Who has scrapped all their res gens?

  • Tiny Teets
    Tiny Teets
    Strike-force Captain
    Joined May 2012 Posts: 623
    ROBNTHROB wrote: »
    That's not what was said..
    This is what was said.
    kaine189 wrote: »
    Assume that these two new buildings you have added are slap bang in front of your channel (such as oil rigs) and the attacker MUST hit these before he gets to start on your turrets.
    Just because an oil rig is in your channel does NOT mean that [the attacker MUST hit these before he gets to start on your turrets.] as stated above.

    Unless your one of those players who belive that a oil rig must be destroyed before I can drive past it.

    It seems like you having a very hard time understanding what we are discussing here.
    ROBNTHROB wrote: »
    First off I was talking about what I said..
  • ROBNTHROB
    ROBNTHROB
    Incursion Leader
    Joined Apr 2012 Posts: 1,112
    Tiny **** wrote: »
    This is what was said.

    Just because an oil rig is in your channel does NOT mean that [the attacker MUST hit these before he gets to start on your turrets.] as stated above.

    Unless your one of those playes who belive that a oil rig must be destroyed before I can drive past it.

    It seems like you having a very hard time understanding what we are discussing here.

    First off I was talking about what I said.. Also when you hit as many bases as I have then you can tell me how BP is played. Your ships shoot auto.. Anything in range it will shoot. You can not tell me you could attack a base with all the res gens in the base and not hit one or a building other then Turrets, Whs, and OP with mortars is BS..
  • Tiny Teets
    Tiny Teets
    Strike-force Captain
    Joined May 2012 Posts: 623
    ROBNTHROB wrote: »
    First off I was talking about what I said..

    o.O o.O o.O o.O
    ROBNTHROB wrote: »
    You can not tell me you could attack a base with all the res gens in the base and not hit one or a building other then Turrets

    No, Im saying that just because an oil rig is in a channel it does not mean
    kaine189 wrote: »
    the attacker MUST hit these before he gets to start on your turrets.

    I bow to you extreme knowledge of the game and will rush to place oil rigs in my channels since the attacker MUST hit these before he gets to start on your turrets.

    Thank you for sharing your extensive wisdom with me robtheknob.

    Im sorry OP that this thread has degenerated into a troll fest.
    ROBNTHROB wrote: »
    First off I was talking about what I said..
  • Ollie99
    Ollie99
    Incursion Leader
    Joined Jan 2012 Posts: 1,175
    dayuma wrote: »
    Been thinking about sticking all my labs at my entrance (everything is researched), fortify em up, scrap all my res gens - then prefleeting should be a thing of the past, since to get to my first few turrets will give me 25% damage.

    Here's my logic & y'all help me if I'm missing something or if I'm just crazy to be thinking of it...

    Most of my res gens are level 8, each giving 12,240 units per hour. Multiply that by 6 (6 of each type), then multiply that by 4 (4 types of gens), then multiply that by 12 (usually log in every 12 hours) - and I get to bank 3.5 mil in res. I spawn level 33 salv & get more than that from just one salv ship. So why keep the gens? Especially when I see people hitting me get to knock out a third of my turrets then restart the clock. I want them to be forced to execute the hit in one shot.

    What say you all? Would REALLY appreciate a testimonial from someone who's done this, or has hit someone who does this.


    As long as you can make your guard fleet relatively safe from prep fleets or so they can't be sniped. At least make it so they have to come into the range of at least some of your turrets to get at them.
    "Whoever said laughter is the best medicine never had gonorrhea."

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    lvl: 33, I think.
  • kaine189
    kaine189
    Minor Nuisance
    Joined May 2012 Posts: 204
    Tiny **** wrote: »
    If both your oil rigs and turrets are within range of my guns and I target your turrets my guns will ignore your oil rigs and fire upon your turrets.

    If you oil rigs are in range and your turrets are not then my guns may fire upon your oil rig as I drive by unless I target them on something else.

