A Newbie's Attempt at making a Guide.

Gentleman
Gentleman
Minor Nuisance
Joined May 2012 Posts: 221
edited 28 Jun 2012, 4:15AM
The Guide

Hello! I'm a newbie at formatting. I'll explain you how to be good in War Commander. To be good in WC, you need to know how to attack bases, how to defend your base, how micro-manage your base and how play in the World Map.

Attack:

Firstly, you need to know the unit stats and understand how a battle between two units works to create mixes of units. The unit stats can be found there: http://warcommander.wikia.com/wiki/War_Commander_Wiki and the unit's uses can be found there: http://forums.kixeye.com/threads/161906-The-Big-Unit-Guide!

A battle between two units have two phases:

-A pressure phase: Your unit cannot attack because he got a smaller firing range than your target. At that phase, speed, health and range are important.
-A battle phase: Your unit fights the other unit. At that phase, health and damage matters.

Here's some things you need to know about stats:

-To see the total damage of an unit during his lifespan when it's attacked, you need to multiply health per damage. The unit with the highest number will always win the battle. There's some exceptions like for tanks because their damage isn't constant.

Formula: H*D

-To see how much an unit is able to take pressure, you need to multiply health per speed and add range.

Formula: H*S+R

-To see how much an unit is able to do pressure, you need to multiply damage per range. It doesn't tell how much damage it'll be able to do.

Formula: H*D

It's good to know that if you don't care about loosing an unit and just want to deal max damage. Works best with constant source of damage.

Now that you know how 1 unit versus 1 unit works, I'll show you how works mixes.

Secondly, you need to know how mixes work.

Mixes:

It's simple. The only mix you can actually make is a mix between a high dmg unit with low health and a high health unit with low damage. This is how it works:

There's 2 phases before a destruction of a mixed army. Phase 1: High health unit dies. Phase 2: High damage unit with low health is being attacked

Phase 1:

Find the total damage of your mixed army. Range is the range of your high damage unit. Health is your health of your high health unit. Speed is the speed of the slowest unit.

Phase 2:

Everything is back to normal. Damage, health, range and speed are the stats of your high damage unit.

Thirdly, you need to know the special stats of units.

Special unit stats:

Now that you know how a battle between units works and how works mixes, I'll introduce you to special unit stats.


-Unit's preferences:

Did you noticed the colors above stats? The colors tell how much an unit is good versus a type of units.

There's 5 preferences:

Can't hit: 0%
Poor: 20%
Not great: 40%
OK: 60%
Good: 80%
Best: 100%

You only need to multiply damage per the percentage to know how much damage an unit will do versus a certain type of units.
Bullet versus explosive shells

There's some units that shoot bullets while other shoot explosive shells. Each sort of projectile has it's advantages and cons.

Bullets:

Pro: Constant damage.
Con: No splash damage.

Explosive shells:

Pro: Splash damage.
Con: Damage isn't constant
Direct hit versus indirect hit

Some units shoot directly at their target while some shoot in a parabola pattern.

Direct hits: You can't avoid them

Indirect hits: You can avoid them

Now, you know how to make mixes! Let's analyze the space stat.

There's 3 important stats to see if an unit is worthy for its space:

Damage per space: Good for mixes.

Health per space: Good for mixes.

Overall quality of an unit per space: Good if you want to use just one sort of unit.
How to calculate those stats?


Damage per space: Damage/space

Health per space: Health/space

Overall quality of an unit: Total damage of this unit during his lifespan/space -> Health*Damage/Space


Secondly, you need to know how to attack and know some attacking strategies.

R.U.B.I. or not R.U.B.I, that is the question:

-Leave R.U.B.I. off if you don't want unit to move. Good with baiting.

-Never leave the fate of your units within R.U.B.I. hands! Always command your troops to tell them what to attack.

-Give orders to your units if you want to bait stuff.

-Prevent your units from dying when they're moving towards base by avoiding sectors that could have mines or use units like infantry to trigger the mines.

The perfect warrior with infinite patience: the mines! (I forgot some parts of the quote):

Mines are deadly, use cheap units to trigger them. Mines works as buildings so try to go over destroyed buildings so you'll have less chances to step on a mine.

Worthy targets during an attack:

-Reactors. Reactors give energy to defenses and Resource Gatherers. If you destroy them, defenses will work less well. If defenses are nerfed, there would be a special icon over all buildings.

-Storage. Metal and Oil Storage are the first thing you need to attack. Most resources are found there.

-Command Center. This is the second thing to attack. It gives you plenty resources.

-Resource Gatherers. Doesn't give a lot of resources. Last thing you should attack.

-Building that is being upgraded. If you destroy it, it won't upgrade until your target will come online. Make loose time.

-Research buildings. Research is very important. If you destroy it, your target won't be able to do research until it's repaired.

Attacking strategy:

Baiting units: Attract units to come out of base and destroy them. Baited units are mainly destroyed with air units.

Baiting mortars: Send a fast unit to distract mortars while other units shoot at it.

Baiting gun turrets and tanks: Use riflemen. Send it to the front to die. Replace it when another dies.

Ranged units: Use ranged units to kill units in defense mode.

Snipe: Use air to destroy unprotected stuff like mortars and reactors. Beware of gun turrets!

Strategy versus gun turrets and mortars:

Gun turrets: Swarm it
Mortars: Spread your units and use bait. Use air versus those defenses

General attack strategy:

-Destroy all defenses then loot.

-High damage units like flamethrower are good. Also, flamethrowers are very good versus infantry that comes out of destroyed buildings.

-Use suicide bombers to destroy bunkers, mega tanks and stuff that is very concentrated.

-Use air units after all gun turrets are destroyed to have nice support.

How to calculate Air units versus anti-air units:

-Air units have less range than ground units due to some calculations.

There's 2 types of units:

Planes: Fly over their target
Helicopters: Static unit. Can stay on the same spot.

-To calculate health of planes, you need to cut their health by half. It's because half the time, they can't shoot at an anti-air unit while the anti-air unit can.

-Planes can shoot only few units, after that they stop shooting and need to go through all base and return to start shooting.

Special air unit:

Thunderbolts are great for buildings that are very concentrated like Resource Gatherers.

Damage Protection:

Always try to destroy less than half of a base. Then come back and make the looting wave. If not, you won't have enough time to destroy completely the base.

Walls: Maxed walls blocks direct hits but not indirect ones.
Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    When I posted, it said something like that: "Your thread need to be approved by a moderator"... I cut my guide in half because of too much words in a post and planned to post into my guide to include the second part. Because the thread doesn't exist because it needs to "be approved", I can't access it and post second part. So I made a new thread to post the second part so both parts of the guide would be there.

    Here's second part:

    Defense:

    Now that you know how to attack, you need to know how to defend yourself.

    Key buildings to protect with priority (1 is the highest):

    Storage: 1

    Command center: 2

    Research buildings: 3

    Defenses being upgraded:

    Defenses aren't active while being upgraded so they're very weak. It's a big problem when it's a gun turret being upgraded. Try to switch the building being upgraded with another one.

    Pairing:

    It's important that mortars cannot be sniped. Pair them with gun turrets but don't put them too near each other because of splash damage.

    Reactors:

    If they get destroyed, your defenses are nerfed. You need to put them somewhere near center of your base. Spread reactors so the enemy won't destroy all of them in one attack.

    Mines:

    Spread your mines. Put some mines inside your base and some outside near spawning points. Put them near defenses because it's sure the attacker will those buildings so he gets more chances to step on your mines.


    Units:

    -Spread your units in your base for anti-splash, use them to protect weak spots. It's recommended to use combos of units. Mainly ranged units and units with high health.

    -Hide your units behind buildings. All you need to do to hide them is remove the building, put your units there then put the building over them.

    -Hide suicide bombers. Suicide bombers are deadly. If you can hide them well, they have some chances to destroy the enemy's tanks.

    Bunkers:

    -Use heavy gunners against air, rocket launchers versus tanks and snipers versus units bating mortars. You can also put suicide bombers and flamethrowers for a nice surprise when your bunker is destroyed.

    Anti-Air:

    Try to put anti-air units somewhere near the center of your base so they won't get baited. Also most planes go through the center of bases.

    Great anti-air units are hercules, gatling guns and humvees.

    Resources:

    Try to spread and alternate your resources so you won't run of something and get too much of something.

    Two types of bases:

    Spreaded bases (like The Eastern Hordes bases):

    Pro: -Takes more time than normal bases to destroy. Have more chances for damage protection. Have less resources stolen in looting wave. Very anti-splash and anti-thunderbolts

    Con: -Always will have some destroyed stuff.

    Compressed bases (like Armored Corps):

    Pro: -Have some chances that there won't be some destroyed stuff.

    Con: -In looting wave, more resources stolen. Not very anti-splash if too much compressed. Not very anti-thunderbolts.

    Learn from rogue factions:

    Sons of Saints: You should never have a base that looks like theirs. Their bases can be easily destroyed. Btw, Sons of Saints are good for exercising attacking skills.

    Eastern Hordes: Good versus anti-ground. Very good planning for spreaded bases. Their bases aren't very anti-air. Good mines placement.

    Armored Corps: Good versus air. Very good planning for box bases. Their bases aren't very good against splash damage.

    Black Widow: Good unit combos. Isn't good versus anti-air. Hide their suicide bombers in strategic places.

    Intimidating bases:

    To make intimidating bases, you need mega tanks, maxed walls that protect gun turrets and bunkers.

    Walls:

    -Use maxed walls to fool opponent into mines, to slow him (good with mortars), to protect bunkers and defenses.

    -Make sure that walls are anti-splash (like the walls of Eastern Hordes bases).

    -You can't block shots with that wall combination X but you can with that wall combination XX
    X X

    -Walls like that are very good: X X X

    X X

    X X X

    -Use unimportant buildings to block the attacker (e.g.: Resources Gatherers)

    P.S.: I cut bad the guide so there'll be 3 parts. :(

    Again, need to make new thread so all parts will be visible because my thread needs "to be approved" so I can't post into my own threads because they don't exist until approved.
    Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    This the third part of the guide.

    Here we go!:

    Now that you know how to attack and defend, you need to know how to manage upgrades, research...

    Micro-management:

    Upgrades:

    Use your time wisely, make small upgrades when you're online and make long upgrades when you'll be offline.

    Research:

    -Don't upgrade Jackrabbit!!!

    -In the beginning of the game, just unlock stuff until you get challengers.

    -Upgrade infantry! They can be upgraded fast. Infantry is good in the beginning of the game.

    -Upgrade Copters if you want to "snipe"

    -Upgrade Cobras if you want to fight (e.g.: bunkers)

    -Upgrade thunderbolts if you want good support units.

    Defenses:

    Upgrade them from time to time

    Reactors:

    Upgrade them from time to time. It's bad being in energy deficit.

    Resource Gatherers:

    -Don't forget upgrading them. If you're a pure attacker, don't upgrade them to have more energy for defenses. It pays off upgrading Resources Gatherers.

    Command Center:

    -Concentrate on upgrading it until it's level 4.

    When you got level 4 command center, you'll have 2 choices:

    -Upgrade it to level 5 and be attacked more often. Will allow you to have better defenses.
    -Upgrade all other stuff then the command center. Will make you a strong attacker.

    Storages:

    Don't forget to upgrade them! You can fool your attackers by upgrading your storages so it'll seem that you have few resources.

    Research building:

    It's important to upgrade. I hope you know why it it.

    Units producers:

    It pays off upgrading your airfield and your war factory. Upgrading War Factory will allow you to make units faster so you'll get more units than others in the long run. Airfield allows to rebuild fast air units, allowing you to use air units more often. You can upgrade your barracks if you use suicide bombers and hercules quite often.

