Ok Kixeye's very thorough and business like response was to refer me to forums..... LOL yeah I believe my coining days are over. Anyone got any ideas on why no bubble w/ over 25% of buildings being taken out?
Ok Kixeye's very thorough and business like response was to refer me to forums..... LOL yeah I believe my coining days are over. Anyone got any ideas on why no bubble w/ over 25% of buildings being taken out?
This sounds real basic but... What does your attack log show in terms of % damage? 25% isn't for the building count, it's total damage, and some buildings take more damage points to destroy than others.
You're mostly right Pantera, but I'm kicking myself for fortifying my dock. DONT DO IT!!!
My dock is in the rear with the gear, & if they get that far - there's nothing that'll stop its destruction. However, there's nothing worse than being shut down cuz you're waiting 20 hours for your dock to repair. Yes, unfortified docks are vulnerable to rockets, but I wish I could return to the good ole days of 2-4 days of dock repairs instead of my 20+ I now have.
wtf are you on about
a fully fortified dock lvl 10 takes 4 hours to repair
an unfortified dock lvl 10 takes 4 hours to repair
fortified buildings fix in the same time as unfortified ones
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.
My base actually has three free turrets. The beauty of it is that when you take them, I bubble. I have 4 res gens, tac lab, weapons lab, intel lab, academy, adv. lab, and shipyard surrounding those three turrets (I deleted my hull lab). You can only prep me by using fast ships with missiles so they don't splash. However, the most effective fleet against me is a mortar fleet on those dread X hulls. Even those time out before they can get to my num nums.
In my setup I have found the res gens make up for the missing hull lab (in terms of prep hit points needed to bubble) and since they are lower points per building with smaller buildings, it is harder to prep me with missiles. This is because there are now more targets before you get to the turrets.
Point being, well placed res gens are a good idea. Every res gen that they can't hit before they hit a turret when prepping you is a waste.
ive scrapped all of mine before and it was nice to have the failed attacker go home with zero resources, but in my experience they do help as extra targets to soak up some weapons fire thus keeping my turrets alive longer. Its really a matter of personal opinion and play style, u may reach the 25% mark faster but u give the attacker more fire to ur turrets.
All of my rgs are fortified to level 3, some to level 4 and it does seem to help them stay alive longer especially vs splash damage but not as much as u might think.
This sounds real basic but... What does your attack log show in terms of % damage? 25% isn't for the building count, it's total damage, and some buildings take more damage points to destroy than others.
1st hit was 5%, 2nd hit was 15% damage & 3rd hit 7%. Where do I find what each type of building is worth points wise? I would just like to have a better understanding of it.
It makes no difference whether you scrap the resource generators or not, as the damage protection counts as the percentage of buildings in your base, so it would seem that less buildings means a faster bubble, in theory. I have tested this theory to find that it does not bubble you faster, it simply increases the percentage amount ratio per building in the base. In retrospect, it is an advantage to have all the resource generators, as it provides you more time to attempt to destroy the attacker's fleet by making them destroy all the generators first, thus withstanding the impact from your turrets, assuming they choose this route as many players do not to mention the feel of completely destroying a base. Another advantage to the resource generators is that they provide a small amount of resources to replenish just what you need after an attack (assuming your supply was down to mere scraps and you didn't have enough to repair your fleets to get more), and become very useful in regards to that option. With this new damage protection system implemented into the game, I'm not certain as to whether or not the generators would even be a factor as it seems almost impossible to prep a base now without giving a bubble.
1st hit was 5%, 2nd hit was 15% damage & 3rd hit 7%. Where do I find what each type of building is worth points wise? I would just like to have a better understanding of it.
It's all a mathematical code as to figuring out the amount of damage to a base. It used to be 25% for 6 turrets (back when there were 12), and 1% for each building leaving the remaining decimals for the walls. Now with the introduction of 2 additional turrets and the tactical lab I'm sure the equation has changed. Only way to be 100% certain is to have someone hit each and every building/turret in your base and simply look at the battle log and see how it factors out.
It makes no difference whether you scrap the resource generators or not, as the damage protection counts as the percentage of buildings in your base, so it would seem that less buildings means a faster bubble, in theory. I have tested this theory to find that it does not bubble you faster, it simply increases the percentage amount ratio per building in the base. In retrospect, it is an advantage to have all the resource generators, as it provides you more time to attempt to destroy the attacker's fleet by making them destroy all the generators first, thus withstanding the impact from your turrets, assuming they choose this route as many players do not to mention the feel of completely destroying a base. Another advantage to the resource generators is that they provide a small amount of resources to replenish just what you need after an attack (assuming your supply was down to mere scraps and you didn't have enough to repair your fleets to get more), and become very useful in regards to that option. With this new damage protection system implemented into the game, I'm not certain as to whether or not the generators would even be a factor as it seems almost impossible to prep a base now without giving a bubble.