    I understand your concept of putting targets at the entrance of you base to absorb damage and I agree with it.

    I wanted the OP, and others, to understand that just because an oil rig is in his channel does not mean that it MUST be fired upon [hit] before the turrets may be attacked as your quoted statement seemed to imply.



    This statement is a little misleading.

    Why would you put your oil rigs so close to your turrets. Why are your turrets so far forward??!! At most you should have 2 turrets that are prep able before having to enter the channel proper. Maybe i should rephrase that part of the concept to specify that any sacrificial buildings must be far enough forward that the attacker doesn't get a choice between targets and therefore they WILL be destroyed as the attacker heads into your channel to attack your turrets.
    Maybe you could have just asked or just clarified that part.
    As for misleading quotes you say "Anyone can drive by, around, or through any oil rig without killing or damaging it."
    Not unless you have another target that your ships are shooting at.
    Be whatever you want to be in life... unless you can be a pirate in which case BE A PIRATE ARRRRRR


  • Derpina
    Derpina
    Strike-force Captain
    Joined Jan 2012 Posts: 717
    Can some one explain this thread; I dont understand how deleting res gens can increase your chances of getting bubble?
    I've Stopped coining. Kind of :/
  • Tiny Teets
    Tiny Teets
    Strike-force Captain
    Joined May 2012 Posts: 623
    kaine189 wrote: »
    As for misleading quotes you say "Anyone can drive by, around, or through any oil rig without killing or damaging it."
    Not unless you have another target that your ships are shooting at.

    You are correct. Thank you for pointing that out.
    ROBNTHROB wrote: »
    First off I was talking about what I said..
  • kaine189
    kaine189
    Minor Nuisance
    Joined May 2012 Posts: 204
    Derpina wrote: »
    Can some one explain this thread; I dont understand how deleting res gens can increase your chances of getting bubble?

    You get a bubble once the attacker does 25% damage to the total life of the base. Getting rid of most of your generators drops the life total lower so the attacker can do less damage to your base before you get a bubble meaninng he can do less damage to your turrets before having to commit himself/herself to the attack
    Be whatever you want to be in life... unless you can be a pirate in which case BE A PIRATE ARRRRRR


  • Brian Rothoff
    Brian Rothoff
    Minor Nuisance
    Joined May 2012 Posts: 167
    I would not fortify the labs. no fortification means they can be killed easier and get the 25% sooner
  • dayuma
    dayuma
    Strike-force Captain
    Joined Nov 2011 Posts: 647
    Derpina wrote: »
    Can some one explain this thread; I dont understand how deleting res gens can increase your chances of getting bubble?

    I started this thread because I saw that with say, (just for example) you have 20 buildings - then you need 25% of them or 5 of the buildings to be destroyed to get your 25% bubble. Well imagine if you cut that down to 16 building by scrapping some, well then only 4 buildings would need to be destroyed to get your 25% bubble. Its much harder to deal less damage & get turrets when most of the buildings in a base are along the way to the turrets. See the advantage?

    I was having an issue with people prefleeting me - which means they were coming in, knocking out some of my turrets, then retreat before they did 25% damage. Then they'd go in again, only now they have less turrets to fight. That's definitely NOT how I want them to be getting at my base. So I need to figure out how to have EACH building they do hit before getting to a turret deal up to more damage - which means they cannot have a 'do-over' or when they retreat I'll have a nice little bubble & I'll laugh all the way as I sail to flatten them again.
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  • dayuma
    dayuma
    Strike-force Captain
    Joined Nov 2011 Posts: 647
    kaine189 wrote: »
    First off fortifying res generators does not add life. It reduces the damage from incoming attacks by a percentage therefore fortifying doesn't change the chance for a bubble. (But it does make it harder to kill things but res generators don't have a lot of life anyways)
    Someone in my alliance asked me the same question a few days ago and i came up with this (just copied and pasted from the doc file)

    Removing/keeping res generators.

