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 Post subject: Re: best unit setup
PostPosted: Tue May 31, 2011 4:07 pm 
Second Lieutenant
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If there were like 2k of Inf/armour/anti vech vs 300 Inf/armour/anti inf, i think that the anti vech would win :D

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 Post subject: Re: best unit setup
PostPosted: Tue May 31, 2011 4:10 pm 
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saskue55 wrote:
If there were like 2k of Inf/armour/anti vech vs 300 Inf/armour/anti inf, i think that the anti vech would win :D

what newb made all armor? :P

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 Post subject: Re: best unit setup
PostPosted: Tue May 31, 2011 4:13 pm 
Second Lieutenant
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lol yeah boosted like 4k red for all of that

And jett, i have GOOD news for you, instead of bad. there is one spot that is open, and haven said that i should invite you. One of my players had to drop out.

We want to see how good you are of a player, so in the future we know wether to invite you or not. Well, what do you say?

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 Post subject: Re: best unit setup
PostPosted: Tue May 31, 2011 5:23 pm 
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Sure, f3 correct? and where do i start?

And i guess you will just have to wait for Seb to post the real BRs... in the meantime, chill people. I want to show a new possible unit setup. that is the strongest, contrary to what people believe, and your denying any possibility. Just wait for the BRs, and then if you still wish to argue, feel free.

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 Post subject: Re: best unit setup
PostPosted: Thu Jun 02, 2011 4:43 am 
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All your showing with this build is what everyone knows, that R4 and beyond dmg does more than range. But your achieving this by extending the duration of the battle by using the WRONG weapon. So yeah If we meet in battle 21/0/9 for me and 20/5/5 you and we both are tools and use beam on infantry, then yes your build wins. BUT THATS NOT THE POINT!

Your basically making the strongest build for when using the wrong weapon and extending the combat into R10!!! And then even after that, yes you won in the battle of idiots but you also let the battle reach alot of rounds which means your casualties are high. If you let a battle go on too long you lose units, simple as.


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 Post subject: Re: best unit setup
PostPosted: Thu Jun 02, 2011 5:12 am 
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Ratel wrote:
All your showing with this build is what everyone knows, that R4 and beyond dmg does more than range. But your achieving this by extending the duration of the battle by using the WRONG weapon. So yeah If we meet in battle 21/0/9 for me and 20/5/5 you and we both are tools and use beam on infantry, then yes your build wins. BUT THATS NOT THE POINT!

Your basically making the strongest build for when using the wrong weapon and extending the combat into R10!!! And then even after that, yes you won in the battle of idiots but you also let the battle reach alot of rounds which means your casualties are high. If you let a battle go on too long you lose units, simple as.
You will be dead before round 10.

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 Post subject: Re: best unit setup
PostPosted: Thu Jun 02, 2011 5:44 am 
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Yeah, thats where he thinks it works because of his "use beam inf vs each other to avoid bonuses' he has these long battles where we know dmg will out perform range. Hell if we want to play this way put 25 dmg/5 armour vs your build when using beam vs inf, the battle will be very long and damage will get into a stride(a stride that will never happen in reality since no one will let a battle be that long).
Jett Use 50R/30D/20A vs 75D/25A in the wrong weapon world of long battles, see? If your taking this long in a battle you can move over onto DMG completely, however anyone with half a brain cell will use the correct weapon on the correct chassis(as will you) and the battle will be shorter, thus range better.

This is nothing new, long battle=damage better, however they are very rarely/if ever that long to warrant using them at all. All you've done here is create another way of showing this through the simulator.

Quote:
Damage, is it worth using?
Using infantry as an example, damage totals from 1 armour, 1 damage and 1 ranged infantry per round:

Round 1:
Total damage inflicted by armour: 0 (cannot fire yet)
Total damage inflicted by damage: 0 (cannot fire yet)
Total damage inflicted by range: 4

Round 2:
Total damage inflicted by armour: 0 (cannot fire yet)
Total damage inflicted by damage: 6
Total damage inflicted by range: 8 (4+4)

Round 3:
Total damage inflicted by armour: 2
Total damage inflicted by damage: 12 (6+6)
Total damage inflicted by range: 12 (4+4+4)

Round 4:
Total damage inflicted by armour: 4 (2+2)
Total damage inflicted by damage: 18 (6+6+6)
Total damage inflicted by range: 16 (4+4+4+4)

Round 5:
Total damage inflicted by armour: 6 (2+2+2)
Total damage inflicted by damage: 24 (6+6+6+6)
Total damage inflicted by range: 20 (4+4+4+4+4)

Except you go on up to R10 in your simulations,
So
Round 10:
Damage: 54 6*(10-1))
Range: 40 (4*10)

Thats why in your sims it works, but they won't work in practice.


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 Post subject: Re: best unit setup
PostPosted: Thu Jun 02, 2011 7:56 am 
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The point im proving is this, for many situations, you wont be able to send out a unit setup, thats specifically made to take down what your facing. all around, my setup seems to be the best. I havent truly tested it much in the real game, but from what i've done so far, its proven highly effective in taking down my enemies.

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E3- DIP, DKS
Best rank: 7
Most power: 152
Most crystals: 118

Dont forget the BUNNEH!
(\ (\
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(_(")(")


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 Post subject: Re: best unit setup
PostPosted: Fri Jun 03, 2011 8:46 pm 
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Taking down your enemies?

Like how you spammed me like 5 times on F3 with like 10 inf every time?

Heres the truth, we never intended to let you in. We just wanted you to build for a free conquer. And when you started to attack us, we said that we were gonna let you in. That was going to be for like 5 ticks so you would stop attacking us and we could kick and conquer you. Its not our problem for playing you. Its more your problem for letting yourself get played.

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 Post subject: Re: best unit setup
PostPosted: Sat Jun 04, 2011 4:27 am 
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That's just...
:/

I really don't like people that do that sort of thing, even if it is to an unwholesome noob.


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