number of troops killed / the number troops still alive, (1-inf, 2-cav, 3-hvy) and some other calculation(s) that I can't pin down.

SO... *Short version*

1. Range units are better than Armor and Damage. Because no matter how much exp those units get they will never gain range, however range units can gain HP and damage.

2. Keep your units with Exp alive. They can become the diffrence in a close battle. Always keep a few units with little to no exp with your high exp units to die for them. Just like you have armor with range, keep some low exp with your high exp.

3. The closer the battles the more exp you get, but consider experience a bonus. Because the closer the battle the higher the losses. Meaning it's not a good idea to make battles intentionally close to gain more exp. because more units are a larger advantage than more exp. As it takes 108 exp. to equal the health and damage of one lost cavalry unit.

Feel free to add or dispute anything, as I don't claim to be an expert.

_________________
Image
HcL, iS, WFA
Personal Rank: 1st__Fantasy 4
Alliance Rank: 1st (iS)__Fantasy 4


Top
 

 Post subject: Re: Spyda's Guide to Experience
PostPosted: Sat Apr 30, 2011 12:17 am 
Captain
Captain
User avatar
 Profile

Joined: Fri Feb 19, 2010 9:57 am
Posts: 791
Location: El Paso, Texas, U.S.A.
Gender: male
Spyda wrote:
Meaning a armored infantry unit with 1,000,000 exp still gets killed before a range infantry unit with 0 exp.


I know you were just making a general point, but when I ran the stats of a 1,000,000 EXP armor unit through my head I lol'd at the idea of absolutely everything on the other side not dying round three.

_________________
Open for business.


Top
 

 Post subject: Re: Spyda's Guide to Experience
PostPosted: Sat Apr 30, 2011 9:38 pm 
Second Lieutenant
Second Lieutenant
User avatar
 WWW  Profile

Joined: Wed Apr 06, 2011 10:04 pm
Posts: 264
Gender: male
Jack wrote:
Spyda wrote:
Meaning a armored infantry unit with 1,000,000 exp still gets killed before a range infantry unit with 0 exp.


I know you were just making a general point, but when I ran the stats of a 1,000,000 EXP armor unit through my head I lol'd at the idea of absolutely everything on the other side not dying round three.


What I thought about later was could you imagine an infantry unit somehow surviving thousands of battles against Vechs, and Mechs? To become nearly a god, with the ability to take down a whole army by himself.

That's what I call 1 worker, 100 metal, and 2 ticks well spent. :lol:

_________________
Image
HcL, iS, WFA
Personal Rank: 1st__Fantasy 4
Alliance Rank: 1st (iS)__Fantasy 4


Top
 

 Post subject: Re: Spyda's Guide to Experience
PostPosted: Mon May 16, 2011 3:57 pm 
Second Lieutenant
Second Lieutenant
User avatar
 Profile

Joined: Sat Jan 09, 2010 6:46 pm
Posts: 277
Location: somewhere in this world...
Gender: male
Nice and helpful guide

_________________
Image
TCA#1
M#1
Proud member of NR WIND and TFF
"I stopped working for drugs when they stopped working for me."


Top
 

 Post subject: Re: Spyda's Guide to Experience
PostPosted: Sun May 22, 2011 4:19 pm 
Second Lieutenant
Second Lieutenant
User avatar
 WWW  Profile

Joined: Wed Apr 06, 2011 10:04 pm
Posts: 264
Gender: male
LOL it was. Then 10 days later they change the Exp system. :roll:

Now it's semi-useless. :x :lol:

_________________
Image
HcL, iS, WFA
Personal Rank: 1st__Fantasy 4
Alliance Rank: 1st (iS)__Fantasy 4


Top
 

Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 

All times are UTC - 5 hours



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group  
Copyright Tacticsoft Ltd. 2008   
Updated By phpBBservice.nl