    Some people have asked if removing all the Resource Generators from their base would help in producing a faster bubble. So while i dont have the exact numbers from kixeye to work out the life points of your base i have done some thought on it and have a concept that works regardless of the actual numbers.
    (Just a reminder these aren't the actual numbers, just made some up to help explain it, but the concept is sound)

    Assume that your base contains 10 buildings for a total of 100000 life. An attacker could conceivable prep and damage your turrets 24999 points worth of damage before he bubbles you. (25% of total life)
    Now assume that you add two more buildings and this brings your total life up to 120000 points. I hear you cry that attackers can now do 29999 points worth of damage to my turrets before bubbling me. (25% of 120000) Thats 5000 more points so surely its better to get rid of resource generators... Wrong.
    Assume that these two new buildings you have added are slap bang in front of your channel (such as oil rigs) and the attacker MUST hit these before he gets to start on your turrets. So now out of the 29999 points worth he was going to do he must hit and destroy 20000 points of oil rigs allowing you to deduct it from the total damage he could do to your turrets. So instead of being able to do 29999 points it drops to just 9999 points of prep able damage. Huge difference.

    So in short. Get rid of any Resource Generators that you cant force the attacker to hit first, because these just add life total allowing more points for the attacker to prep. However those that you can force in the way of the enemies path (oil rigs are excellent and res generators on the end of your channel before turrets) are useful to helping your base

    This is a great piece of advice you've shared. Has it been corroborated? Or is it a theory? I have experienced hitting square bases where I can roll right up to an unfortified OP and hit it without causing 25% damage - and other square bases where I can roll right up to a fortified OP, hit it and cause more than 25% damage. Obviously its possible that I hit more stuff getting there & I really cant compare 2 different bases - but it seems clear to me that fortified buildings cost more in overall damage to the base.

    I've just always assumed fortifying added 'life' to a building - thus the longer to destroy it. Anybody know with certainty that this is wrong? If so, then how & where a building is forted up wont make a difference - but if it DOES add life, then you wont want certain buildings to be forted up. See the conundrum? Also, along with this line of questioning, are all buildings a set amount, or do certain building have more 'life' than others & how do you find out which has how much?
    Never coined a dime since day one & proud of it. 

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  • pheonosis
    pheonosis
    Master Tactician
    Joined Jan 2012 Posts: 2,152
    dayuma wrote: »
    Been thinking about sticking all my labs at my entrance (everything is researched), fortify em up, scrap all my res gens - then prefleeting should be a thing of the past, since to get to my first few turrets will give me 25% damage.

    Here's my logic & y'all help me if I'm missing something or if I'm just crazy to be thinking of it...

    Most of my res gens are level 8, each giving 12,240 units per hour. Multiply that by 6 (6 of each type), then multiply that by 4 (4 types of gens), then multiply that by 12 (usually log in every 12 hours) - and I get to bank 3.5 mil in res. I spawn level 33 salv & get more than that from just one salv ship. So why keep the gens? Especially when I see people hitting me get to knock out a third of my turrets then restart the clock. I want them to be forced to execute the hit in one shot.

    What say you all? Would REALLY appreciate a testimonial from someone who's done this, or has hit someone who does this.

    just don't fortify your labs because then they are more easily destroyed, fortifying doesn't make any difference to the percentage of your overall base damage it just makes them harder to damage so it is best they are easily destroyed so that they with be leveled by the time the fleet gets in range of your turrets and you will be closer to the 25% cut off meaning they wont be able to damage your turrets as much in a prep


  • Nickolas Griffith
    Nickolas Griffith
    Unicorn Overlord
    Joined Sep 2011 Posts: 3,405
    im gonna upgrade harvesters to lv 10 and fortify everything
  • sardonique13
    sardonique13
    Strike-force Captain
    Joined Apr 2012 Posts: 919
    dayuma wrote: »
    Been thinking about sticking all my labs at my entrance (everything is researched), fortify em up, scrap all my res gens - then prefleeting should be a thing of the past, since to get to my first few turrets will give me 25% damage.

