Only Hellfires or 5 Hellstorms can get rid of the Yellow bastards clowns.
I tried platoons of Elite Laser Tanks lvl 9, Paladin 10, Elite Mega Tanks 4 and 150 Elite Riflemen. All got killed. Only Hellfire missiles can distract those bastard yellow clowns green ball weapon that shoot at air and ground.
Sunday, October 27, 2013
UNDEAD RISING EVENT XPs
UNDEAD RISING EVENT XPs (Oct. 2013)
WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
1 | D | 600 | 600 | |
2 | D | 620 | 1220 | |
3 | D | 640 | 1860 | |
4 | D | 660 | 2520 | |
5 | A | 700 | 3220 | |
6 | D | 730 | 3950 | |
7 | D | 750 | 4700 | |
8 | D | 760 | 5460 | |
9 | D | 770 | 6230 | |
10 | A | 790 | 7020 | |
11 | D | 800 | 7820 | |
12 | D | 810 | 8630 | |
13 | D | 820 | 9450 | |
14 | D | 830 | 10280 | |
15 | A | 1650 | 300 | 12230 |
16 | D | 840 | 13070 | |
17 | D | 850 | 13920 | |
18 | D | 860 | 14780 | |
19 | A | 870 | 15650 | |
20 | D | 880 | 16530 | |
21 | D | 890 | 17420 | |
22 | D | 900 | 18320 | |
23 | A | 910 | 19230 | |
24 | D | 920 | 20150 | |
25 | D | 930 | 21080 | |
26 | D | 940 | 22020 | |
27 | A | 1900 | 450 | 24370 |
28 | D | 950 | 25320 | |
29 | D | 950 | 26270 | |
30 | D | 960 | 27230 | |
31 | A | 960 | 28190 | |
32 | D | 970 | 29160 | |
33 | D | 970 | 30130 | |
34 | D | 980 | 31110 | |
35 | A (Air Destroyers) | 980 | 32090 | |
36 | D | 990 | 33080 | |
37 | D | 990 | 34070 | |
38 | D | 1000 | 35070 |
Saturday, October 5, 2013
Best Anti-Air Defense Unit to defend your base (Part I) : Stinger or Flak Tank ?
What are
the best units to defend your base against Air Attack ?
Which unit
to chose and upgrade with your hard earned events XPs?
(Part I) :
Flak Tank or Stinger ?
Unit /
Space / Speed
Flak Tank
/ 100 / 0,9
Stinger /
50 / 1,2
Why them only? Why not
include Gatling Trucks, Hercules or Humvees?
First, because you and I have
Event XPs to spend on a deadline in a hurry before we lose them and we wonder about the difference between Flak Tank (10000 XP) and
Stinger (9500 XP).
Then, because Flak Tank
and Stinger are
of those rare units to have the SPLASH effect against air while the others don't and another article will come soon about their choice. Elite Heavy Gunners customized in the Workshop can have that splash effect too
but I'll investigate later cause I'm guessing it's not as strong and would take much more valuable space.
SPLASH means they
shoot at one target and hit all the others around. That is much
deadlier. While Elite Riflemen in Watchtowers are damn impressive
despite their supposedly poor effect on air, they only shoot at one
aircraft at a time and seem to do damage to that one only while the others still
shoot at the tower and ultimately get it down. So, against a fleet of
aircrafts, the SPLASH effect is much more effective cause ALL
aircrafts are damaged by one single shot of the Stinger or
Flak Tank while only one
aircraft until dead before the other is hit by non splash defending
units like Elite Riflemen.
Now which is really
more worth than the other? And why the question?
Cause they are both events
prizes and the Flak tank being more expensive than the Stinger, you
might think it's a better option. Well, think twice! And read below.
Because my maths show the contrary. Stinger seems to be at least
twice better than the Flak tank when defending base.
Below are the maths. Watch
the red encircled cells.
You
can read My
Maths on War Commander Units Stats
to
understand how I determine the qualities of a Unit and the metrics
and formulas used here, what exactly are Health/Space,
DPS/Space,
Total
Upgrade Time
(TUT) and HRDPS.
