Friday, June 27, 2014
Thursday, June 26, 2014
Tuesday, May 27, 2014
Operation CERBERUS XP Points
| CERBERUS | 19/05/2014 | |||
| WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
| 1 | A | 600 | 600 | |
| 2 | D | 610 | 24 | 1234 |
| 3 | D | 620 | 24 | 1878 |
| 4 | D | 630 | 25 | 2533 |
| 5 | A | 700 | 28 | 3261 |
| 6 | D | 650 | 52 | 3963 |
| 7 | D | 660 | 52 | 4675 |
| 8 | D | 670 | 53 | 5398 |
| 9 | D | 680 | 54 | 6132 |
| 10 | A | 1250 | 600 | 7982 |
| 11 | D | 700 | 84 | 8766 |
| 12 | D | 710 | 85 | 9561 |
| 13 | D | 720 | 86 | 10367 |
| 14 | D | 730 | 87 | 11184 |
| 15 | A | 800 | 96 | 12080 |
| 16 | D | 750 | 120 | 12950 |
| 17 | D | 760 | 121 | 13831 |
| 18 | D | 770 | 123 | 14724 |
| 19 | D | 780 | 124 | 15628 |
| 20 | A | 1500 | 740 | 17868 |
| 21 | D | 800 | 160 | 18828 |
| 22 | D | 810 | 162 | 19800 |
| 23 | D | 820 | 164 | 20784 |
| 24 | D | 830 | 166 | 21780 |
| 25 | A | 900 | 180 | 22860 |
| 26 | D | 850 | 170 | 23880 |
| 27 | D | 860 | 172 | 24912 |
| 28 | D | 870 | 174 | 25956 |
| 29 | D (Titan) | 880 | 176 | 27012 |
| 30 | A | 1750 | 850 | 29612 |
| 31 | D (Laser TK) | 900 | 180 | 30692 |
| 32 | D (Hover TK) | 910 | 182 | 31784 |
| 33 | D (Mega TK) | 920 | 184 | 32888 |
| 34 | D (Titan+Missiles) | 930 | 186 | 34004 |
| 35 | A | 1000 | 200 | 35204 |
| 36 | D | 950 | 190 | 36344 |
| 37 | D (Air) | 960 | 192 | 37496 |
| 38 | D | 970 | 194 | 38660 |
| 39 | D | 980 | 196 | 40696 |
| 40 | A | 1280 | 756 | 42732 |
| 41 | D (Behemoth) | 1000 | 200 | 43932 |
| 42 | D (WIdowMaker) | 1010 | 202 | 45148 |
| 43 | D | 1020 | 204 | 46372 |
| 44 | D | 1030 | 206 | 47608 |
| 45 | A | 1100 | 220 | 48928 |
| 46 | D (Havoc) | 1050 | 210 | 50188 |
| 47 | D (Hover) | 1060 | 212 | 51460 |
| 48 | D (Glads) | 1070 | 214 | 52744 |
| 49 | D (Enforcer) | 1080 | 216 | 54040 |
| 50 | A | 2250 | 500 | 56790 |
| 51 | D (Titan+Missiles) | 1100 | 44 | 57934 |
| 52 | D (Vanquisher) | 1110 | 44 | 59088 |
| 53 | D | 1120 | 44 | 60252 |
| 54 | D (4 Kondors) | 1130 | 45 | 61427 |
| 55 | A | 1200 | 48 | 62675 |
| 56 | D (Vanguards) | 1150 | 92 | 63917 |
| 57 | D (40 FAV) | 1160 | 92 | 65169 |
| 58 | D (Air) | 1170 | 93 | 66432 |
| 59 | D (6 Kondors) | 1180 | 94 | 67706 |
| 60 | A | 2500 | 700 | 70906 |
| 61 | D (27 Banshees) | 1200 | 144 | 72250 |
| 62 | D (3 Havoc+Hover) | 1200 | 144 | 73594 |
| 63 | D (Laser+Gats) | 1200 | 144 | 74938 |
| 64 | D (Banshee+Vanqu) | 1200 | 144 | 76282 |
| 65 | A | 1300 | 156 | 77738 |
| 66 | D (Viper+WDM) | 1200 | 192 | 79130 |
| 67 | D | 1200 | 192 | 80522 |
| 68 | D (Ban+Titan+WDX) | 1200 | 192 | 81914 |
| 69 | D | 1200 | 192 | 83306 |
| 70 | A | 2750 | 940 | 86996 |
| 71 | D | 1200 | 240 | 88436 |
| 72 | D (ALL specials) | 1200 | 240 | 89876 |
| 73 | D (Laser+Gats) | 1200 | 240 | 91316 |
| 74 | D (Vanq) | 1200 | 240 | 92756 |
| 75 | A | 1300 | 260 | 94316 |
| 76 | D (Tit WDX) | 1200 | 240 | 95756 |
| 77 | D (Vanq) | 1200 | 240 | 97196 |
| 78 | D (Ban+Vanq) | 1200 | 240 | 98636 |
| 79 | D (Ban+Vanq) | 1200 | 240 | 100076 |
| 80 | A | 3000 | 1100 | 104176 |
| 81 | D | 1200 | 240 | 105616 |
| 82 | D | 1200 | 240 | 107056 |
| 83 | D | 1200 | 240 | 108496 |
| 84 | D | 1200 | 240 | 109936 |
| 85 | A | 1300 | 0 | 111236 |
| 86 | D | 1200 | 0 | 112436 |
| 87 | D | 1200 | 0 | 113636 |
| 88 | D | 1200 | 0 | 114836 |