    Mines:

    Upgrade mines to max in the beginning of the game. Maxed mines are deadly.

    Resources management:

    If you don't want to play normally, you can make expensive research that is very long when you're going offline to come back and cancel it to get all your resources back.

    Now that you know all that stuff, you're ready to go to the World Map!

    World Map:

    You need the staging area to get to world map.

    Staging Area: Upgrade it often.

    -If you want to defend your base at all costs, move units from staging area to base

    Deposits:

    -Increase your resource production
    -Resources are collected automatically
    -Hard to defend
    -You need to takes deposits of your level to have less chances of loosing them
    -It's recommended to leave some units there

    Rogue (yes... it's rogue, not rouge) factions:

    -Give a lot of resources
    -Rogues are better than deposits because deposits are attacked often.

    Platoons:

    -It's recommended to use extra space left to fill it with anti-air because platoons are very weak versus air

    Spam fight:

    -Put a cheap units into your platoons to attack other platoons with air.


    General Relations strategy in World Map:

    -If you attack a player that is very lower than you and he attacks back and deals considerable damage (more than 2/3 base destroyed or base fully destroyed), don't attack back because that player has some skills and you'll go into an endless wars

    -If you take inappropriate deposits for your level and they're conquered by low level players, don't try to take them back, you'll never be able to keep them whatever you try to do.

    -If someone takes deposits from you, attack their base.

    -If you were attacked by a player that is 4 levels above you and manage to destroy his base. Don't attack him a second time because he'll attack back.

    -Don't get into a mess by attacking players that are like 4 levels above you unless they're epic noobs.

    -Don't get into endless war. Some people have simple logic...always attack back the player that've attacked you. Endless wars gives you a lot of points without upgrading and researching stuff so it makes you vulnerable because you'll be weak compared to people that haven't been into endless wars. Also endless wars is a waste of time and resources.

    -Make a mix between damaged units and not damaged units to make an army fast. Protect the damaged units with the units that are at full health.

    -Use razorbacks to get deposits. Most of the time, people concentrate defenses in their deposits so it's impossible to conquer them when they're giants.

    -Communication is a great skill. It prevents endless wars also it may reduce the number of attacks received per day.


    Alliances: There's some people that started the idea of alliances and now it's popular and almost every sector have some. Alliances aren't official so it's not supported by KIXEYE.

    Goal of having an alliance: Prevent you from being attacked. A lot of noobs join alliances. Some alliances help you get deposits and keep them.

    Pros of alliances: Never get attacked. More chances of holding a depos.

    Cons of alliances: Sometimes, there's many alliances and they have peace treaties between them so you have less target. Not real goal in alliances. Sometimes, they go into random giant wars without valid reason and you need to fight for the alliance.

    How to find a good alliance: The alliance need to have no noobs in it. Small alliances are recommended. Alliance acknowledges that War Commander is a war game so they (members) don't gang on all people that attack at least a single time one of their members and don't make peace treaties with random alliances. Alliance isn't overprotective, you'll never learn how to play the game if the alliance always protect you. Alliance's members cooperate by sharing some extra deposits. Alliance helps you in being better at the game. Alliance doesn't fulfill random requests from members like: "I attacked him and he attacked me back. That's not fair!", "I'm level 30 and there's some low level players that attacks my tinys, I would've attacked their bases if there wasn't that stupid level rule so I need someone who is too low level to attack them", "Someone attacked me, that's not fair, I've done nothing to him! (This is what people say when they doesn't know what a war game means)", "I already have 20 giants, need more... Anyone have some spare giants?" or "I got Mega tanks but he still beat me!".

    I consider that 6 giants per resource is enough. 3 is good for a nice boost. Any alliances that have a rule that fix a limit of 6 giants per resource per member and force members to give some giants to other members if they have more than 6 giants per resource are very good alliances.

    SPECIAL PART!


    If you need FB credits and find FB surveys boring or did all of them, you can go to a site of tasks that gives virtual currency that can be converted into any other virtual currency like FB credits. It's called GiftHulkz. Refers plays a big part into GiftHulkz so it's recommended to refer friends or ask to be referred if you want to give some extra virtual currency to your friends.

    There's 2 ways of getting max GiftHulkz coins:

    -Be referred by one guy and ask him to gift you FB coins obtained through refers. It's recommended for the referrer to give FB coins obtained through refers as prizes where luck is involved or give it as a prize of a tournament. One win per member until everyone wins once and get FB coins and are happy.

    -Make a chain of refers. Guy 1 refers guy 2 who refers guy 3... You get max number of coins with that and everyone get coins fast

    **********************************************************************************************************************

    Now you know everything you need to know. The formatting is ugly so give me some formatting tips. Also if you give me images, quotes and other interesting stuff and help organize the current guide, I'll make a second guide that will have some formatting, that will look good, that will have 50% to 100% more information and more sections so everything that's related to the game will be viewed.

    100% likely that will make a second guide if you do everything above!


    Post to tell me how awesome I am or post if you want to give cool stuff for next guide, images, tips for formatting and if you want some stuff be included in next guide.

    P.S.: This is my first post! :D

    ~The Gentleman

    YAY! No more new threads that overflow the forums. I posted that thread because threads need to be "approved by moderators now". Too much words in a post so planned posting into my thread but threads don't exist until been "approved" so I can't post. Made three threads so the full guide will be available so when moderators will "approve my threads".

    If you find that this is fail guide, give constructive comments and help me creating a better guide by doing everything under the stars (*) so I'll make the most complete guide ever!
    Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    The Guide

    Hello! I'm a newbie at formatting. I'll explain you how to be good in War Commander. To be good in WC, you need to know how to attack bases, how to defend your base, how micro-manage your base and how play in the World Map.

    Attack:

    Firstly, you need to know the unit stats and understand how a battle between two units works to create mixes of units. The unit stats can be found there: http://warcommander.wikia.com/wiki/War_Commander_Wiki and the unit's uses can be found there: http://forums.kixeye.com/threads/161906-The-Big-Unit-Guide!

    A battle between two units have two phases: (If you use air units to destroy platoons, you don't neeed this)

    -A pressure phase: Your unit cannot attack because he got a smaller firing range than your target. At that phase, speed, health and range are important.
    -A battle phase: Your unit fights the other unit. At that phase, health and damage matters.

    Here's some things you need to know about stats:

    -To see the total damage of an unit during his lifespan when it's attacked, you need to multiply health per damage. The unit with the highest number will always win the battle. There's some exceptions like for tanks because their damage isn't constant.

    Formula: H*D

    -To see how much an unit is able to take pressure, you need to multiply health per speed and add range.

    Formula: H*S+R

    -To see how much an unit is able to do pressure, you need to multiply damage per range. It doesn't tell how much damage it'll be able to do.

    Formula: H*D

    It's good to know that if you don't care about loosing an unit and just want to deal max damage. Works best with constant source of damage.

    Now that you know how 1 unit versus 1 unit works, I'll show you how works mixes.

    Secondly, you need to know how mixes work.

    Mixes:

    It's simple. The only mix you can actually make is a mix between a high dmg unit with low health and a high health unit with low damage There are no units with high health and low damage . This is how it works:

    There's 2 phases before a destruction of a mixed army. Phase 1: High health unit dies. Phase 2: High damage unit with low health is being attacked

    Phase 1:

    Find the total damage of your mixed army. Range is the range of your high damage unit. Health is your health of your high health unit. Speed is the speed of the slowest unit.

    Phase 2:

    Everything is back to normal. Damage, health, range and speed are the stats of your high damage unit.

    Thirdly, you need to know the special stats of units.

    Special unit stats:

    Now that you know how a battle between units works and how works mixes, I'll introduce you to special unit stats.


    -Unit's preferences: We call them 'damage filters'

    Did you noticed the colors above stats? The colors tell how much an unit is good versus a type of units.

    There's 5 preferences: The percentages are never confirmed, no noe knows what the percentages are, so unless you did a lot of testing, please don't make these up.

    Can't hit: 0%
    Poor: 20%
    Not great: 40%
    OK: 60%
    Good: 80%
    Best: 100%

    You only need to multiply damage per the percentage to know how much damage an unit will do versus a certain type of units.
    Bullet versus explosive shells

    There's some units that shoot bullets while other shoot explosive shells. Each sort of projectile has it's advantages and cons. You also have the laser of the laser tank. Maybe tell which units use which armament

    Bullets:

    Pro: Constant damage.
    Con: No splash damage.

    Explosive shells:

    Pro: Splash damage.
    Con: Damage isn't constant
    Direct hit versus indirect hit

    Some units shoot directly at their target while some shoot in a parabola pattern.

    Direct hits: You can't avoid them

    Indirect hits: You can avoid them

    Now, you know how to make mixes! Let's analyze the space stat.

    There's 3 important stats to see if an unit is worthy for its space:

    Damage per space: Good for mixes.

    Health per space: Good for mixes.

    Overall quality of an unit per space: Good if you want to use just one sort of unit.
    How to calculate those stats?


    Damage per space: Damage/space

    Health per space: Health/space

    Overall quality of an unit: Total damage of this unit during his lifespan/space -> Health*Damage/Space


    Secondly, you need to know how to attack and know some attacking strategies.

    R.U.B.I. or not R.U.B.I, that is the question: there are very few cases in which you want RUBI on....

    -Leave R.U.B.I. off if you don't want unit to move. Good with baiting.

    -Never leave the fate of your units within R.U.B.I. hands! Always command your troops to tell them what to attack.

    -Give orders to your units if you want to bait stuff.

    -Prevent your units from dying when they're moving towards base by avoiding sectors that could have mines or use units like infantry to trigger the mines.

    The perfect warrior with infinite patience: the mines! (I forgot some parts of the quote):

    Mines are deadly, use cheap units to trigger them. Mines works as buildings so try to go over destroyed buildings so you'll have less chances to step on a mine.

    Worthy targets during an attack:

    -Reactors. Reactors give energy to defenses and Resource Gatherers. If you destroy them, defenses will work less well. If defenses are nerfed, there would be a special icon over all buildings. we call them Power Plants. The thing that gets nerfed is the RoF

    -Storage. Metal and Oil Storage are the first thing you need to attack. Most resources are found there.

    -Command Center. This is the second thing to attack. It gives you plenty resources.

    -Resource Gatherers. Doesn't give a lot of resources. Last thing you should attack.

    -Building that is being upgraded. If you destroy it, it won't upgrade until your target will come online. Make loose time.

    -Research buildings. Research is very important. If you destroy it, your target won't be able to do research until it's repaired.

    Attacking strategy:

    Baiting units: Attract units to come out of base and destroy them. Baited units are mainly destroyed with air units.

    Baiting mortars: Send a fast unit to distract mortars while other units shoot at it.

    Baiting gun turrets and tanks: Use riflemen. Send it to the front to die. Replace it when another dies.

    Ranged units: Use ranged units to kill units in defense mode.

    Snipe: Use air to destroy unprotected stuff like mortars and reactors. Beware of gun turrets! you can also snipe with ground units

    Strategy versus gun turrets and mortars:

    Gun turrets: Swarm it Outrange it! not swarming
    Mortars: Spread your units and use bait. Use air versus those defenses

    General attack strategy:

    -Destroy all defenses then loot.

    -High damage units like flamethrower are good. Also, flamethrowers are very good versus infantry that comes out of destroyed buildings.

