Friday, June 27, 2014

BFG vs Giant Thorium Deposit

Thursday, June 26, 2014

Giant thorium Vs 8 elite mega tank lvl 15 + evalks lvl 15 EGOY

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

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

Banshee Pilot
  • 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 13, 2013

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.

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 :





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