| 89 | D | 1200 | 0 | 116036 |
| 90 | A | 3250 | 630 | 119916 |
| 91 | D | 1200 | 96 | 121212 |
| 92 | D | 1200 | 96 | 122508 |
| 93 | D | 1200 | 96 | 123804 |
| 94 | D | 1200 | 96 | 125100 |
Monday, May 19, 2014
Laser Tanks Schematics: Crystal Treads vs Giant Thorium
Laser Tanks Crystal Treads vs Giant Thorium
OPTIMAL Laser Tanks Schematics is:
Focusing Lens 5 600 +25 Range
Power Source : GOLD CORE BATTERY (EPIC) 3 325 +15% Splash +25% Damage to All
Medium Treads : CRYSTAL TREADS (EPIC) 6 560 Immune To Shock / Fires Instantly When Hit By Energy Damage / -40% Damage Taken From Plasma, Lasers & Electricity
Alternative not tested but probably less good :
Power Source : GOLD CORE BATTERY (EPIC) 5 520 +25% Splash +25% Damage to All
Medium Treads : CRYSTAL TREADS (EPIC) 3 325 Immune To Shock / Fires Instantly When Hit By Energy Damage / -25% Damage Taken From Plasma, Lasers & Electricity
Tank Engine : SUPERCHARGED TANK ENGINE 5 400 +25% Movement +50% Accel
Medium Armor : IONIZED ARMOR 5 640 -35% Damage From Energy
http://warcommander.wikia.com/wiki/Laser_Tank/Schematic
OPTIMAL Laser Tanks Schematics is:
Focusing Lens 5 600 +25 Range
Power Source : GOLD CORE BATTERY (EPIC) 3 325 +15% Splash +25% Damage to All
Medium Treads : CRYSTAL TREADS (EPIC) 6 560 Immune To Shock / Fires Instantly When Hit By Energy Damage / -40% Damage Taken From Plasma, Lasers & Electricity
Alternative not tested but probably less good :
Power Source : GOLD CORE BATTERY (EPIC) 5 520 +25% Splash +25% Damage to All
Medium Treads : CRYSTAL TREADS (EPIC) 3 325 Immune To Shock / Fires Instantly When Hit By Energy Damage / -25% Damage Taken From Plasma, Lasers & Electricity
Tank Engine : SUPERCHARGED TANK ENGINE 5 400 +25% Movement +50% Accel
Medium Armor : IONIZED ARMOR 5 640 -35% Damage From Energy
http://warcommander.wikia.com/wiki/Laser_Tank/Schematic
Operation: Cerberus! Prizes
Operation: Cerberus!
Brings a whole new Boss Mega Fortress experience for players as well as a new air unit called the Banshee.
MISSION DETAILS
NEW FORTRESS COMPOUNDS
Play through the event waves and give us your feedback on the New Fortress Compounds. These epic bases span 3 hexes and yield great rewards! Can you rise to the challenge?
Each hex is a separate base, but all 3 must be completed to earn XP, and are considered a single “wave”.
Fortress Compounds will consist of 1 main base and two smaller satellite bases.
You must destroy the satellite base to unbubble the main base.
If you destroy both of the satellite bases within 15 minutes of starting their first attack on the bases, you will earn bonus XP, payed out once you complete the entire Fortress Compounds wave.
If you do not complete all 3 bases within 2 hours after the first attack on a satellite, these bases will reset back to full health,
You will lose any potential bonus you have earned, but you will be able to attempt the bonus objectives again.
THE BANSHEE
Using XP earned from the event you will be able to unlock the Banshee.
- The Banshee is a non-unique air unit that is more powerful than any before it!
- The Banshee can fire at ground units, aircraft, and missiles.
- Fires bullets as primary attack.
- Once you’ve earned the schematic, it can be customized to gain a missile volley similar to that of the Elite Warhawk’s.