    -Use suicide bombers to destroy bunkers, mega tanks and stuff that is very concentrated. Don't use suicide bombers in attack

    -Use air units after all gun turrets are destroyed to have nice support. use air unit to snipe mortars

    How to calculate Air units versus anti-air units:

    -Air units have less range than ground units due to some calculations.

    There's 2 types of units:

    Planes: Fly over their target
    Helicopters: Static unit. Can stay on the same spot.

    -To calculate health of planes, you need to cut their health by half. It's because half the time, they can't shoot at an anti-air unit while the anti-air unit can.

    -Planes can shoot only few units, after that they stop shooting and need to go through all base and return to start shooting.

    Special air unit:

    Thunderbolts are great for buildings that are very concentrated like Resource Gatherers.

    Damage Protection:

    Always try to destroy less than half of a base. dp is calculated in base HP, not the number of buildings. The CC and the towers usually have very high HP, so killing all the towers may as well put the opponent in dp directly.... Then come back and make the looting wave. If not, you won't have enough time to destroy completely the base.

    Walls: Maxed walls blocks direct hits but not indirect ones.

    comments in red
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    When I posted, it said something like that: "Your thread need to be approved by a moderator"... I cut my guide in half because of too much words in a post and planned to post into my guide to include the second part. Because the thread doesn't exist because it needs to "be approved", I can't access it and post second part. So I made a new thread to post the second part so both parts of the guide would be there.

    Here's second part:

    Defense:

    Now that you know how to attack, you need to know how to defend yourself.

    Key buildings to protect with priority (1 is the highest):

    Storage: 1

    Command center: 2 Command center is number one, storages are number 2

    Research buildings: 3 Power Plants are number 3

    Defenses being upgraded:

    Defenses aren't active while being upgraded so they're very weak. It's a big problem when it's a gun turret being upgraded. Try to switch the building being upgraded with another one.

    Pairing:

    It's important that mortars cannot be sniped. Pair them with gun turrets but don't put them too near each other because of splash damage. DO put them directly next to each other! Splash damage doesn't work on it with high lvl towers. you have to put them directly next to each other to prevent sniping

    Reactors:

    If they get destroyed, your defenses are nerfed. You need to put them somewhere near center of your base. Spread reactors so the enemy won't destroy all of them in one attack. Make sure 1 PP can power your whole base

    Mines:

    Spread your mines. Put some mines inside your base and some outside near spawning points. Put them near defenses because it's sure the attacker will those buildings so he gets more chances to step on your mines. please read the mine placement part in my base builing guide again....


    Units: nthing about units stances?

    -Spread your units in your base for anti-splash, use them to protect weak spots. It's recommended to use combos of units. Mainly ranged units and units with high health. use tanks to protect gun turrets, AA units to protect mortar towers

    -Hide your units behind buildings. All you need to do to hide them is remove the building, put your units there then put the building over them.

    -Hide suicide bombers. Suicide bombers are deadly. If you can hide them well, they have some chances to destroy the enemy's tanks.

    Bunkers:

    -Use heavy gunners against air, rocket launchers versus tanks and snipers versus units bating mortars. You can also put suicide bombers and flamethrowers for a nice surprise when your bunker is destroyed.

    Anti-Air:

    Try to put anti-air units somewhere near the center of your base so they won't get baited. Also most planes go through the center of bases. Put them on stad ground near mortars

    Great anti-air units are hercules, gatling trucks and humvees. except for heavy gunenrs and riflemen, these are the only ones

    Resources:

    Try to spread and alternate your resources so you won't run of something and get too much of something. imbalance doesn't matter

    Two types of bases:

    Spreaded bases (like The Eastern Hordes bases): BAD!!!!!! Btw, the name of the rf doesn't have a connection with the design at all anymore.....

    Pro: -Takes more time than normal bases to destroy. Have more chances for damage protection. Have less resources stolen in looting wave. Very anti-splash and anti-thunderbolts BAD!!!!!!!!!!

    Con: -Always will have some destroyed stuff. it's bad!!!!!!!

    Compressed bases (like Armored Corps): GOOD!!!!!! as said, rf name doesn't have aything to do with the lay out anymore

    Pro: -Have some chances that there won't be some destroyed stuff.

    Con: -In looting wave, more resources stolen. Not very anti-splash if too much compressed. Not very anti-thunderbolts.with high enough gun turrets, thunderbolts won't be a problem

    Learn from rogue factions: layout isn't conected to name anymore, and you should NEVER EVER copy rf bases! They're REALLY RELLY BAD!

    Sons of Saints: You should never have a base that looks like theirs. Their bases can be easily destroyed. Btw, Sons of Saints are good for exercising attacking skills.

    Eastern Hordes: Good versus anti-ground. Very good planning for spreaded bases. Their bases aren't very anti-air. Good mines placement.

    Armored Corps: Good versus air. Very good planning for box bases. Their bases aren't very good against splash damage.

    Black Widow: Good unit combos. Isn't good versus anti-air. Hide their suicide bombers in strategic places.

    Intimidating bases:

    To make intimidating bases, you need mega tanks, maxed walls that protect gun turrets and bunkers. you don't need megas.....

    Walls:

    -Use maxed walls to fool opponent into mines, to slow him (good with mortars), to protect bunkers and defenses. watch out for splash damage

    -Make sure that walls are anti-splash (like the walls of Eastern Hordes bases).

    -You can't block shots with that wall combination X but you can with that wall combination XX walls don't block shots at all
    X X

    -Walls like that are very good: X X X

    X X

    X X X

    -Use unimportant buildings to block the attacker (e.g.: Resources Gatherers) and to get dp earlier

    P.S.: I cut bad the guide so there'll be 3 parts. :(

    Again, need to make new thread so all parts will be visible because my thread needs "to be approved" so I can't post into my own threads because they don't exist until approved.

    comments in red
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    This the third part of the guide.

    Here we go!:

    Now that you know how to attack and defend, you need to know how to manage upgrades, research...

    Micro-management:

    Upgrades:

    Use your time wisely, make small upgrades when you're online and make long upgrades when you'll be offline.

    Research:

    -Don't upgrade Jackrabbit!!!

    -In the beginning of the game, just unlock stuff until you get challengers. NO! either upgrade rhino, then go for challegners, or upgrade apaldi, then go for mega tanks

    -Upgrade infantry! They can be upgraded fast. Infantry is good in the beginning of the game. nah, it's not so important to upgrade them....

    -Upgrade Copters if you want to "snipe" cobras do better at sniping

    -Upgrade Cobras if you want to fight (e.g.: bunkers) use copter drones for that

    -Upgrade thunderbolts if you want good support units. nah, thunderbolts are not that important

    Defenses:

    Upgrade them from time to time this should be your primary buildings to upgrade each time

    Reactors:

    Upgrade them from time to time. It's bad being in energy deficit. use overdrive while your upgrading a PP

    Resource Gatherers:

    -Don't forget upgrading them. If you're a pure attacker, don't upgrade them to have more energy for defenses. It pays off upgrading Resources Gatherers. Don't upgrade RGs! At least not further than lvl 6! if they're higher, 1 PP won't be enough to power your base anymore

    Command Center:

    -Concentrate on upgrading it until it's level 5. Get it to lvl 5 ASAP

    When you got level 4 command center, you'll have 2 choices:

    -Upgrade it to level 5 and be attacked more often. Will allow you to have better defenses. upgrade CC first, it gives you more unit apacity, and higher buildings
    -Upgrade all other stuff then the command center. Will make you a strong attacker.

    Storages:

    Don't forget to upgrade them! You can fool your attackers by upgrading your storages so it'll seem that you have few resources. you need to upgrade them when the upgade prices are getting higher

    Research building:

    It's important to upgrade. I hope you know why it it.

    Units producers:

    It pays off upgrading your airfield and your war factory. Upgrading War Factory will allow you to make units faster so you'll get more units than others in the long run. Airfield allows to rebuild fast air units, allowing you to use air units more often. You can upgrade your barracks if you use suicide bombers and hercules quite often.
    it will also decrease repair times, the mot important thing
    Mines:

    Upgrade mines to max in the beginning of the game. Maxed mines are deadly.

    Resources management:

    If you don't want to play normally, you can make expensive research that is very long when you're going offline to come back and cancel it to get all your resources back.

    Now that you know all that stuff, you're ready to go to the World Map!

    World Map:

    You need the staging area to get to world map.

    Staging Area: Upgrade it often.

    -If you want to defend your base at all costs, move units from staging area to base

    Deposits:

    -Increase your resource production
    -Resources are collected automatically
    -Hard to defend large and giants aren't
    -You need to takes deposits of your level to have less chances of loosing them
    -It's recommended to leave some units there

    Rogue (yes... it's rogue, not rouge) factions:

    -Give a lot of resources
    -Rogues are better than deposits because deposits are attacked often. attacking a rouge takes more time and effort

    Platoons:

    -It's recommended to use extra space left to fill it with anti-air because platoons are very weak versus air. First rule: don't leave them outside

    Spam fight:

    -Put a cheap units into your platoons to attack other platoons with air.
    most preferably a fast unit like a rocket buggy

    General Relations strategy in World Map:

    -If you attack a player that is very lower than you and he attacks back and deals considerable damage (more than 2/3 base destroyed or base fully destroyed), don't attack back because that player has some skills and you'll go into an endless wars

    -If you take inappropriate deposits for your level and they're conquered by low level players, don't try to take them back, you'll never be able to keep them whatever you try to do.

    -If someone takes deposits from you, attack their base. if you can

    -If you were attacked by a player that is 4 levels above you and manage to destroy his base. Don't attack him a second time because he'll attack back. you can't attack the base of someone that is 4 lvls higher than you.....

    -Don't get into a mess by attacking players that are like 4 levels above you unless they're epic noobs. you can't even do that

    -Don't get into endless war. Some people have simple logic...always attack back the player that've attacked you. Endless wars gives you a lot of points without upgrading and researching stuff so it makes you vulnerable because you'll be weak compared to people that haven't been into endless wars. Also endless wars is a waste of time and resources.

    -Make a mix between damaged units and not damaged units to make an army fast. Protect the damaged units with the units that are at full health. just repair the damaged units ASAP

    -Use razorbacks to get deposits. Most of the time, people concentrate defenses in their deposits so it's impossible to conquer them when they're giants. lvl 9+ mortars will defend against razorbacks, even when they're behind a turret....

    -Communication is a great skill. It prevents endless wars also it may reduce the number of attacks received per day.


    If you find that this is fail guide, give constructive comments and help me creating a better guide by doing everything under the stars (*) so I'll make the most complete guide ever!
    you get the idea
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    The Guide

    Hello! I'm a newbie at formatting. I'll explain you how to be good in War Commander. To be good in WC, you need to know how to attack bases, how to defend your base, how micro-manage your base and how play in the World Map.

    Attack:

    Firstly, you need to know the unit stats and understand how a battle between two units works to create mixes of units. The unit stats can be found there: http://warcommander.wikia.com/wiki/War_Commander_Wiki and the unit's uses can be found there: http://forums.kixeye.com/threads/161...Big-Unit-Guide!

    A battle between two units have two phases: (If you use air units to destroy platoons, you don't neeed this) Maybe you need it because some platoons have hercules and gatling trucks.

    -A pressure phase: Your unit cannot attack because he got a smaller firing range than your target. At that phase, speed, health and range are important.
    -A battle phase: Your unit fights the other unit. At that phase, health and damage matters.

    Here's some things you need to know about stats:

    -To see the total damage of an unit during his lifespan when it's attacked, you need to multiply health per damage. The unit with the highest number will always win the battle. There's some exceptions like for tanks because their damage isn't constant.