Lord Daem, I have every intention of keeping the space before my turrets filled with buildings, I just started this thread to see if that space would be better filled with labs instead of RGs & the impact of deleting all other RGs would have.
My base, & most all other non-square designs, has one entry & only a noob would not center his/her fleets right on it - or risk time suck as they travel to the opening. Therefore, all the other buildings NOT on that path will get blown up from INSIDE my base as they travel to that creamy nugat center. Why keep em, since they didnt help prevent a pre-fleet attempt, & I get more res hitting a single 33?
I have one of each except oil rigs the oil rigs cause some fleets to hang up in your channels so it is good to use them there.. Absolutely all buildings by entrance base hitting like fleet vs fleet is all but over anyway they keep trying to pump air into a dead horse but the game no longer has the fun it use to have... I still dont use a guard fleet and my base is pretty tight...I thought that was the turning point and down fall of the game too much protection for bases because people too lazy to change them around ..
Do walls figure into the equation at all? As you upgrade them, their armor increases, but does armor = life? Since we can now create so many more walls then we used to, I'm wondering if those that have them all used and upgraded to lvl 4 have effected their base % totals at all.
I scrap all my res gen long ago... the rest of the building remains if not future add on will be a nightmare building them from scatch again. min rim job as there's nothing to hit much...
what about scrapping naval lab? will my researched stuff still be usefull if i do so? i rely on mainly prize stuff and drac armour anyways but just a theory to get my base to 26% easier
what about scrapping naval lab? will my researched stuff still be usefull if i do so? i rely on mainly prize stuff and drac armour anyways but just a theory to get my base to 26% easier
You can go ahead and scrap your labs as you wish, but when Kixeye comes out with something that requires a high level lab you're just going to have to go through the painstaking process of upgrading it again, and therefore lose time on building the new item(s).
This sounds real basic but... What does your attack log show in terms of % damage? 25% isn't for the building count, it's total damage, and some buildings take more damage points to destroy than others.
wtf are you on about
a fully fortified dock lvl 10 takes 4 hours to repair
an unfortified dock lvl 10 takes 4 hours to repair
fortified buildings fix in the same time as unfortified ones
My base actually has three free turrets. The beauty of it is that when you take them, I bubble. I have 4 res gens, tac lab, weapons lab, intel lab, academy, adv. lab, and shipyard surrounding those three turrets (I deleted my hull lab). You can only prep me by using fast ships with missiles so they don't splash. However, the most effective fleet against me is a mortar fleet on those dread X hulls. Even those time out before they can get to my num nums.
In my setup I have found the res gens make up for the missing hull lab (in terms of prep hit points needed to bubble) and since they are lower points per building with smaller buildings, it is harder to prep me with missiles. This is because there are now more targets before you get to the turrets.
Point being, well placed res gens are a good idea. Every res gen that they can't hit before they hit a turret when prepping you is a waste.
All of my rgs are fortified to level 3, some to level 4 and it does seem to help them stay alive longer especially vs splash damage but not as much as u might think.
UNT_GI-JOE_NWO
Current Level: 56
Current Sector: 379
Sectors Visited: 337, 338, 145, 461, 372, 14, 260, 70, 374, 427, 245, 352, 379
1st hit was 5%, 2nd hit was 15% damage & 3rd hit 7%. Where do I find what each type of building is worth points wise? I would just like to have a better understanding of it.
It's all a mathematical code as to figuring out the amount of damage to a base. It used to be 25% for 6 turrets (back when there were 12), and 1% for each building leaving the remaining decimals for the walls. Now with the introduction of 2 additional turrets and the tactical lab I'm sure the equation has changed. Only way to be 100% certain is to have someone hit each and every building/turret in your base and simply look at the battle log and see how it factors out.
I try never to say things that I am unsure of.
I ask a lot more question than make statements.
Lord Daem, I have every intention of keeping the space before my turrets filled with buildings, I just started this thread to see if that space would be better filled with labs instead of RGs & the impact of deleting all other RGs would have.
My base, & most all other non-square designs, has one entry & only a noob would not center his/her fleets right on it - or risk time suck as they travel to the opening. Therefore, all the other buildings NOT on that path will get blown up from INSIDE my base as they travel to that creamy nugat center. Why keep em, since they didnt help prevent a pre-fleet attempt, & I get more res hitting a single 33?
User I.D. - 2.3 million
You can go ahead and scrap your labs as you wish, but when Kixeye comes out with something that requires a high level lab you're just going to have to go through the painstaking process of upgrading it again, and therefore lose time on building the new item(s).