- Range equal to that of a customized Warhawk.
- Far greater stats than the Warhawk or Hellstorm.
- Fast turn and movement speed.
THE BANSHEE SCHEMATIC
Unlocked as a wave prize the Banshee Schematic allows you to customize your Banshees in several different configurations:
Banshee Frame
- Improved Aerial Armor - Reduces damage from aircraft
- Anti-Flak Reinforcement - Reduces damage from flak
- Banshee Wingman (Epic Tech) - Adds two drones, increases damage dealt
Rotors - Reinforced Rotors - Reduces Flak damage taken, increases speed
- Hardened Rotors - Reduces damage taken from aircraft, increases speed
- Titanium Lined Rotors - Reduces damage taken from stingers, increases speed
- Flying Ace: Increases damage dealt to all
- Dog Fighter - Reduces damage taken from all
Mounted Guns
- Demolition Rounds - Increases damage vs. buildings
- Armor Piercing Rounds - Increases damage vs. vehicles
- Rapid Fire Rounds - Increases fire rate
- Works on missiles if they’re applied as well
Tactical Missiles
- Cryo Missiles - Adds missile volley, missile volleys apply Cryo effect on the ground
- Napalm Missiles - Adds missile volley, missiles apply Napalm effect on the ground
- Corrosive Missiles - Adds missile volley, missiles apply Corrosion effect
- Peacekeeper Warheads (Epic Tech) - Adds volley of Peacekeepers, increases damage
NEW EPIC TECH
Two new Epic Techs for the Mortar Team and Hercules:
- Devastator Barrel (Mortar Barrel Slot) - Greatly increases damage dealt to all targets and reduces reload time
- Guardian Plating (Hercules Armor Slot) - Reduces damage taken from all
TROPHY BUILDING PRIZE:
If you are up for the challenge you can earn a new decorative building to put in your base by getting to Wave 151 in the event.
This building is invincible and untargetable. You can also place it outside of your normal base building area. If you scrap it, you can rebuild it. Attacking players do no not need this item to be destroyed to 100% destroy your base
http://youtu.be/yZHZofphjyk
Wednesday, November 20, 2013
Tuesday, November 19, 2013
Operation: Desert Recon Waves 1-70
Operation: Desert Recon Waves 1-70
1-10 http://www.youtube.com/ watch?v=Aj06VJiKH5Y
11-20 http://www.youtube.com/ watch?v=9MoS2nMAsvQ
21-30 http://www.youtube.com/ watch?v=D8eO9_XjX1c
31-40 http://www.youtube.com/ watch?v=-Ggo5aytauI
41-50 http://www.youtube.com/ watch?v=zgVu0FdExeA
51-60 http://www.youtube.com/ watch?v=BOnxF46SV8E
61-70 http://www.youtube.com/ watch?v=SiARNwROz6g
1-10 http://www.youtube.com/
11-20 http://www.youtube.com/
21-30 http://www.youtube.com/
31-40 http://www.youtube.com/
41-50 http://www.youtube.com/
51-60 http://www.youtube.com/
61-70 http://www.youtube.com/
Wednesday, November 13, 2013
Kixeye : The Interview (War Commander Spirit)
This video summarizes very well the War Commander Spirit
Good Luck Commander!
Good Luck Commander!
Friday, November 8, 2013
Cobra or Warhawks or Hellfires? Hellstorm, Laser Tanks...
Replied to a question in this thread about the Cobras. Sharing here.
Question:
Hi, I need some counsel. I've got level 12 cobras and level 7 EHFs. EHF is great, but i grow a beard by the time they are in place + they can be vulnerable even w cobras present. My question is this: I've got 25K points on the current event. I'm thinking of Hellstorm, or i can buy a few other things -- Warkawk (but that seems somewhat redundant with cobras) or elete laser tank to compliment my ground (EHF + level 8 hercs + lvl8 paladins). FYI -- Im level 28 but really still a nube. Any advice from the experts?
My answer:
Despite all the wuss from many here and around who just look at bare stats without weighting them to others, HS can often be useless alone cause their missiles get destroyed before they ever hit anything. Add them to HF yes maybe sometimes but very rare. HF are very slow, very weak health, and take ages to use and upgrade and repair. takes 30 minutes to fully use them on a base!! I have lvl 10-11 of all and switched back to all Cobra+Havoc or Cobra+2HS and EMT. I really only found the HS+EHF very useful in a wave 34 of last event against the yellow clowns. it was the only way to pass the wave and the only time they all were truly necessary. razorbacks were much more fun cause they stayed out of range at some level (15-25). around 29 and up, all is red (Lvl5) and your HF are always in range of something so you need a tank to protect and then their use still is slow but sometimes fun if you like to use the splash effect. just way too long. I prefer to waste a toon of EMT and move on with my life.