    Formula: H*D

    -To see how much an unit is able to take pressure, you need to multiply health per speed and add range.

    Formula: H*S+R

    -To see how much an unit is able to do pressure, you need to multiply damage per range. It doesn't tell how much damage it'll be able to do.

    Formula: H*D

    It's good to know that if you don't care about loosing an unit and just want to deal max damage. Works best with constant source of damage.

    Now that you know how 1 unit versus 1 unit works, I'll show you how works mixes.

    Secondly, you need to know how mixes work.

    Mixes:

    It's simple. The only mix you can actually make is a mix between a high dmg unit with low health and a high health unit with low damage There are no units with high health and low damage . The laser tank have high damage and low health This is how it works:

    There's 2 phases before a destruction of a mixed army. Phase 1: High health unit dies. Phase 2: High damage unit with low health is being attacked

    Phase 1:

    Find the total damage of your mixed army. Range is the range of your high damage unit. Health is your health of your high health unit. Speed is the speed of the slowest unit.

    Phase 2:

    Everything is back to normal. Damage, health, range and speed are the stats of your high damage unit.

    Thirdly, you need to know the special stats of units.

    Special unit stats:

    Now that you know how a battle between units works and how works mixes, I'll introduce you to special unit stats.


    -Unit's preferences: We call them 'damage filters' Thanks!

    Did you noticed the colors above stats? The colors tell how much an unit is good versus a type of units.

    There's 5 preferences: The percentages are never confirmed, no noe knows what the percentages are, so unless you did a lot of testing, please don't make these up. Well, I did a lot of testing with gogo bars and results turned around those values. I don't think that the damage filters values are fixed values becuase the sniper is "poor" against buildings and vehicles but it have same color than "Can't hit". It's a rough estimate.

    Can't hit: 0%
    Poor: 20%
    Not great: 40%
    OK: 60%
    Good: 80%
    Best: 100%

    You only need to multiply damage per the percentage to know how much damage an unit will do versus a certain type of units.

    Bullet versus explosive shells

    There's some units that shoot bullets while other shoot explosive shells. Each sort of projectile has it's advantages and cons. You also have the laser of the laser tank. Maybe tell which units use which armament The laser works the same way than explosive shells and there's already a KIXEYE's video on the laser tank so I don't feel the necessity for including laser. Good idea for telling what armament the units use.

    Bullets:

    Pro: Constant damage.
    Con: No splash damage.

    Explosive shells:

    Pro: Splash damage.
    Con: Damage isn't constant

    Direct hit versus indirect hit

    Some units shoot directly at their target while some shoot in a parabola pattern.

    Direct hits: You can't avoid them

    Indirect hits: You can avoid them

    Now, you know how to make mixes! Let's analyze the space stat.

    There's 3 important stats to see if an unit is worthy for its space:

    Damage per space: Good for mixes.

    Health per space: Good for mixes.

    Overall quality of an unit per space: Good if you want to use just one sort of unit.

    How to calculate those stats?


    Damage per space: Damage/space

    Health per space: Health/space

    Overall quality of an unit: Total damage of this unit during his lifespan/space -> Health*Damage/Space


    Secondly, you need to know how to attack and know some attacking strategies.

    R.U.B.I. or not R.U.B.I, that is the question: there are very few cases in which you want RUBI on.... Indeed!

    -Leave R.U.B.I. off if you don't want unit to move. Good with baiting.

    -Never leave the fate of your units within R.U.B.I. hands! Always command your troops to tell them what to attack.

    -Give orders to your units if you want to bait stuff.

    -Prevent your units from dying when they're moving towards base by avoiding sectors that could have mines or use units like infantry to trigger the mines.

    The perfect warrior with infinite patience: the mines! (I forgot some parts of the quote):

    Mines are deadly, use cheap units to trigger them. Mines works as buildings so try to go over destroyed buildings so you'll have less chances to step on a mine.

    Worthy targets during an attack:

    -Reactors. Reactors give energy to defenses and Resource Gatherers. If you destroy them, defenses will work less well. If defenses are nerfed, there would be a special icon over all buildings. we call them Power Plants. The thing that gets nerfed is the RoF Thanks for the information! What RoF means?

    -Storage. Metal and Oil Storage are the first thing you need to attack. Most resources are found there.

    -Command Center. This is the second thing to attack. It gives you plenty resources.

    -Resource Gatherers. Doesn't give a lot of resources. Last thing you should attack.

    -Building that is being upgraded. If you destroy it, it won't upgrade until your target will come online. Make loose time.

    -Research buildings. Research is very important. If you destroy it, your target won't be able to do research until it's repaired.

    Attacking strategy:

    Baiting units: Attract units to come out of base and destroy them. Baited units are mainly destroyed with air units.

    Baiting mortars: Send a fast unit to distract mortars while other units shoot at it.

    Baiting gun turrets and tanks: Use riflemen. Send it to the front to die. Replace it when another dies.

    Ranged units: Use ranged units to kill units in defense mode.

    Snipe: Use air to destroy unprotected stuff like mortars and reactors. Beware of gun turrets! you can also snipe with ground units Most of the time, mortars cover turrets

    Strategy versus gun turrets and mortars:

    Gun turrets: Swarm it Outrange it! not swarming It takes some time to kill gun turrets by "outranging" it. Most of the new players don't have very high range units so they can't use that tactic. Swarming is a good tactic if you can't outrange it.
    Mortars: Spread your units and use bait. Use air versus those defenses

    General attack strategy:

    -Destroy all defenses then loot.

    I disagree with some stuff but all your comments are overall good. Just don't put red everywhere because it makes seem like the whole thread is invalid and useless while it covers some aspects of the game that aren't covered by other games and is kinda a complete guide. I'm a newbie at formatting. I'll try to write in green. Well, thanks for reviewing my guide. I wanted a review that will talk about the overall look of the guide not about the information in guides. It's much appreciated the time you put into "correcting" my guide! Will help me into making another that will have better structure, will have decorative elements, won't be confusing... If you find the guide useful, let me know.
    Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    -High damage units like flamethrower are good. Also, flamethrowers are very good versus infantry that comes out of destroyed buildings.

    -Use suicide bombers to destroy bunkers, mega tanks and stuff that is very concentrated. Don't use suicide bombers in attack I don't see why they're bad... Suicide bombers aren't really good in defense. If suicide bombers hadn't a purpose, they wouldn't exist. Suicide bombers are fast, it's main use is to destroy bunkers because suicide bombers are high damage units and are fast while the bunker doesn't have a lot of health.

    -Use air units after all gun turrets are destroyed to have nice support. use air unit to snipe mortars I wrote that in attacking strategy.

    How to calculate Air units versus anti-air units:

    -Air units have less range than ground units due to some calculations.

    There's 2 types of units:

    Planes: Fly over their target
    Helicopters: Static unit. Can stay on the same spot.

    -To calculate health of planes, you need to cut their health by half. It's because half the time, they can't shoot at an anti-air unit while the anti-air unit can.

    -Planes can shoot only few units, after that they stop shooting and need to go through all base and return to start shooting.

    Special air unit:

    Thunderbolts are great for buildings that are very concentrated like Resource Gatherers.

    Damage Protection:

    Always try to destroy less than half of a base. dp is calculated in base HP, not the number of buildings. The CC and the towers usually have very high HP, so killing all the towers may as well put the opponent in dp directly.... Well, often when I destroy defenses even high level ones, the base don't get into dp. May write "Destroy all defenses before destroying random buildings" instead of "destroy less than half of a base" Then come back and make the looting wave. If not, you won't have enough time to destroy completely the base.

    Walls: Maxed walls blocks direct hits but not indirect ones.

    My spoiler failed...At least I know how color works :D
    Will hope that it'll work now.
    Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    The Spoiler works now :D
    When I posted, it said something like that: "Your thread need to be approved by a moderator"... I cut my guide in half because of too much words in a post and planned to post into my guide to include the second part. Because the thread doesn't exist because it needs to "be approved", I can't access it and post second part. So I made a new thread to post the second part so both parts of the guide would be there.

    Here's second part:

    Defense:

    Now that you know how to attack, you need to know how to defend yourself.

    Key buildings to protect with priority (1 is the highest):

    Storage: 1

    Command center: 2 Command center is number one, storages are number 2 Destroyed Command Center gives automatic dp. Also command center gives less resources than storages. Like half of what storages gives.

    Research buildings: 3 Power Plants are number 3 Indeed! Power plants are important and should be number 3

    Defenses being upgraded:

    Defenses aren't active while being upgraded so they're very weak. It's a big problem when it's a gun turret being upgraded. Try to switch the building being upgraded with another one.

    Pairing:

    It's important that mortars cannot be sniped. Pair them with gun turrets but don't put them too near each other because of splash damage. DO put them directly next to each other! Splash damage doesn't work on it with high lvl towers. you have to put them directly next to each other to prevent sniping Splash damage still affect. Some people get their gun turret destroyed with mortar by a raptor because they put it too near to each other.

    Reactors:

    If they get destroyed, your defenses are nerfed. You need to put them somewhere near center of your base. Spread reactors so the enemy won't destroy all of them in one attack. Make sure 1 PP can power your whole base Good tip!

    Mines:

    Spread your mines. Put some mines inside your base and some outside near spawning points. Put them near defenses because it's sure the attacker will those buildings so he gets more chances to step on your mines. please read the mine placement part in my base builing guide again.... Your guide is better for mines placement than mine.
    Units: nthing about units stances?[/red] May add that in next guide.

    -Spread your units in your base for anti-splash, use them to protect weak spots. It's recommended to use combos of units. Mainly ranged units and units with high health. use tanks to protect gun turrets, AA units to protect mortar towers Indeed! Why you wrote that in red as if you corrected something while you just added?

    -Hide your units behind buildings. All you need to do to hide them is remove the building, put your units there then put the building over them.

    -Hide suicide bombers. Suicide bombers are deadly. If you can hide them well, they have some chances to destroy the enemy's tanks.

    Bunkers:

    -Use heavy gunners against air, rocket launchers versus tanks and snipers versus units bating mortars. You can also put suicide bombers and flamethrowers for a nice surprise when your bunker is destroyed.

    Anti-Air:

    Try to put anti-air units somewhere near the center of your base so they won't get baited. Also most planes go through the center of bases. Put them on stad ground near mortars Raptors and Thunderbolts always go through near center after destroyed something. If you put your units nearer the center, there's less chances that it'll survive. It's good to place anti-air units near mortars if it can be "sniped" by air if it's not covered by gun turrets to protect against copters and cobras but generally when it's covered, a few hercules near mortars can't stop Raptors while if Hercules are in center in the base, they have more chances to stop. Also it's good to upgrade gun turrets and concentrate near center.

    Great anti-air units are hercules, gatling trucks and humvees. except for heavy gunenrs and riflemen, these are the only ones I didn't included them because they weren't good anti-air units. Why you wrote that sentence?

    Resources:

    Try to spread and alternate your resources so you won't run of something and get too much of something. imbalance doesn't matter You need mainly metal to do stuff...Imbalance matters because it can prevent you from making some upgrades because you need both resources to do stuff and if you ran out of one, you can do nothing except upgrading Resource Gatherers.

    Two types of bases:

    Spreaded bases (like The Eastern Hordes bases): BAD!!!!!! Btw, the name of the rf doesn't have a connection with the design at all anymore..... What BAD!!! mean? Maybe you're right that name isn't connected with base design.

    Pro: -Takes more time than normal bases to destroy. Have more chances for damage protection. Have less resources stolen in looting wave. Very anti-splash and anti-thunderbolts BAD!!!!!!!!!! Why anti-splash and anti-thunderbolts is "BAD!!!!!!!!!" ???