    Here's my logic & y'all help me if I'm missing something or if I'm just crazy to be thinking of it...

    Most of my res gens are level 8, each giving 12,240 units per hour. Multiply that by 6 (6 of each type), then multiply that by 4 (4 types of gens), then multiply that by 12 (usually log in every 12 hours) - and I get to bank 3.5 mil in res. I spawn level 33 salv & get more than that from just one salv ship. So why keep the gens? Especially when I see people hitting me get to knock out a third of my turrets then restart the clock. I want them to be forced to execute the hit in one shot.

    What say you all? Would REALLY appreciate a testimonial from someone who's done this, or has hit someone who does this.

    Fortifying your labs will NOT give them more damage points, so fortifying them will NOT bring you closer to 25%....it just increases their resistance and makes them harder to keel. You want them to be easy to keel, so they are not missed on the way to target.
    sardonique

    ex-IKY, ex-DOA, ex-PNLS, never ex-ex.....

    .....hey pirates....I'm back.  Buwahahahaha
  • Grandpachris
    Grandpachris
    Skilled Warrior
    Joined Jul 2012 Posts: 511
    The M wrote: »
    I've scrapped all of them that I can't place at the entrance to my base. Last leaves me with only one or two of each (plus all oils).

    I got rid of everything except Zyn and oil wells, I am considering scraping and rebuilding them one at a time as they are all fortified to some degree.
    How can I determine the percentage value of a particular building?
    The more you smoke... the less you get caught with...:D
    If you find yourself in a fair fight you need to review your tactics.
    ...From my cold dead hands.
  • Rob_B
    Rob_B
    Skilled Warrior
    Joined Oct 2011 Posts: 522
    Tiny **** wrote: »
    This is what was said.

    Just because an oil rig is in your channel does NOT mean that [the attacker MUST hit these before he gets to start on your turrets.] as stated above.

    Unless your one of those players who belive that a oil rig must be destroyed before I can drive past it.

    It seems like you having a very hard time understanding what we are discussing here.

    Uh oh, looks like we got a smart **** over here...
    Joshua Philp: "I worked hard for my hailstorms"
    What a crock of ****, you didn't work hard you sat on your **** and played a facebook game to get them, people are only asking for a chance to do the same.

    Cranberry: I use mine to just gather Res right now. I had plans to refit them with Shockwaves and use them as a prep fleet, but with the outrageously inane and absurdly uncalled for build times of ships nowadays it's not feasible to even contemplate trying to refit anything
  • darrylwayne2005
    darrylwayne2005
    Incursion Leader
    Joined Nov 2011 Posts: 1,131
    If they are fortified, that means more of the enemies shells will attack that particular RG, before it is destroyed. So when the enemies fleet is in your channel, their fired ammunition will go to the buildings and Rg's too. Which will reduce their shells going toward your turrets.
    Pantera wrote: »
    You have the right idea but - don't fortify them... that makes them harder to kill which is opposite of what your trying to do.

    Fortify what you DONT want destroyed - WHs Dock Launcher

  • sardonique13
    sardonique13
    Strike-force Captain
    Joined Apr 2012 Posts: 919
    If they are fortified, that means more of the enemies shells will attack that particular RG, before it is destroyed. So when the enemies fleet is in your channel, their fired ammunition will go to the buildings and Rg's too. Which will reduce their shells going toward your turrets.

    yeah, because targeting is HIGHLY over-rated. :p
    sardonique

    ex-IKY, ex-DOA, ex-PNLS, never ex-ex.....

    .....hey pirates....I'm back.  Buwahahahaha
  • drizzit
    drizzit
    Skilled Warrior
    Joined Feb 2011 Posts: 478
    my res is always 39mill oil, 39 mill metal, 39mill energy, and 100k zynth.. but i wont reduce my buildings to get an easy bubble cause it annoys me when i barely hit a base and its bubbled..it is an cheap no brainer move to save your ego...more skill in making it all work for you...
  • dayuma
    dayuma
    Strike-force Captain
    Joined Nov 2011 Posts: 647
    drizzit wrote: »
    my res is always 39mill oil, 39 mill metal, 39mill energy, and 100k zynth.. but i wont reduce my buildings to get an easy bubble cause it annoys me when i barely hit a base and its bubbled..it is an cheap no brainer move to save your ego...more skill in making it all work for you...