Laser Tanks are good for base defense against Elite Mega Tanks because of their higher range (400/390) except for their gun trail that makes them easy to spot.
Warhawks/Elite are indeed redundant with Cobra with same range (360) but have much weaker, almost half, Health/Space (17 vs. 36 @Lvl13) but their speed of 2.2 vs 1.6 can be very helping. I don't know, I chose to never take them because of these facts and cause I needed other stuff before.
Question:
Hi, I need some counsel. I've got level 12 cobras and level 7 EHFs. EHF is great, but i grow a beard by the time they are in place + they can be vulnerable even w cobras present. My question is this: I've got 25K points on the current event. I'm thinking of Hellstorm, or i can buy a few other things -- Warkawk (but that seems somewhat redundant with cobras) or elete laser tank to compliment my ground (EHF + level 8 hercs + lvl8 paladins). FYI -- Im level 28 but really still a nube. Any advice from the experts?
My answer:
Despite all the wuss from many here and around who just look at bare stats without weighting them to others, HS can often be useless alone cause their missiles get destroyed before they ever hit anything. Add them to HF yes maybe sometimes but very rare. HF are very slow, very weak health, and take ages to use and upgrade and repair. takes 30 minutes to fully use them on a base!! I have lvl 10-11 of all and switched back to all Cobra+Havoc or Cobra+2HS and EMT. I really only found the HS+EHF very useful in a wave 34 of last event against the yellow clowns. it was the only way to pass the wave and the only time they all were truly necessary. razorbacks were much more fun cause they stayed out of range at some level (15-25). around 29 and up, all is red (Lvl5) and your HF are always in range of something so you need a tank to protect and then their use still is slow but sometimes fun if you like to use the splash effect. just way too long. I prefer to waste a toon of EMT and move on with my life.
Laser Tanks are good for base defense against Elite Mega Tanks because of their higher range (400/390) except for their gun trail that makes them easy to spot.
Warhawks/Elite are indeed redundant with Cobra with same range (360) but have much weaker, almost half, Health/Space (17 vs. 36 @Lvl13) but their speed of 2.2 vs 1.6 can be very helping. I don't know, I chose to never take them because of these facts and cause I needed other stuff before.
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.
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.
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 :
Monday, September 30, 2013
Operation DEADPOINT 2 XPs / Wave
Operation Deadpoint 2 : XPs per Wave
| WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
| 1 | A | 600 | 600 | |
| 2 | D | 620 | 1220 | |
| 3 | D | 640 | 1860 | |
| 4 | A | 660 | 2520 | |
| 5 | D | 700 | 3220 | |
| 6 | D | 730 | 3950 | |
| 7 | A | 750 | 4700 | |
| 8 | D | 760 | 5460 | |
| 9 | D | 770 | 6230 | |
| 10 | A | 1500 | 300 | 8030 |
| 11 | D | 790 | 8820 | |
| 12 | D | 790 | 9610 | |
| 13 | D | 800 | 10410 | |
| 14 | A | 800 | 11210 | |
| 15 | D | 810 | 12020 | |
| 16 | D | 810 | 12830 | |
| 17 | A | 820 | 13650 | |
| 18 | D | 820 | 14470 | |
| 19 | D | 830 | 15300 | |
| 20 | A | 1600 | 450 | 17350 |
| 21 | D | 840 | 18190 | |
| 22 | D | 840 | 19030 | |
| 23 | D | 850 | 19880 | |
| 24 | A | 850 | 20730 | |
| 25 | D | 860 | 21590 | |
| 26 | D | 860 | 22450 | |
| 27 | A | 870 | 23320 | |
| 28 | D | 870 | 24190 | |
| 29 | D | 880 | 25070 | |
| 30 | A | 1800 | 26870 | |
| 31 | D | 900 | 27770 | |
| 32 | D | 900 | 28670 | |
| 33 | D | 910 | 29580 | |
| 34 | A | 910 | 30490 | |
| 35 | D | 920 | 31410 | |
| 36 | D | 920 | 32330 | |
| 37 | A | 930 | 33260 | |
| 38 | D | 930 | 34190 | |
| 39 | D | 940 | 35130 | |
| 40 | A | 1800 | 540 | 36930 |
| 41 | D (WIdowMaker) | 950 | 37880 | |
| 42 | D | 950 | 38830 | |
| 43 | D | 960 | 39790 | |
| 44 | A | 960 | 40750 | |
| 45 | D | 970 | 41720 | |
| 46 | D | 970 | 42690 | |
| 47 | A | 980 | 43670 | |
| 48 | D | 980 | 44650 | |
| 49 | D (WidowMaker) | 990 | 45640 |
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