    Con: -Always will have some destroyed stuff. it's bad!!!!!!! It's in con section because "Always will have some destroyed stuff" is bad. Why you wrote "It's bad!!!!!!" ???

    Compressed bases (like Armored Corps): GOOD!!!!!! as said, rf name doesn't have aything to do with the lay out anymore What "GOOD!!!!!!!" means? Maybe you're right that the rogue faction name isn't connected with the lay out.

    Pro: -Have some chances that there won't be some destroyed stuff.

    Con: -In looting wave, more resources stolen. Not very anti-splash if too much compressed. Not very anti-thunderbolts. with high enough gun turrets, thunderbolts won't be a problem Thunderbolts are mainly used in looting wave to destroy Resource Gatherers and Storages faster. With a base that have its buildings spred, thunderbolts would be less efficient in looting wave.

    Learn from rogue factions: layout isn't conected to name anymore, and you should NEVER EVER copy rf bases! They're REALLY RELLY BAD! Most rf bases are better than most noobs bases so that can help. I didn't said that copying is good. I said that you can learn how to make a better base layout with them if your base really sucks.

    Sons of Saints: You should never have a base that looks like theirs. Their bases can be easily destroyed. Btw, Sons of Saints are good for exercising attacking skills.

    Eastern Hordes: Good versus anti-ground. Very good planning for spreaded bases. Their bases aren't very anti-air. Good mines placement.

    Armored Corps: Good versus air. Very good planning for box bases. Their bases aren't very good against splash damage.

    Black Widow: Good unit combos. Isn't good versus anti-air. Hide their suicide bombers in strategic places.

    Intimidating bases:

    To make intimidating bases, you need mega tanks, maxed walls that protect gun turrets and bunkers. you don't need megas..... Megas are intimidating. Most people find them intimating. That part was to make an intimidating base and not a good base.

    Walls:

    -Use maxed walls to fool opponent into mines, to slow him (good with mortars), to protect bunkers and defenses. watch out for splash damage[/red] I say that later.

    -Make sure that walls are anti-splash (like the walls of Eastern Hordes bases).

    -You can't block shots with that wall combination X but you can with that wall combination XX walls don't block shots at all I thought maxed walls did. That's written in the wiki. Walls are useless but they can slightly slow the opponent.
    X X

    -Walls like that are very good: X X X

    X X

    X X X

    -Use unimportant buildings to block the attacker (e.g.: Resources Gatherers) and to get dp earlier I forgot to write that! Thanks!

    P.S.: I cut bad the guide so there'll be 3 parts.

    Again, need to make new thread so all parts will be visible because my thread needs "to be approved" so I can't post into my own threads because they don't exist until approved.

    Second part with spoiler that works. Will edit post later to make spoilers work for all my posts after the guide.
    Go there to become a forum formatting ninja: http://forums.kixeye.com/misc.php?do=bbcode
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  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »

    I disagree with some stuff but all your comments are overall good. Just don't put red everywhere because it makes seem like the whole thread is invalid and useless while it covers some aspects of the game that aren't covered by other games and is kinda a complete guide. I'm a newbie at formatting. I'll try to write in green. Well, thanks for reviewing my guide. I wanted a review that will talk about the overall look of the guide not about the information in guides. It's much appreciated the time you put into "correcting" my guide! Will help me into making another that will have better structure, will have decorative elements, won't be confusing... If you find the guide useful, let me know.

    RoF=Rate of fire
    There still isn't a unit with high health and low damage....
    you can snipe turrets with razorbacks if the mortar towers behind them are lvl 8 or lower...
    outranging will cost less time then swarming, and a lot less repairs, because your units won't get hit....It is also something new players should do ASAP: get a unit that can outrange gun turrets
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    -High damage units like flamethrower are good. Also, flamethrowers are very good versus infantry that comes out of destroyed buildings.

    -Use suicide bombers to destroy bunkers, mega tanks and stuff that is very concentrated. Don't use suicide bombers in attack I don't see why they're bad... Suicide bombers aren't really good in defense. If suicide bombers hadn't a purpose, they wouldn't exist. Suicide bombers are fast, it's main use is to destroy bunkers because suicide bombers are high damage units and are fast while the bunker doesn't have a lot of health.

    -Use air units after all gun turrets are destroyed to have nice support. use air unit to snipe mortars I wrote that in attacking strategy.

    How to calculate Air units versus anti-air units:

    -Air units have less range than ground units due to some calculations.

    There's 2 types of units:

    Planes: Fly over their target
    Helicopters: Static unit. Can stay on the same spot.

    -To calculate health of planes, you need to cut their health by half. It's because half the time, they can't shoot at an anti-air unit while the anti-air unit can.

    -Planes can shoot only few units, after that they stop shooting and need to go through all base and return to start shooting.

    Special air unit:

    Thunderbolts are great for buildings that are very concentrated like Resource Gatherers.

    Damage Protection:
    Always try to destroy less than half of a base. dp is calculated in base HP, not the number of buildings. The CC and the towers usually have very high HP, so killing all the towers may as well put the opponent in dp directly.... Well, often when I destroy defenses even high level ones, the base don't get into dp. May write "Destroy all defenses before destroying random buildings" instead of "destroy less than half of a base" Then come back and make the looting wave. If not, you won't have enough time to destroy completely the base.

    Walls: Maxed walls blocks direct hits but not indirect ones.

    My spoiler failed...At least I know how color works :D
    Will hope that it'll work now.

    Suicide bombers will get ripped to shreds by turrets and defending units. The only offensive role the suicide bombers is good for is mortar baiting. Actually they are pretty good in defense, you should try to hide a few on aggressive around your base, and see how it works. Any attacker that doesn't pay attention will get killed.
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    The Spoiler works now :D
    When I posted, it said something like that: "Your thread need to be approved by a moderator"... I cut my guide in half because of too much words in a post and planned to post into my guide to include the second part. Because the thread doesn't exist because it needs to "be approved", I can't access it and post second part. So I made a new thread to post the second part so both parts of the guide would be there.

    Here's second part:

    Defense:

    Now that you know how to attack, you need to know how to defend yourself.

    Key buildings to protect with priority (1 is the highest):

    Storage: 1

    Command center: 2 Command center is number one, storages are number 2 Destroyed Command Center gives automatic dp. Also command center gives less resources than storages. Like half of what storages gives.

    Research buildings: 3 Power Plants are number 3 Indeed! Power plants are important and should be number 3

    Defenses being upgraded:

    Defenses aren't active while being upgraded so they're very weak. It's a big problem when it's a gun turret being upgraded. Try to switch the building being upgraded with another one.

    Pairing:

    It's important that mortars cannot be sniped. Pair them with gun turrets but don't put them too near each other because of splash damage. DO put them directly next to each other! Splash damage doesn't work on it with high lvl towers. you have to put them directly next to each other to prevent sniping Splash damage still affect. Some people get their gun turret destroyed with mortar by a raptor because they put it too near to each other.

    Reactors:

    If they get destroyed, your defenses are nerfed. You need to put them somewhere near center of your base. Spread reactors so the enemy won't destroy all of them in one attack. Make sure 1 PP can power your whole base Good tip!

    Mines:

    Spread your mines. Put some mines inside your base and some outside near spawning points. Put them near defenses because it's sure the attacker will those buildings so he gets more chances to step on your mines. please read the mine placement part in my base builing guide again.... Your guide is better for mines placement than mine.
    Units: nthing about units stances?[/red] May add that in next guide.

    -Spread your units in your base for anti-splash, use them to protect weak spots. It's recommended to use combos of units. Mainly ranged units and units with high health. use tanks to protect gun turrets, AA units to protect mortar towers Indeed! Why you wrote that in red as if you corrected something while you just added?

    -Hide your units behind buildings. All you need to do to hide them is remove the building, put your units there then put the building over them.

    -Hide suicide bombers. Suicide bombers are deadly. If you can hide them well, they have some chances to destroy the enemy's tanks.

    Bunkers:

    -Use heavy gunners against air, rocket launchers versus tanks and snipers versus units bating mortars. You can also put suicide bombers and flamethrowers for a nice surprise when your bunker is destroyed.

    Anti-Air:

    Try to put anti-air units somewhere near the center of your base so they won't get baited. Also most planes go through the center of bases. Put them on stad ground near mortars Raptors and Thunderbolts always go through near center after destroyed something. If you put your units nearer the center, there's less chances that it'll survive. It's good to place anti-air units near mortars if it can be "sniped" by air if it's not covered by gun turrets to protect against copters and cobras but generally when it's covered, a few hercules near mortars can't stop Raptors while if Hercules are in center in the base, they have more chances to stop. Also it's good to upgrade gun turrets and concentrate near center.

    Great anti-air units are hercules, gatling trucks and humvees. except for heavy gunenrs and riflemen, these are the only ones I didn't included them because they weren't good anti-air units. Why you wrote that sentence?

    Resources:

    Try to spread and alternate your resources so you won't run of something and get too much of something. imbalance doesn't matter You need mainly metal to do stuff...Imbalance matters because it can prevent you from making some upgrades because you need both resources to do stuff and if you ran out of one, you can do nothing except upgrading Resource Gatherers.

    Two types of bases:

    Spreaded bases (like The Eastern Hordes bases): BAD!!!!!! Btw, the name of the rf doesn't have a connection with the design at all anymore..... What BAD!!! mean? Maybe you're right that name isn't connected with base design.

    Pro: -Takes more time than normal bases to destroy. Have more chances for damage protection. Have less resources stolen in looting wave. Very anti-splash and anti-thunderbolts BAD!!!!!!!!!! Why anti-splash and anti-thunderbolts is "BAD!!!!!!!!!" ???

    Con: -Always will have some destroyed stuff. it's bad!!!!!!! It's in con section because "Always will have some destroyed stuff" is bad. Why you wrote "It's bad!!!!!!" ???

    Compressed bases (like Armored Corps): GOOD!!!!!! as said, rf name doesn't have aything to do with the lay out anymore What "GOOD!!!!!!!" means? Maybe you're right that the rogue faction name isn't connected with the lay out.

    Pro: -Have some chances that there won't be some destroyed stuff.

    Con: -In looting wave, more resources stolen. Not very anti-splash if too much compressed. Not very anti-thunderbolts. with high enough gun turrets, thunderbolts won't be a problem Thunderbolts are mainly used in looting wave to destroy Resource Gatherers and Storages faster. With a base that have its buildings spred, thunderbolts would be less efficient in looting wave.

    Learn from rogue factions: layout isn't conected to name anymore, and you should NEVER EVER copy rf bases! They're REALLY RELLY BAD! Most rf bases are better than most noobs bases so that can help. I didn't said that copying is good. I said that you can learn how to make a better base layout with them if your base really sucks.

    Sons of Saints: You should never have a base that looks like theirs. Their bases can be easily destroyed. Btw, Sons of Saints are good for exercising attacking skills.

    Eastern Hordes: Good versus anti-ground. Very good planning for spreaded bases. Their bases aren't very anti-air. Good mines placement.

    Armored Corps: Good versus air. Very good planning for box bases. Their bases aren't very good against splash damage.

    Black Widow: Good unit combos. Isn't good versus anti-air. Hide their suicide bombers in strategic places.

    Intimidating bases:

    To make intimidating bases, you need mega tanks, maxed walls that protect gun turrets and bunkers. you don't need megas..... Megas are intimidating. Most people find them intimating. That part was to make an intimidating base and not a good base.

