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#Post#: 418--------------------------------------------------
Tips van een T11 gilde
DIR By: I_Aztec
Date: May 31, 2014, 8:34 am
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Dag allemaal, waarschijnlijk kent alleen Gouderak mij vanuit
ingame aangezien ik hem in mijn vriendenlijst heb.
Ik ben I_aztec in Battle Nations en lid van RSA Real Steel, een
T11 (zie schermafbeelding onder de post voor bewijs) (eenmaal
T12) gilde die het erg goed doen en veel gelijke scores hebben
tijdens de Boss Strikes. Omdat ik veel respect heb voor het feit
dat een gilde bestaand uit alleen Nederlands sprekende mensen
heb ik besloten om een beetje informatie te delen waar ik mee
bezig ben in mijn eigen gilde, dit kan al bekende maar ook
onbekende informatie zijn, en is bedoeld voor mensen die sterker
en een beter leger/meer points willen scoren tijdens de Boss
Strike.
Ik zag al dat het principe van "resource occupations" al bekend
was maar ik geef toch nog maar een simpele uitleg over de
nuttigheid hiervan; Bij het bezetten van een Artificial pond
patch (3x3) krijg je zo'n 513 lumber per 4 uur een gemiddeld lid
van RSA heeft 10 tot 15 van die dingen in zijn basis, wij worden
dan ook in groepen geplaatst waar je partner dezelfde
hoeveelheid als jij heeft om eerlijke verdeling te handhaven.
Uitgaand van 10 van die dingen krijg je dus per 4 uur 5130
lumber als je eenmaal T10 bereikt betekent dit 5k extra punten
per 4 uur en met zo'n 80 leden telt dit mooi op. Als optionele
variant kun je dus extra concrete plants (cement fabrieken)
maken in groepen van 4 (2x2) en deze geven zo'n 450 per 4 uur,
iets minder en kosten populatie maar goedkoper dan Artificial
Ponds.
Als tweede punt voor verbetering is verbeter je resource
gebouwen, upgrade ze zo snel mogelijk naar level 10 en doe dit
ook met de fabrieken voor T2 resources (Concrete, Lumber en
Steel)
Mijn derde punt, maak een leger dat lang door kan gaan zondaar
dat je constant moet repareren enzovoorts. Ik ben hierin een
beetje een uitzondering voor mijn gilde omdat ik in al mijn
speeltijd nano's heb verzameld en daardoor een aardig premium
leger heb kunnen bouwen, maar de gemiddelde T10+ gilde heeft een
lid zo'n 200 heavier tanks, 100 trebuchets en 150 Light chemical
tanks.
Dit klinkt onmogelijk maar voor de diehards/meer serieuze
spelers hier moet dit te doen zijn.
Daarbij heb een paar suggesties voor troepen, het volgende
stukje komt uit mijn STAB programma dat helpt zwakkere spelers
sterker te worden doormiddel van teamwork.Het is in het Engels
geschreven en ik heb eerlijk waar geen zin om dit te gaan
vertalen excuses hiervoor.
Part 1: Units, what to use and rank.
Tanking units/Blocking units: These units separate themselves
from the other units with their amazing health, resistance (or
even immunities) and defense and dodge. While these guys are
taking damage on the first row your heavy hitters will survive
longer and deal more damage without taking any themselves.
(note: attacks from enemies that are indirect or go through
everything will still be able to damage the second and third
row)
Peace keepers: These guys are cheap to build, available early on
and have some decent damage reduction. Their attack will not
kill enemies but the stun grenade will definitely prevent an
enemy from shooting (unless it's a plane)
Elemental troopers: Whilst they cost nano pods to create these
guys are good front row units if you have 3-5 of them, their
explosive resistance and flame and freeze attacks make it a good
hitter as well.
Bigfoots: A bigfoot will normally only be built for the missions
but they are useful for other things too like sponging bullets
and tank rounds with their fat, hairy belly. These "creatures"
only take teeth and gold to produce and heal, and with all those
teeth from BS events I don't see a reason why you can't produce
them. If you're in a desperate situation the swing attack might
even prove itself worthy against front row units.
Planes: Whilst we are grinding away on these BS events you might
have noticed that your plane collection keeps growing, though
some may not be useful as others. These low flying units are
also capable of fighting in the front row since not every attack
can hit them (strangely enough since they're flying lower than a
mega tank's main cannon). These units also pack some AA
abilities as well as some powerful air to ground attacks.
Tanks: These guys are one of the most used tanking units (as
their name suggests of course). For this category you can use
anything that is available at your current level, though I don't
suggest building 100 light tanks as they will get useless rather
quickly.
Mega tanks are the current creme de la creme tank with a
whopping 940 health at R6, though this bad boy cost nano pods
and a lot of resources to heal so it's not as good to use.
Heavier tanks are the next big thing, no nano pods good health
and resistance though a horrible offense and "could be better"
production cost for low level players. I would suggest building
a ton of these though, it'll take a while but it's worth the
wait.
L7 drills do good too, but take extra fire damage and are
expensive to heal getting some for a animal or raider BS is good
though.
Super tanks will be the first nano tank you would want to buy if
you get at that level, it will help in missions but do some
damage in BS event as well.
Main sweepers/Heavy hitters: The tanking units are there for
blocking and some of them can even take out units temporarily.
But they don't hit more than 1 most of the time and even if they
do the damage is limited, for this we have the category heavy
hitters. These guys deal damage to multiple tiles or deal
massive amounts of damage to 1 tile.
Field Agent/Special Agent: These units are effective at lower
ranks only. While their attack may seem weak, it's pretty
effective because of the stun effect and full field hitting
capabilities. The EMP grenade can hit air as well.
The Veteran: A powerhouse that is to be respected, and even
though it costs nano pods getting one if you've got the nano
pods for it is recommended. Its high dodge and defense keep it
alive longer and it short cool down on his all explosive arsenal
of attacks make sure that 1 high ranked Veteran can keep enemy
tanks pinned down and troopers hidden behind rocks (may not
actually happen, chances differentiate from 0% to 0%). The
Veteran also got this grenade attack that can lock onto planes
(don't ask me how) and it packs quite a punch.
The Lightning Trooper: This trooper has stolen a electro rifle
from the WMD storage and has proven himself worthy of carrying
this unholy offspring of lightning and death itself. while it
seems weak this unit has proven useful every Boss Strike for me,
its explosive damage attack has almost no limits, hitting
planes and ground troops and sometimes stunning them, not even a
tank can prevent it from chaining to the next enemy. It has
little to no health and dodge so put this guy behind a good
tanking unit.
Lightning Dragoon: When you think a Lightning Trooper was enough
Z2 decides that this unit needs to exist as well, though not as
powerful as the trooper, the dragoon stands its ground with an
attack that has 100% stunning success. This unit used to be a
nightmare for tanks and other units but since the great nerfing
disaster 2.8 its been rendered useless by most players though it
can be useful at higher ranks.
[IMG]
HTML http://i.imgur.com/56ZfBOv.png[/img]
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