    Ouch drizzit. Didnt mean to offend you with this post. I guess we were more interested in discussing tactics & making our bases the VERY best we can. Not that I dont care about my ego, but it really didnt occur to us that's what we were trying to save. I think we're just trying to save our bases from those who desire easier hits.

    In short, we enjoy this game thoroughly, and desire to be the best at every aspect of the game - including how we set up our bases. Allow me to extend an insincere apology ahead of time as we all make our bases harder for you to hit, causing you severe annoyance.
    Never coined a dime since day one & proud of it. 

    User I.D. - 2.3 million
  • ROBNTHROB
    ROBNTHROB
    Incursion Leader
    Joined Apr 2012 Posts: 1,112
    drizzit wrote: »
    my res is always 39mill oil, 39 mill metal, 39mill energy, and 100k zynth.. but i wont reduce my buildings to get an easy bubble cause it annoys me when i barely hit a base and its bubbled..it is an cheap no brainer move to save your ego...more skill in making it all work for you...

    Well thanks as you really don't see the point in this game. You like to give out 500% when folks attack your base and give them the chance to go back in after blitz and take another 500% with taking your dock out. The whole point is to prevent being a farm. Glad to see people out their like you.
  • Tom-Hastings
    Tom-Hastings
    Force to be Reckoned With
    Joined Oct 2011 Posts: 1,764
    kaine189 wrote: »
    nope i know that you can simply drive past an oil rig. It doesn't physically stop your ships in anyway. However if you play the game you should surely see that you have no choice in if your guns fire or not. A target comes in range your weapons will fire. If my oil rigs are in the front of the channel and you must pass them to head into my channel your ships will fire on them. Unless of course your a hacker :). If you can get into my base without shooting at my rigs then i'll put my wh's out for you.


    begone
    800px-Troll_Warning.jpg
    AscensionModeratorUnicorn OverlordJoined Posts: 10,426
    43 minutes ago
    Closing thread as memorials have no place in the game. So therefor neither do complaints about them being hit.

    My Info:

    In Game Name: -Drodion- Current Level: 59 Alliance: DIDIT

  • Ascension
    Ascension
    Unicorn Overlord
    Joined Mar 2012 Posts: 26,257
    All I have have is oil rigs in my channel. No point to the others other than XP. Res is easy enough without them.

    Forum banned by a hypocrite at Kixeye.

  • Steven Millhouse
    Steven Millhouse
    Strike-force Captain
    Joined Jun 2011 Posts: 650
    1. killing all labs will not put you in a bubble.
    2. less res generators help toward bubble but, not very much. VERY small amount of help
    3. will not stop a good prep. The only thing it will do is, for instance, cause someone to only prep 2 turrets instead of 3.

    Unless your base is epicly hard... preps just make my life easier. I do it to save dmg and make life ez...not necessarily cuz I have to.
    Battle Pirates: LvL 56 FirstMateSteve-DbD-
    Backyard Monsters: LvL 47
    War Commander: LvL 32
  • zzubisback
    zzubisback
    Potential Threat
    Joined Aug 2012 Posts: 93
    Tiny **** wrote: »
    This is what was said.

    Just because an oil rig is in your channel does NOT mean that [the attacker MUST hit these before he gets to start on your turrets.] as stated above.

    Unless your one of those players who belive that a oil rig must be destroyed before I can drive past it.

    It seems like you having a very hard time understanding what we are discussing here.

