Sunday, October 27, 2013

WC Preview - Undead Rising wave 35 (Yellow Clowns)

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.

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.


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 :)




Thanks to http://warcommander.wikia.com/wiki/Portal:Units for all their fantastic work and support.

My Maths on War Commander Units Stats

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 :