    Walls:

    -Use maxed walls to fool opponent into mines, to slow him (good with mortars), to protect bunkers and defenses. watch out for splash damage[/red] I say that later.

    -Make sure that walls are anti-splash (like the walls of Eastern Hordes bases).

    -You can't block shots with that wall combination X but you can with that wall combination XX walls don't block shots at all I thought maxed walls did. That's written in the wiki. Walls are useless but they can slightly slow the opponent.
    X X

    -Walls like that are very good: X X X

    X X

    X X X

    -Use unimportant buildings to block the attacker (e.g.: Resources Gatherers) and to get dp earlier I forgot to write that! Thanks!

    P.S.: I cut bad the guide so there'll be 3 parts.

    Again, need to make new thread so all parts will be visible because my thread needs "to be approved" so I can't post into my own threads because they don't exist until approved.

    Second part with spoiler that works. Will edit post later to make spoilers work for all my posts after the guide.

    destroyed CC does NOT give autmatic dp. it does give 20% of the resources, and storages only give 10%, so the command center is more important.
    raptors are an exception aand will get killed with high lvl towers before they do much damage.
    not many people use fixed wing units, and most of the muse either copter droes or cobras, so it is smarter to put your AA units near mortar towers....
    Spread out bases are really really bad, because the towers don't cover each other then, and they can be picked off one by one without takig any damage. Low CF is the worst thing you can do for a base.
    as i said, thunderbolts are not very populair..... not even in looting waves. And you should focus on making sure there won't even be a looting wave.....
    there's a reason everybody farms rf bases: because they're really really easy.....
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    This the third part of the guide.

    Here we go!:

    Now that you know how to attack and defend, you need to know how to manage upgrades, research...

    Micro-management:

    Upgrades:

    Use your time wisely, make small upgrades when you're online and make long upgrades when you'll be offline.

    Research:

    -Don't upgrade Jackrabbit!!!

    -In the beginning of the game, just unlock stuff until you get challengers. NO! either upgrade rhino, then go for challegners, or upgrade apaldi, then go for mega tanks Well, research gives you points and it's bad getting points when you won't use the unit later when you'll unlock better units. Maybe I should write: "Don't bother with maxing units that you won't use often after you get a better unit. The only unit worth upgrading is paladin because of its low repair time and considerable and damage. Razorbacks to get giants (only when you're around 20-25, razorbacks would be very needed) and to attack bases without losses. Challengers are a nice substitute for mega tanks because mega tanks take forever to be unlocked and upgraded while challenger doesn't.

    -Upgrade infantry! They can be upgraded fast. Infantry is good in the beginning of the game. nah, it's not so important to upgrade them.... Infantry comes out of destroyed buildings so it's important to have upgraded infantry so there'll be upgraded infantry that comes out of destroyed buildings that have more chances at dealing some damage.

    -Upgrade Copters if you want to "snipe" cobras do better at sniping There's no huge difference in range between copters and cobras. Only 25 range. Maybe cobras can snipe some stuff that copters cannot. Copters have high damage so it's good to use them versus stuff that isn't unprotected by anti-air.

    -Upgrade Cobras if you want to fight (e.g.: bunkers) use copter drones for that Cobras have more range, are faster and have more "overall quality per space (health*damage)".

    -Upgrade thunderbolts if you want good support units. nah, thunderbolts are not that important Thunderbolts are good for buildings that are lined so they're good for looting. They have a kinda high damage per space. Also they're a nice alternative to raptors. Thunderbolts are used versus platoons.

    Defenses:

    Upgrade them from time to time this should be your primary buildings to upgrade each time

    Reactors:

    Upgrade them from time to time. It's bad being in energy deficit. use overdrive while your upgrading a PP Good tip!

    Resource Gatherers:

    -Don't forget upgrading them. If you're a pure attacker, don't upgrade them to have more energy for defenses. It pays off upgrading Resources Gatherers. Don't upgrade RGs! At least not further than lvl 6! if they're higher, 1 PP won't be enough to power your base anymore Good tip! But it really pays off upgrading when you're in a war where deposits are involved. Also high resources gatherers allows to get millions while being in dp so it allows you to do stuff when low on resources and can't get out of your base.

    Command Center:

    -Concentrate on upgrading it until it's level 5. Get it to lvl 5 ASAP Any base can be leveled with razorbacks so it's not worth to upgrade command center to get better defenses. Also, upgrading the command center gives you an insta-level up, sometimes 2 level ups and it makes you vulnerable to people that have level 4 command center that decided to focus on research instead of command center. I suggest you to upgrade it when you got razorbacks maxed.

    When you got level 4 command center, you'll have 2 choices:

    -Upgrade it to level 5 and be attacked more often. Will allow you to have better defenses. upgrade CC first, it gives you more unit apacity, and higher buildings I didn't upgraded command center and I farm people that are 4 levels above me with razorbacks. Capacity for defense is good but generally if an attacker wants to level your base, he'll level your base. My strategy is upgrading random buildings like units producers and create razorbacks and challengers faster and repair them faster to be a pure attacker. Then, maxing research buildings to research hercules so my platoons will have some chances to survive in a spam war and upgrade challengers because they're good. Maxing all random defenses after so when I get level 5 command center, I'll max them. Players with level 5 command center gets attacked more often than players with level 4 command center. Also, when you just get level 5 command center, some people may attack you a lot to prevent you from getting mega tanks. So I suggest to max defenses before upgrading command center to level 5.
    -Upgrade all other stuff then the command center. Will make you a strong attacker.

    Storages:

    Don't forget to upgrade them! You can fool your attackers by upgrading your storages so it'll seem that you have few resources. you need to upgrade them when the upgade prices are getting higher I think it's obvious. Will include that if people are so noobish.

    Research building:

    It's important to upgrade. I hope you know why it it.

    Units producers:

    It pays off upgrading your airfield and your war factory. Upgrading War Factory will allow you to make units faster so you'll get more units than others in the long run. Airfield allows to rebuild fast air units, allowing you to use air units more often. You can upgrade your barracks if you use suicide bombers and hercules quite often.
    it will also decrease repair times, the mot important thing Forgot to write that! Thanks!

    Mines:

    Upgrade mines to max in the beginning of the game. Maxed mines are deadly.

    Resources management:

    If you don't want to play normally, you can make expensive research that is very long when you're going offline to come back and cancel it to get all your resources back.

    Now that you know all that stuff, you're ready to go to the World Map!

    World Map:

    You need the staging area to get to world map.

    Staging Area: Upgrade it often.

    -If you want to defend your base at all costs, move units from staging area to base

    Deposits:

    -Increase your resource production
    -Resources are collected automatically
    -Hard to defend large and giants aren't Everyone wants deposits so they get attacked often by many random people. Deposits cannot auto-repair or go into dp so they get conquered in the end. I can't keep my deposits for one or two days even if I have units inside them. Also, units in deposits aren't deduced from total unit space in staging area so it gives you less units to attack with.
    -You need to takes deposits of your level to have less chances of loosing them
    -It's recommended to leave some units there

    Rogue (yes... it's rogue, not rouge) factions:

    -Give a lot of resources
    -Rogues are better than deposits because deposits are attacked often. attacking a rouge takes more time and effort It takes a lot of time to get the necessary amount of resources with deposits also deposits gets conquered often.

    Platoons:

    -It's recommended to use extra space left to fill it with anti-air because platoons are very weak versus air. First rule: don't leave them outside I don't think a lot of people leave them outside. I only saw like 10 in my sector that did that...

    Spam fight:

    -Put a cheap units into your platoons to attack other platoons with air.
    most preferably a fast unit like a rocket buggy
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    General Relations strategy in World Map:

    -If you attack a player that is very lower than you and he attacks back and deals considerable damage (more than 2/3 base destroyed or base fully destroyed), don't attack back because that player has some skills and you'll go into an endless wars

    -If you take inappropriate deposits for your level and they're conquered by low level players, don't try to take them back, you'll never be able to keep them whatever you try to do.

    -If someone takes deposits from you, attack their base. if you can Indeed.

    -If you were attacked by a player that is 4 levels above you and manage to destroy his base. Don't attack him a second time because he'll attack back. you can't attack the base of someone that is 4 lvls higher than you..... Maybe you're lower in level than me because I can. Maybe the range of the levels above and under increases like in BYM.

    -Don't get into a mess by attacking players that are like 4 levels above you unless they're epic noobs. you can't even do that Well, attacked many players above me and there wasn't a bug that didn't displayed bad the level like in chat.

    -Don't get into endless war. Some people have simple logic...always attack back the player that've attacked you. Endless wars gives you a lot of points without upgrading and researching stuff so it makes you vulnerable because you'll be weak compared to people that haven't been into endless wars. Also endless wars is a waste of time and resources.

    -Make a mix between damaged units and not damaged units to make an army fast. Protect the damaged units with the units that are at full health. just repair the damaged units ASAP It's a mix that works because green units take the damage while the red units deal damage. Repairing units is not a way to get an army fast and insta-reply after all most of your units died.

    -Use razorbacks to get deposits. Most of the time, people concentrate defenses in their deposits so it's impossible to conquer them when they're giants. lvl 9+ mortars will defend against razorbacks, even when they're behind a turret.... I wrote in tactics section that you can bait mortar. So people that've red the guide would know that they should use razorbacks with a fast unit like a rocket buggy. So mortars that are +level 9 aren't really a problem even if they get huge damage splash because if you control your rocker buggy well, it's possible that it won't take damage.

    -Communication is a great skill. It prevents endless wars also it may reduce the number of attacks received per day.


    If you find that this is fail guide, give constructive comments and help me creating a better guide by doing everything under the stars (*) so I'll make the most complete guide ever!

    Third part. Finally completely learned how spoilers works.

    Thanks for reviewing the guide, LarsB! Don't use too much the red color next time because people would think that the thread is invalid and useless while it doesn't! I also excepted that you would give the general quality of the guide like structure, information, if sections are complete, if the guide isn't confusing, simplicity so people won't be bored while reading it and stuff like that. I'll use your red correction to make a better guide. Also, if you don't mind, could I correct your guide by adding more information to it because the guide doesn't talks about combined space (swarming with low space units) versus (using high space unit) and you don't tell how to make mixes and what ratios are good for each type of unit. I could message you with the information if you don't want me to post in your guide.[/spoiler]
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  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    This the third part of the guide.

    Here we go!:

    Now that you know how to attack and defend, you need to know how to manage upgrades, research...

    Micro-management:

    Upgrades:

    Use your time wisely, make small upgrades when you're online and make long upgrades when you'll be offline.

    Research:

    -Don't upgrade Jackrabbit!!!

    -In the beginning of the game, just unlock stuff until you get challengers. NO! either upgrade rhino, then go for challegners, or upgrade apaldi, then go for mega tanks Well, research gives you points and it's bad getting points when you won't use the unit later when you'll unlock better units. Maybe I should write: "Don't bother with maxing units that you won't use often after you get a better unit. The only unit worth upgrading is paladin because of its low repair time and considerable and damage. Razorbacks to get giants (only when you're around 20-25, razorbacks would be very needed) and to attack bases without losses. Challengers are a nice substitute for mega tanks because mega tanks take forever to be unlocked and upgraded while challenger doesn't.

    -Upgrade infantry! They can be upgraded fast. Infantry is good in the beginning of the game. nah, it's not so important to upgrade them.... Infantry comes out of destroyed buildings so it's important to have upgraded infantry so there'll be upgraded infantry that comes out of destroyed buildings that have more chances at dealing some damage.

