im no pro but i played the game...from the looks of it, 20R-10A is better than any build with damage...why? ROUNDS...if u have a dominating fleet with 20R-10A ratio, there is a smaller chance of casualty since you have a higher force of Range units that will take down more units in the first round...if u are dominating but with a 15-5-10 build and have the same enemy, there will be more casualty in your armor army since there is a lesser casualty in the enemy in the first round, meaning, if part of his army is still alive, you will suffer more casualty in the next round. the lesser the rounds, the less casualty for your dominating army. ITS CHEAPER THAN REPLACING MORE UNITS EVERY BATTLE.
p.s. I'm not an active player recently...but i played this game 4 years ago when it still have different rules...but im coming back to play it again.
Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
totsiroll wrote:
im no pro but i played the game...from the looks of it, 20R-10A is better than any build with damage...why? ROUNDS...if u have a dominating fleet with 20R-10A ratio, there is a smaller chance of casualty since you have a higher force of Range units that will take down more units in the first round...if u are dominating but with a 15-5-10 build and have the same enemy, there will be more casualty in your armor army since there is a lesser casualty in the enemy in the first round, meaning, if part of his army is still alive, you will suffer more casualty in the next round. the lesser the rounds, the less casualty for your dominating army. ITS CHEAPER THAN REPLACING MORE UNITS EVERY BATTLE.
p.s. I'm not an active player recently...but i played this game 4 years ago when it still have different rules...but im coming back to play it again.
^- he got it Damage are good in close battles, but fighting an enemy who got range where you'd win 1st round with range, you'll have at least twice the losses.
Anyway, people won't agree on this, and it would be fun if a new probuild came into the game, but I don't think it has been found yet.
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Here's the issue ppl everyone keeps taking damage and putting it against range in an even fight...
OR is it?
IF you were to spend the same amount of resources you'd have approx. 1.5 TIMES the number of "Fighting" units as opposed to range. Therefore a actual test would involve...
10A-20R Vs. 10A-30D. In this battle it quickly becomes lopsided. Replacing lost units is also far cheaper and faster. (of course you lose more)
However ppl should stop determining and testing builds based on TROOP NUMBERS. The key is what determines your troop count... RESOURCES. and in a battle that's even from a cost standpoint.... Damage excels.
And that's all you'll get out of me for free. Like I said MONTHS AGO...
10-20 is good. But in truth it's not even the strongest armor/range combo. Just the most cost efficient and easy to do the math on that is effective.
There is absolutely an arena and environment for Damage. Once you figure when, where, and how to utilize them you'll see why LC is correct.
ARMOR -
Spoiler:
Dies for your expensive units.
RANGE -
Spoiler:
Kills for you and wins you the battle.
(Those we've got down) Damage -
Spoiler:
YOU WISH. *TOP SECRET*
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Joined: Sat Sep 24, 2011 8:20 am Posts: 462 Gender: male
Infantry: 9 armor and 21 range.
Vehicles: 4 armor and 11 range.
Tanks: 3 armor and 7 range.
Damage is good for equal battles but since you DON'T want equal battles, you should focus on range primarily. Damage is ok to build later on if you think you might be forced to have equal battles, like in big alliance wars.
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Joined: Thu Jun 30, 2011 2:48 am Posts: 7996 Location: Fuyuki City Gender: male
in fact, we all try to avoid big battles where the attacker and defender have almost the same amount of squads (100 vs 110 for example). Hence if u're building damage and hope that it will help u in big battles then u're doing it wrong.
btw u can't get to 400+ power with that kind of squads unless in havoc. So no...
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