And here is the
CONCLUSION: FIRST CHOSE STINGERS OVER FLAK TANKS.
Why?
-
They are twice more deadly (DPS/space). In Watchtowers, they are 2.5
deadlier than Flak Tanks and range 510 when Flak Tanks range 432-468.
That's a huge difference. Even in strongholds with 0% DPS against
air, they still are twice deadlier in DPS but range only 340 vs
432-468. so it's not their best spot. But they become so much more
protected.
-
They cost less (only 500XP ok, but yet)
-
They are infantry and you will need to upgrade a lot more vehicles
and aircrafts (in Tech Center) than infantry (in Academy). A lot lot
more. So you need infantry prizes to upgrade.
-
They have twice less Health/Space (=defense) but that is the total
opposite and thus a non issue when placed in any type of bunker where
they always belong.
-
They move 30% faster than tanks. They are not to move much but just
in case.
Drawbacks/inconvenience:
- It takes both more than a whole month to reach a decent level (9) before thorium need. That is way too long. But another reason to chose the infantry unit over the vehicle one. Cause your Academy is much less needed to upgrade it than your Tech Center. The upgrade delay for both favors the Stinger again.
Drawbacks/inconvenience:
- It takes both more than a whole month to reach a decent level (9) before thorium need. That is way too long. But another reason to chose the infantry unit over the vehicle one. Cause your Academy is much less needed to upgrade it than your Tech Center. The upgrade delay for both favors the Stinger again.
CONCLUSION
:
GO FOR THE
STINGER!! Forget the Flak Tank until much later.
Please feel free to comment below and argue with your experience and constructive criticisms. I even opened commenting to anonymous :) No comments means they all agree. And this post has been read by many 33+ I know. Thanks for reading guys :)
My Maths on War Commander Units Stats
How do I determine the value of a War Commander Unit? Only by statistics? No, more than metrics, it is personal experience that determines the qualities of a unit. And everyone has his personal way of playing and then his opinion, depending on many personal factors and preferences. So I will only focus here on unquestionable maths and not on discussions or preferences. Then each can makes his choice with those given data.
In
order to determine the
maths qualities of a unit,
I watch all statistics data
given for Non-Customized Units where DPS is Damage Per Second, not
per shot. I keep the
Range
and
I derive
4 personal metrics from
the ones given by Kixeye :
Health/Space,
DPS/Space
and
Total
Upgrade Time (TUT)
TUT adds all times
needed to reach a unit level except the ones needed to build all
buildings and/or other units needed to build that unit up to this
level. So, as an indication of the prerequisite, I include the
Building
Level (BLDG LVL)
Health/Space and DPS/Space
are derived because Health and DPS have barely no
meaning alone in my opinion if they are not compared to the amount of
Space a unit occupies in a platoon or to defend the base.
Maths proves it. The sudden appearance of Elite Riflemen proved it
harshly. Their DPS/Space is quite higher than many other units with
much higher absolute DPS or Health and that's how these little
Riflemen could and can wipe out full fleet of helicopters Cobra
level 10 or platoons of other apparently stronger vehicles.
I derived a 4th personal
metric that is less relevant but that combines Range with all other
metrics in a single big equation and result : Health x Range x
DPS/Space /1000 =
HRDPS
HRDPS
becomes a usefull indicator revealing overall values and advantages
of a unit when you are torn between similar ratios but antagonistic
in Health vs. DPS.
Finally,
so far, I chose to not
include Repair Time
here. First because it's still way too complicated to compute and
then because its importance is ultimately your choice depending on
how intensive you play. I personally find it essential if you play
continuously but much less if you can just play an hour or two every
6 or 8 or 24 or more or if you coin. That leaves time to repair and
come back.
Thorium or no Thorium?
That is
the question. The highest possible stats with and without thorium are
highlighted in yellow and they are the ones to watch and aim for.
So here
is one sample of the dirty secret in War Commander Units stats I
will share with you :
Subscribe to:
Posts (Atom)