    -Upgrade Copters if you want to "snipe" cobras do better at sniping There's no huge difference in range between copters and cobras. Only 25 range. Maybe cobras can snipe some stuff that copters cannot. Copters have high damage so it's good to use them versus stuff that isn't unprotected by anti-air.

    -Upgrade Cobras if you want to fight (e.g.: bunkers) use copter drones for that Cobras have more range, are faster and have more "overall quality per space (health*damage)".

    -Upgrade thunderbolts if you want good support units. nah, thunderbolts are not that important Thunderbolts are good for buildings that are lined so they're good for looting. They have a kinda high damage per space. Also they're a nice alternative to raptors. Thunderbolts are used versus platoons.

    Defenses:

    Upgrade them from time to time this should be your primary buildings to upgrade each time

    Reactors:

    Upgrade them from time to time. It's bad being in energy deficit. use overdrive while your upgrading a PP Good tip!

    Resource Gatherers:

    -Don't forget upgrading them. If you're a pure attacker, don't upgrade them to have more energy for defenses. It pays off upgrading Resources Gatherers. Don't upgrade RGs! At least not further than lvl 6! if they're higher, 1 PP won't be enough to power your base anymore Good tip! But it really pays off upgrading when you're in a war where deposits are involved. Also high resources gatherers allows to get millions while being in dp so it allows you to do stuff when low on resources and can't get out of your base.

    Command Center:

    -Concentrate on upgrading it until it's level 5. Get it to lvl 5 ASAP Any base can be leveled with razorbacks so it's not worth to upgrade command center to get better defenses. Also, upgrading the command center gives you an insta-level up, sometimes 2 level ups and it makes you vulnerable to people that have level 4 command center that decided to focus on research instead of command center. I suggest you to upgrade it when you got razorbacks maxed.

    When you got level 4 command center, you'll have 2 choices:

    -Upgrade it to level 5 and be attacked more often. Will allow you to have better defenses. upgrade CC first, it gives you more unit apacity, and higher buildings I didn't upgraded command center and I farm people that are 4 levels above me with razorbacks. Capacity for defense is good but generally if an attacker wants to level your base, he'll level your base. My strategy is upgrading random buildings like units producers and create razorbacks and challengers faster and repair them faster to be a pure attacker. Then, maxing research buildings to research hercules so my platoons will have some chances to survive in a spam war and upgrade challengers because they're good. Maxing all random defenses after so when I get level 5 command center, I'll max them. Players with level 5 command center gets attacked more often than players with level 4 command center. Also, when you just get level 5 command center, some people may attack you a lot to prevent you from getting mega tanks. So I suggest to max defenses before upgrading command center to level 5.
    -Upgrade all other stuff then the command center. Will make you a strong attacker.

    Storages:

    Don't forget to upgrade them! You can fool your attackers by upgrading your storages so it'll seem that you have few resources. you need to upgrade them when the upgade prices are getting higher I think it's obvious. Will include that if people are so noobish.

    Research building:

    It's important to upgrade. I hope you know why it it.

    Units producers:

    It pays off upgrading your airfield and your war factory. Upgrading War Factory will allow you to make units faster so you'll get more units than others in the long run. Airfield allows to rebuild fast air units, allowing you to use air units more often. You can upgrade your barracks if you use suicide bombers and hercules quite often.
    it will also decrease repair times, the mot important thing Forgot to write that! Thanks!

    Mines:

    Upgrade mines to max in the beginning of the game. Maxed mines are deadly.

    Resources management:

    If you don't want to play normally, you can make expensive research that is very long when you're going offline to come back and cancel it to get all your resources back.

    Now that you know all that stuff, you're ready to go to the World Map!

    World Map:

    You need the staging area to get to world map.

    Staging Area: Upgrade it often.

    -If you want to defend your base at all costs, move units from staging area to base

    Deposits:

    -Increase your resource production
    -Resources are collected automatically
    -Hard to defend large and giants aren't Everyone wants deposits so they get attacked often by many random people. Deposits cannot auto-repair or go into dp so they get conquered in the end. I can't keep my deposits for one or two days even if I have units inside them. Also, units in deposits aren't deduced from total unit space in staging area so it gives you less units to attack with.
    -You need to takes deposits of your level to have less chances of loosing them
    -It's recommended to leave some units there

    Rogue (yes... it's rogue, not rouge) factions:

    -Give a lot of resources
    -Rogues are better than deposits because deposits are attacked often. attacking a rouge takes more time and effort It takes a lot of time to get the necessary amount of resources with deposits also deposits gets conquered often.

    Platoons:

    -It's recommended to use extra space left to fill it with anti-air because platoons are very weak versus air. First rule: don't leave them outside I don't think a lot of people leave them outside. I only saw like 10 in my sector that did that...

    Spam fight:

    -Put a cheap units into your platoons to attack other platoons with air.
    most preferably a fast unit like a rocket buggy

    research doesn't give you points.....
    infantry coming out of buildings is **** and doesn't do any damage at all normally.
    25 difference is a HUGE difference. I swear!
    wrong, copter drones have more damage/space and are easier to rebuilt
    yes thunderbolts are used vs. platoon,s but not more than that....
    lvl 9 mortar towers will defend against razorbacks.... lvl 5 CC is really important
    large and giant deposits can be defended very good. right now i have 84 deposits, and most of them are large or giant.....
    there are still many people that leave their platoons outside and then start whining when they get destroyed.....
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    Yes, infantry has high health and low damage. Most people use riflemen to protect tanks. The damage and health ratio is kinda balanced but there's always units that get a less better ratio and have a lot more health than damage like mega tanks that have like 4 times more health than damage so they can be used to with laser tank because their ratio of health/damage is kinda equal so they need to be protected by mega tanks to survive. There's a video made by Kixeye: "Introduction to the laser tank or something like that" that told that laser tank have high damage and tanks have high health so it's good to mix them together because it would be better than just tanks or laser tanks alone.

    I didn't said that you could snipe with razorbacks. I said that they're good with an unit that will distract the mortars. Razorbacks+Rocket Buggies is a common mix.
    If the turret is a high level turret, you'll need to use snipers or razorbacks to outrange them and razorbacks and snipers doesn't deal a lot of damage so it'll take almost one attack per gun turret to destroy them while with swarming, it's fast. Also, gun turrets doesn't make splash damage so there would be just one unit that will be damaged. What new players should do is to upgrade razorbacks because razorbacks would be useful until the end of the game.

    I said that suicide bombers are useful versus bunkers. Most players use suicide bombers versus bunkers because suicide bombers are fast and bunker can't stop him and bunker has low health so 1-2 suicide bombers can destroy it completely.

    Maybe you're right that a destroyed command center doesn't give automatic dp. It's because when the attacks ends after I destroyed the base, it always says: "You successfully destroyed the base." Also when I destroy the command center first for some low level rf and do nothing until time runs out. I tested with different rogue factions and it always put into dp when destroy cc and do nothing. It's the same thing with BYM. I think you're wrong that it doesn't give dp if command center is destroyed and the attack ends. Rf don't have dp so it's the ultimate proof that a destroyed cc brings dp after the attack ends. With spread out bases, I meant bases that aren't ultra compressed but that look like a circle so CF won't be down. With "don't put them near each other", I meant that you should leave some gap. Also with spread out bases, I meant bases that have mortars at different positions so there would be asynchronous raining of mortar shells so it would be harder to bait because when one mortar stops shooting, the other. Also, if ppl use copters and cobras, you just need to use hercs, gatling guns and humvees because fixed units are slow so they can be brought down easily with those units.

    Maybe cobras are good versus sniping stuff but copters are good versus completely unprotected stuff also they're good to kill baited tanks. Sometimes, some people said that they destroyed a cc with air units and were surprised by so much infantry so they lost some cobras. Upgrading infantry also allows them to have more health and annoy the attacker longer. Copters doesn't have a lot of health. Health allows more time to live and more time to live equal more damage. The formula damage*health/space says that cobras are good for overall damage during their lifespan. You can also use a copters/cobras mix. Works very well. Maybe research doesn't give you points but it requires resources and resources gives you points. I said that maxing random units that you won't use a lot is bad because it gives points. If it doesn't give points because of research, it gives because of the resources you need to acquire to do those research. If you max useful units that will be good to the end of the game (counter-example: Jackrabbit may be only use for like 1 day-1 week so it's not worth maxing them.), you'll have less points than others so will be more powerful than others. This is the same for "not upgrading the command center makes you a more powerful commander". Command center gives you like 1-2 level-ups. With the points that you got from 1-2 level ups, you could use them to max razorbacks to be a better attacker because razorbacks+rocket buggies is an impossible mix to beat. Razorbacks shoot stuff while rocket buggies distract mortars. I use that strategy to get giants without losses. You're right that giants and larges can be defended very good but there's some high players that like to expand endlessly and have like 100-200 giants and when there's many players like that, it's a problem. Also, I saw some level 20 players that took many giants with razorbacks so if they level 20 players can own giants, that means that you can't be safe because level 20 can be considered as low players and there's many low players. Low players like to expand mindlessly and attack random people whatever their level is.
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  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    Well...I learned how spoilers and colors work! Thanks for your correction, I find most of them accurate. I don't want correction on my guide. In my guide, there's some strategy that you doesn't seem to understand and that's normal! No strategies are better than others! All are good, it just depends on the situation!

    Also, offense is the best defense. If you can understand that, you'll understand that being a good attacker is better than be a good defender. That's why upgrading research buildings is better than upgrading command center because it allows to use the points got from a cc level 4-5 upgrade to get resources to get better units.

    F.Y.I.: I always want a review about the overall look of the guide and not for correction because "I never asked for this."

    Thanks for the time you put into correcting my guide even if it wasn't requested. It'll help for the creation of a better guide.

    [size=+2] Don't quote. Don't want my thread to turn into a quote war! [/size]
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  • Tom Borland
    Tom Borland
    Unicorn Overlord
    Joined May 2011 Posts: 6,413
    Destroying a CC DOESN'T give DP, DP is worked out by BASE HEALTH - Once 50%+ of damage is done to a base it goes into DP. RFs NEVER get DP so using them as proof is invalid. Try it with a player base, take out just the CC, it WON'T get DP
    GNU Terry Pratchett

  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    Gentleman wrote: »
    Yes, infantry has high health and low damage. No. infantry has low health and lowdamage (rxcept for the flamethrower sucide bombers, they have high damageMost people use riflemen to protect tanks. Because they're cheapThe damage and health ratio is kinda balanced but there's always units that get a less better ratio and have a lot more health than damage like mega tanks that have like 4 times more health than damage Mega tanks have high health and high damage. A Mega tank does more daage than a laser tank so they can be used to with laser tank because their ratio of health/damage is kinda equal so they need to be protected by mega tanks to survive. There's a video made by Kixeye: "Introduction to the laser tank or something like that" that told that laser tank have high damage and tanks have high health so it's good to mix them together because it would be better than just tanks or laser tanks alone. Tanks alone is no problem, the thing is that a laser tank has a long range you want to use....

    I didn't said that you could snipe with razorbacks. I said that they're good with an unit that will distract the mortars. Razorbacks+Rocket Buggies is a common mix.
    If the turret is a high level turret, you'll need to use snipers or razorbacks to outrange them lvl 6 rhinos will outrange turrets upto lvl 8, lvl 3 razorbacks, ll 6 paladins, lvl 6 laser tanks, lvl 6 challngers and lvl 6 mega tank ALL outrange turrets and razorbacks and snipers doesn't deal a lot of damage so it'll take almost one attack per gun turret to destroy them That's hwy you use tank ,they do more damage while with swarming, it's fast. And gives a lot of repair timesAlso, gun turrets doesn't make splash damage so there would be just one unit that will be damaged. but they do A LOT of damage What new players should do is to upgrade razorbacks because razorbacks would be useful until the end of the game.No they should choose a tank and upgrade that

    I said that suicide bombers are useful versus bunkers. Most players use suicide bombers versus bunkers because suicide bombers are fast and bunker can't stop him and bunker has low health so 1-2 suicide bombers can destroy it completely.If you use a GOOD combination of units in your bunker, ike all good players use heavy gunners and snipers, the Suicide bomber doesn't stand a chance. Nd bunkers have a pretty high health, have you ever fought against a lvl 5 bunker?