    If it is in the channel then irrespective of what you target, you will drive past it. Your ships WILL hit it.
    I think you are having a hard time understanding that concept. You CANNOT stop your attacking fleet from hitting Oil Rigs in a channel. If they destroy the turret you targetted, and the Oil rig is still in range they will hit it automatically. Thats assuming it wasnt destroyed as the first hit.

    The poster you are trying to explain this to is perfectly correct. Oil Rigs in the channel WILL always take fire. Irrespective of the type of attacking fleet, this effectively reduces the DPS metered out to other targets, and takes time to do.... thereby validating the strategy in a game where DPS and time in a base are finite resources.
  • Hast at work
    Hast at work
    Master Tactician
    Joined Feb 2012 Posts: 2,308
    All my RGs are level 9 or 10, recently I made a change to my base where they are not all lining my channel.

    FYI level 10 res gens do have a decent amount of hit points, with mostly lvl 9 and 10 gens, taking them all out was doing 15% damage or so to my base, i suppose if I scrap the ones not in my channel now, sailin in the front door should do 18% or so, leaving 1 or 2 turrets as prepable, i tend to not worry about it tho, my base is highly unprepable. You can do it, sure, if you like repairs...

    I hit too many bases with "free" turrets to make that same mistake.
    Base Name: Praetor [Locust]
    Current Level: 63 Current Sector: Pansyland
    Raid Hulls: All of them, yes, all of them.
    Oh and we didn't do it for money.
  • Hast at work
    Hast at work
    Master Tactician
    Joined Feb 2012 Posts: 2,308
    zzubisback wrote: »
    If it is in the channel then irrespective of what you target, you will drive past it. Your ships WILL hit it.
    I think you are having a hard time understanding that concept. You CANNOT stop your attacking fleet from hitting Oil Rigs in a channel. If they destroy the turret you targetted, and the Oil rig is still in range they will hit it automatically. Thats assuming it wasnt destroyed as the first hit.

    The poster you are trying to explain this to is perfectly correct. Oil Rigs in the channel WILL always take fire. Irrespective of the type of attacking fleet, this effectively reduces the DPS metered out to other targets, and takes time to do.... thereby validating the strategy in a game where DPS and time in a base are finite resources.

    Rigs in the channel won't ALWAYS take fire! you have to take into account noob bases with rows of turrets you can hit before even hitting the channel, lol. I'd love to see **** base, she is always coming on here and saying things that paint her a total noob, but she says them with such CONVICTION! lmao
    Base Name: Praetor [Locust]
    Current Level: 63 Current Sector: Pansyland
    Raid Hulls: All of them, yes, all of them.
    Oh and we didn't do it for money.
  • WolfCypher
    WolfCypher
    Skilled Warrior
    Joined Apr 2012 Posts: 349
    I don't use any. Not even my Oil at the moment. Thinking about putting the Oil back and one of each type of the other 3. Namely to have some playing with the mine bonus every once in while opening mines to speed collecting time. (Only out of boredom lol)
  • Josie Wells
    Josie Wells
    Minor Nuisance
    Joined Apr 2012 Posts: 154
    I scrapped all of my gens except 3 oil and 3 zynth. May switch the zynth around w/ either metal or energy since I'm always heavy on zynth res. Until this new damage protection change it worked very very well. Since the change it royally sucks. My problem is w/ 37 buildings and losing 13 (completely damaged) in an attack I'm not getting a bubble. I'm well over 25% (actually nearing 50%) and no bubble. YES I'VE REPORTED THIS TO KIXEYE w/ shots of my base showing only 37 buildings and shots of my battle log depicting amount of buildings damaged and NO BUBBLE. Its tough holding off 34's but if I'm taking more than 25% damage and not getting a bubble ......... (you get my point).
  • CurlyPubes
    CurlyPubes
    Strike-force Captain
    Joined Feb 2012 Posts: 823
    An experienced base prepper can actually take down more turrets with RG's scrapped then without. At least that seemed to happen when my RG's were gone, lol
    SOS? Sorry, my magic fleet that sucks attackers out of bases and fixes your buildings is repairing.  
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