I'll start with the type of bots that are best for attacking defending bases, and what to upgrade on them.
1. Bulwark: very common bot in 150k bases. Attacking upgrades - weap tech to 214, reactor to 30, mod to 40, shield to 15, enhanced accuracy to 35 (if you spend the time/effort, spend as much upgrades as you can on speed). A bul is usually used for attacking a base where the defending bot holds a shield damage weap and a fireblade, usually a bul/cymara. Vary the amount of shields to use on your bul according to the shield damage weap on the defending bot. Take into account enhanced damage from bots. eg. if the defending bot has a shield displacer weapon and its a bul, then it will do 105% of 750 shield damage per shot. It will also do 105% of 15 shield damage x2 from the fireblade, which is 780 shield damage altogether per turn. Because buls have 20% extra shield proj, this means that if you use a baron impulse and a baron reflective shield you get a total of 120% x 700 shield = 840 shielding. 840 shielding 780 shield damage, so you know you'll survive 1 turn if you dont get critted. Now the defender also has a fireblade, so 105% of 350 armour damage means it'll do 367 armour damage to your bot x2. A normal bul only has 650 armour though, so what do we do? Not increase armour, that takes up too much bm (1250 every 25 hp). Instead, use armour deflection mods, i.e. mag accs or mech obvs. In this example, we have enough bm to use: baron impulse and reflective shields, heavy shield displacer and shard cannon (if the defender doesn't have any shields, use shield displacer and shatter cannon), mech obv and mag acc, bionuke reactor. A mech obv and a mag acc give 24% armour def and 45 speed, the firerate is negligible. This means you will deflect 24% of 650 hp until you get damaged, and then 24% of w/e hp is left after each shot from the enemy thereafter.
A fireblade fires 2 shots, so instead of doing 367 per shot, it will do (367 - 156 = 211) damage the first shot, and (367 - (24% x (650-211) = 262) armour damage the 2nd. 211 + 262 = 473 armour damage to your bot total, so you are assured another turn you can survive. Because a shard cannon/shatter cannon fires on the 3rd turn, you need to survive 2 turns AND be faster than the defender to hit it. The 2 turns you need are provided by the shielding and armour def ^^, and as the mods also give you 45% speed, it is enough to outspeed most enemy bots in a 150k base. So, when you attack, simply all attack the defender and continue until you win :).
Defending upgrades - 147 weap tech, 50 reactor, 40 mod, preferably 35% enhanced accuracy, basic shield, extra upgrades to be put onto crit or speed as you see fit. Typical bul defences are: a) shield displacer, fireblade, quantum syncron, 2 mag accs, and 2 baron reflective shields. The 2 mag accs means it will outspeed a normal reaper and a cymara with mech obv (common attacking bots for this setup). b) heavy shield displacer and fireblade, 2 tsubs, quantum syncron. This is for low AI defences, where you don't need any accuracy upgrades. The point is that it will kill most attacking bots in 1 shot, but is slow and has no shields, opening up vulnerabilties. c) heavy shield disruptor, fireblade, 2 mech obvs, baron reflective, and quantum syncron. This bot usually has speed upgraded to 42, so it will outspeed rangers because it has 2 mech obvs (brings it to 71.4 speed), it also means it will evade much more often, has more armour deflection so it can survive more attacks, but it does less comparatively less shield damage, pick on that.
2. Crusader: Slow, but powerful. Remedy that by upgrading its natural speed :). Rarely used for attacking in 150k bases, so I'll go straight to defending...Defending upgrades: 87 weapon tech, 15 mod tech, 50 reactor tech, 5 enhanced acc, speed upgrades VERY recommended. Very basic, either use a baron battery or a phoenix laser, quantum syncron, 2 mag accs/mag acc and tsub. The idea is that you will kill 1 bot per turn, and you most likely will. However, there are simply too many ways to kill this setup if its slow, so unless your crus is fast ( I would say at least 40) then forget it.
3. Reaper: Ooo I love it, crappy for defending unless your just looking to annoy, but very useful in attacking. Attacking upgrades - 25% enhanced accuracy, 122 weap tech, 15 shield tech, 10 mod tech, 30 reactor tech, extra upgrades on crit can be very useful. For most defending bots that are slower than a reap and are using any reactor other than pneumatron, and does less than 1k shield damage, this setup will work just fine: bionuke reactor, shatter cannon, syphon immobiliser, tsub, 2 baron II shields. The idea is to have enough shielding to last 2 turns, and finish draining the enemy reactor on the 3rd. It works because reaper is fast, and therefore outspeeds most defending bots; also there is a good chance it will evade w/e shield damage weapon there is, giving it an extra turn to drain the enemy.
4. Ranger: Fast and critty and enhanced damage, why does it suck then? It cant defend, has low hp, only 1 mod slot and weap slot :( (low armour bots are easily taken out). Attacking upgrades - 1 ranger 214 weap tech and another 84 weap tech, get as many pairs as possible, 5 reactor tech, 10 mod tech, any spare upgrades, put into crit! yeah! 1st ranger, put on shield neut, tsub, ion v2, and increase accuracy by 10. 2nd ranger, put on tsub, baron batt, and ion v2. This squad setup is for killing shields, basically attack a shield and the rangers will damage it each time if your squad is faster than the defender (mostly is). It usually takes 3 hits to completely destroy a shield, however if the ranger with baron batt crits, then it takes it out in 1 shot, thats why crit is nice =).
5. Cymara: Only for serious basers who don't care about getting rank, but its very good all around. Attacking upgrades - 142 weap tech, 30 reactor tech, 40 mod tech, 35 enhanced accuracy, armour upgrade to 1325 optional but recommended. Now for most squads with shield weap and fireblade and low crit, cymara is pretty good for it. Use a shield displacer and shatter cannon if the defender has no shields, or a heavy shield displacer and shard cannon for squads that have higher shields, or if you want to take out the shield defences first; a mech obv and bionuke reactor goes along with the territory.
6. Different bots mixed: Reaper and orbiter is a good example: against defenders that can only kill 1 of your bots per turn, eg. shield weap + fireblade on bul/cymara, baron batt/plaser on crus, AND have no shields of their own, then put a pulse beam, tsub, and a baron shield on a reap, and a shard cannon, 3 mag accs, tsub, and a baron shield on orbie. Basically, you drain the shields first turn with reap, and if it dies it doesn't matter because with 3 mag accs that give 30% enhanced firerate, a shard cannon will fire @ 0.52 spt (pretty much every 2 turns), so you can hit the crus/bul, usually only damaging it though because of armour deflection in a base. That just means you kill it 2nd time round :).
Ok here are some things you have to take into account when basing: DEFLECTION IS PARAMOUNT IN EVERYTHING. A calculator is recommended to work out any percentages you can't figure out in your head straight off :P. Walls in 150k bases give 25% drain and shield deflection, 75% armour deflection, and 10% speed. Buls have 5% enhanced damage, maras 10%, cymara 15%, rangers 20%. These may seem small but they can make a big difference in many situations. DEFLECTION. If you don't know how it works, ask in cycom or check the val start. For a base, put in 40 cns, build a wall and 2 deflection shields (600 shielding each). Do that AND put in your defence squads within 9 minutes 59 seconds of it being built. Be creative, don't just do everything I say to the letter; they work but there's plenty of different circumstances.
Think of other ways to break a base using the stats of defenders, because there are so many, in fact as of yet there's no unbreakable base, despite what some nitwits say *coughindictcough*
Have fun
Tuesday, May 20, 2008
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