    Maybe you're right that a destroyed command center doesn't give automatic dp. It's because when the attacks ends after I destroyed the base, it always says: "You successfully destroyed the base." Also when I destroy the command center first for some low level rf and do nothing until time runs out. I tested with different rogue factions and it always put into dp when destroy cc and do nothing. The rf system a different than the the player base system It's the same thing with BYM. I think you're wrong that it doesn't give dp if command center is destroyed and the attack ends. Rf don't have dp so it's the ultimate proof that a destroyed cc brings dp after the attack ends. Rfs use a different system than player bases. With spread out bases, I meant bases that aren't ultra compressed but that look like a circle so CF won't be down. With "don't put them near each other", I meant that you should leave some gap. You shouldn'y leave a gap. Always try to get the highest CF possible Also with spread out bases, I meant bases that have mortars at different positions so there would be asynchronous raining of mortar shells so it would be harder to bait because when one mortar stops shooting, the other. You have to make sure that none of the mortars can be sniped Also, if ppl use copters and cobras, you just need to use hercs, gatling guns and humvees because fixed units are slow so they can be brought down easily with those units. they're not slow, but still you have to put the AA units on stnad-ground near mortar tower,s since those are the targets for copter drones/cobras

    Maybe cobras are good versus sniping stuff but copters are good versus completely unprotected stuff also they're good to kill baited tanks. Sometimes, some people said that they destroyed a cc with air units and were surprised by so much infantry so they lost some cobras. You will lose even more copter drones, since they have lower health Upgrading infantry also allows them to have more health and annoy the attacker longer. When you're fighting against tanks, it doesn't matter. But people should upgrade heavy gunners anyway to use them in bunkers....Copters doesn't have a lot of health. Health allows more time to live and more time to live equal more damage. Remember that for the space of 1 cobra you can build almost 2 copter drones.The formula damage*health/space says that cobras are good for overall damage during their lifespan if you make sure they don't die, what the main goal is, then you don't even need health. You can also use a copters/cobras mix. Works very well. Maybe research doesn't give you points but it requires resources and resources gives you points. GAINING resources gives you points yesI said that maxing random units that you won't use a lot is bad because it gives points. If it doesn't give points because of research, it gives because of the resources you need to acquire to do those research. If you max useful units that will be good to the end of the game (counter-example: Jackrabbit may be only use for like 1 day-1 week so it's not worth maxing them.), you'll have less points than others so will be more powerful than others. This is the same for "not upgrading the command center makes you a more powerful commander". Command center gives you like 1-2 level-ups only 1 lvl. It doesn't matter. You should get your lvl 5 CC around lvl 21, to keep up with your rivals.. With the points that you got from 1-2 level ups, you could use them to max razorbacks to be a better attacker because razorbacks+rocket buggies is an impossible mix to beat Mines and snipers beat both very easily. Razorbacks shoot stuff while rocket buggies distract mortars. I use that strategy to get giants without losses. Wait until you're fighting higher lvl opponents. Also, rocket buggies are not the best units to use for mortar baiting, because of their large turns. I'd suggest using a flamethrower or gatling truckYou're right that giants and larges can be defended very good but there's some high players that like to expand endlessly and have like 100-200 giants and when there's many players like that, it's a problem. Also, I saw some level 20 players that took many giants with razorbacks then the giant was defended well so if they level 20 players can own giants, that means that you can't be safe because level 20 can be considered as low players and there's many low players. Low players like to expand mindlessly and attack random people whatever their level is.

    comments in Red
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    Thanks for the information. I never knew that level 6 tanks except rhinos could outrange gun turrets! I suppose razorbacks still have some use like "snipe" mortars or destroy tanks on stand mode. Well, there's units like flamethrower and suicide bombers that have high damage as you said. The best example for a high health unit is the cobra because cobra deals same damage than copter but have more health... I didn't knew that rfs bases don't work the same way than player's bases. Indeed, health only matters when you know you'll loose many units. Well, level 5 bunkers have indeed a lot of health but it seems like bunkers are killed faster than gun turrets. Snipers are good to kill suicide bombers. Most of the time, bunkers that aren't backed up by other buildings are not deadly. Level 5 bunkers have a kinda high health and units inside it have a high range. Suicide bombers are fast, tanks are slow. Suicide bombers are very high damage units. With 3 suicide bombers, it's possible to destroy a bunker. Well, I sometimes bait with tanks (challengers) and they don't damage if they're very far from mortars because mortars shells take some time to travel but I agree that infantry like suicide bomber is fast because it doesn't have turning time so it's more mobile. Well, since level 6 tanks except rhino can destroy lvl 10 turret and you can make level 6 challenger with level 8 tech center, I think it's important to get an unit that outranges turrets before upgrading cc to level 5. Challengers doesn't take forever to unlock unlike the mega tank (it takes like 2 months to max it! and like 1 month to get it to level 6 and outrange turrets with it.). They don't need lot of resources to be upgraded and are built and repaired fast. They're more mobile than mega tanks and deal kinda high damage. They can be upgraded like 4 times faster than mega tanks so I just suggested to upgrade challengers to level 6 before getting level 5 command center because you'll get a huge head start compared to other players that decide to upgrade command center instead of getting a level 6 tank. It's better to get better ranged units (tanks) to snipe gun turrets then get a base that will rely mainly on mortars because gun turrets would be kinda useless against tanks except rhinos and mortars can be baited. Also high range units like challengers would allow to fight other challengers easier. I didn't said that command center lvl 5 is useless, I just said that it's better to be a good attacker by getting ranged units that can snipe mortars than be a good defender with defenses that may not work because mortars can be baited and gun turrets can be destroyed by level 6 tanks (except challenger). Snipers are good versus infantry because of their high range, that's why I use rocket buggy to bait because snipers deal less damage against them. Gatling Truck like as fast as a humvee. I suppose Gatling Truck are good because of their high health. Will use them as bait to see if they're fast enough to avoid mortar shells. Rocket buggy and humvee are a good substitute for Gatling Truck for people that haven't won it in the Red Storm Event. Infantry's main use is to put them in bunkers so it's indeed good to put them in bunkers. Every infantry is useful, even the riflemen because you can block bullets with it instead of explosive shells from tanks. Also riflemen have a ridiculous cost and you can insta build them by making infantry until it's under 5 mins for building times, then use the free speed up so riflemen are good for blocking shells and for blocking bullets. A maxed rifleman need 2 shots from low upgraded tanks to die so it's good to upgrade them because lvl 1 rifleman dies in one shot from a tank.

    I suppose there's nothing to argue on now because I agreed on the 80% of what you said in your last post in that thread. Thanks for correcting everything so there would be 100% exact information. Now that I know all information I need to correct the information in my guide and make a new guide, what do you find about the guide (e.g.: organization, not boring and other stuff like that)? What stuff I could talk of to make a better guide better?

    And is there any good guides that tell stuff that aren't obvious like "that a destroyed command center doesn't put a player into dp even if when you destroy a command center from a rogue base, the base disappears" so I could make sure my information would be exact[?

    [size=+10]A big thank you![/size]

    Yes, I learned some formatting tips :D

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  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    A lvl 6 paladin will also outrange a gubt turret and they're even easier to upgrade then challengers, but for tanks, it's just what you prefer most. Rocket buggies will also die from a few sniper shots. The gatling truck has 1.3 speed, enough to dodge mortar shells. But gatlings have 2000+ health and can therefore take a few mortAr hits, and can even survive a shaped charge. A lvl 8 mega tank will kill a rifleman in one shot though, and people always use multiple tanks when atracking, so infantry is really never a problem.
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • Elite252
    Elite252
    Skilled Warrior
    Joined Apr 2012 Posts: 318
    Wow better build some suicide bombers for mortar baiting!
  • sciki1
    sciki1
    Greenhorn
    Joined Jul 2011 Posts: 4
    **** fellas, can we write in paragraphs of no more than 8 sentences. Tons of good info here, but virtually unreadable because of the poor formatting. Forget about red and green color... how about some capital letters at the beginning of sentences. Press enter a couple times to start a new paragraph to break up your thoughts and make it readable.
  • Gentleman
    Gentleman
    Minor Nuisance
    Joined May 2012 Posts: 221
    I won't have a lot of free time now so I won't be able to edit the guide and make it "more readable". Don't worry, I'm planning to make a second guide that will be "formatted", that will have images and other decorative elements to make the guide pleasant to read. I'll use "post links" so you won't need to scroll. Now that I learned some formatting tricks, my next guide will be better. Actually, I think I'll make a thread called "My Guide Factory" where I'll post small articles about different stuff so I could incorporate them in my guide later.

    OMG!!! 400 views for my thread!!!
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  • Chris Bartlett
    Chris Bartlett
    Greenhorn
    Joined Jun 2012 Posts: 2
    What's the point of the go-go bar, anyone really know why as it doesn't seem to earn any resources, so why bother wasting them by building it?
  • LarsB
    LarsB
    Unicorn Overlord
    Joined Nov 2011 Posts: 15,313
    What's the point of the go-go bar, anyone really know why as it doesn't seem to earn any resources, so why bother wasting them by building it?

    You use the gogo bar to test your base.
    WC: Lvl: 35 User ID: 933725 Sector: 38
    Prizes won: Elite Rifleman, Elite Heavy Gunner, Attack Dog, Stinger, Shock Trooper, Colossus, Gladiator, Elite Humvee, Honey Badger, Elite Gatling Truck, Elite Shock Tank, Flak Tank, FAV, Elite Laser Tank + Schematic, Elite Hellfire+ Schematic, Elite Mega Tank, Behemoth, Reaper Drone, Elite Warhawk , Havoc, Hellstorm, Kondor, Heavy Ionized Armor

    I am not a moderator or developer and I do not work for ♞KIXEYE in any way, I'm just an Elder of the game

  • SEAL TEAM LEADER
    SEAL TEAM LEADER
    Incursion Leader
    Joined Jan 2012 Posts: 1,258
    LarsB wrote: »
    Suicide bombers will get ripped to shreds by turrets and defending units. The only offensive role the suicide bombers is good for is mortar baiting. Actually they are pretty good in defense, you should try to hide a few on aggressive around your base, and see how it works. Any attacker that doesn't pay attention will get killed.

    Like me......... :crying:
    LvL 84 N00B |476
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  • DemonDurai
    DemonDurai
    Potential Threat
    Joined Jun 2012 Posts: 94
    I agree with every Lars said except:


    "Try to spread and alternate your resources so you won't run of something and get too much of something. "imbalance doesn't matter"
    In the eartly stages when you have no depos and not enough time for rogues. Something to consider doing.

    Learn from rogue factions: layout isn't conected to name anymore, and you should NEVER EVER copy rf bases! They're REALLY RELLY BAD!

    I agree with you that should NEVER copy Rogue Faction Bases, however I have seen a lot of players in the 20s even a level 27 that would DEFINITELY benefit greatly by 100% by copying RF bases. :lol:

    DD
    I MADE YOU READ THIS
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