Board Index | Search | Profile |
Page 1 of 2 |
[ 28 posts ] | Go to page 1, 2 Next |
Print view | Previous topic | Next topic |
Author | Message |
---|---|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
By now my ideas are well known so there is no need to conceal this from the public so here it is. First of all everyone who takes games serious, learn excel, take the stats from the wiki and apply them to the formulas, my Galaxy defense and offense philosophy will become self evident.
The key to an invulnerable system is the total regen power of the entire system. That means the total sum of all the healing that the system can do must exceed the total possible offensive power laid against it. Seems simple right, but there is a catch, you must also be able to heal yourself before you fire again. There are two ways to do this and you must use them both. Shield Regen on the base, and trans resists. The first is a no brainer, the second is a stat most ignore except shield monkeys but is the fundamental key to an invulnerable system. By increasing your trans resist you do less self damage when healing. So high regen + higher than normal trans resist, on each and every base. Ok Hooch that sounds great for defense but to win a BvB attack you need offense power too, shouldn't I have a few pure offense bases? The simple answer is yes you can do that, there are always trade offs, as long as you compensate for that somewhere else you can, you need a TOTAL SYSTEM WIDE defense strategy that you combine with player tactics. By using both 1-2 players with proper total system setup can defend against an entire team. By now everyone knows offensive base setups, 3 firing 2 damage 1 range, the typical pure offensive base on a standard mastery base. You can still do this as long as the rest of the galaxy offsets this single bases lack of regen, but I do not recommend it. Lets combine offense and defense, I need firing regen damage and range, 3 Achilles Assault Z, 2 Achilles Damage, 1 Range, this is what I would use as an offensive base on a non combat char base mastery. But thats not perfect, my optimal setup, 3 A Assault Z, 2 Damage, Rock Troll. What Troll? Yes Troll look it up. In a total defense setup, screw range, focus on survival, if the bases are 100% then they can heal players just fine and the players can go attack the attackers. And as long as your bases survive and are connected to your HQ it doesn't matter whether or not the attackers base won't die. After the time limit expires there base will unown and you get free base gear. Thanks come again. There are other goodies and tweaks you can do if you have access to multiple chars, my favorite involve mixing Sniper Mastry and Gunner Mastry bases but I'll let you discover them, just remember the TOTAL SYSTEM WIDE view, and always think, how would I attack my own system, where am I weak and where am I strong. Best defense, don't be there. Before: Cleanup: _________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com Last edited by rand4505 on Wed Oct 10, 2012 7:23 pm, edited 1 time in total. |
Tue Oct 09, 2012 10:08 pm |
|
over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
Interesting. How many such bases would you say are necessary to defend against various threats?
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Tue Oct 09, 2012 10:27 pm |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
As many as necessary and no more.
_________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Tue Oct 09, 2012 10:28 pm |
|
Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
isnt putting a rock troll on the offensive base increasing its trans resist and thereby offsetting the gains you have made by putting the rock troll on the hps base?
|
Wed Oct 10, 2012 1:23 am |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
Before you speak again look at the damn stats of that aug and apply them to the base plus damps and factor in the regen.
_________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Wed Oct 10, 2012 6:55 am |
|
Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
didnt know you could get damps for trans resist but I will look now.
I would of thought you wanted trans vulnerability on the dps base not resist |
Wed Oct 10, 2012 7:02 am |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
Go ask a shield monk how trans stats affect ships, SURPRISE, they affect bases the same way.
_________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Wed Oct 10, 2012 7:12 am |
|
Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
indeed which makes upping the resist on the thing you are healing counterintuitive no?
|
Wed Oct 10, 2012 7:14 am |
|
over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
sabre198 wrote: indeed which makes upping the resist on the thing you are healing counterintuitive no? Resist augs don't affect incoming transference damage, just transference self-damage. Sorry to spoil your sport, Hooch. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Wed Oct 10, 2012 8:38 am |
|
Member
Team:
Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
thanks Enk for the explanation! makes sense now...
|
Wed Oct 10, 2012 9:31 am |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
anilv wrote: sabre198 wrote: indeed which makes upping the resist on the thing you are healing counterintuitive no? Resist augs don't affect incoming transference damage, just transference self-damage. Sorry to spoil your sport, Hooch. May be But what they do do is protect you from other dps. Meaning you need less healing, meaning the other bases can pew pew more. And the other bases do less damage to themselves, and as long as they heal less than thier own regen per second no cross healing, meaning focused healing and firing more often, more pew pew for the choo choo. 1 + 1 =2 TOTAL SYSTEM WIDE STRATEGY I understand that the fluid dynamics of base combat is hard for some to grasp but those who heed this guide will not regret it. _________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Wed Oct 10, 2012 1:28 pm |
|
over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
I meant the sport of you toying with buzz of course. I wouldn't dispute the value of resistance augs on bases (especially healer kits) and wonder why you didn't mention Spirit of the Lion. Or is that too advanced for BvB 101?
_________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Wed Oct 10, 2012 1:49 pm |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
I don't like the compromise that using that aug requires, that is why I didn't mention it. When you have Station tweaking 16, little changes have huge effects. The goal should to always be to maximize effectiveness at the cheapest cost. SOL gives you less DPS for a negligible gain in resist after aug math.
_________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Wed Oct 10, 2012 1:52 pm |
|
Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
hmm why dont i see UZ base augs?
SotL, SotP and SotR are great _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Fri Oct 12, 2012 6:04 am |
|
Team:
Rank: Operator Main: Hooch Dealer Level: 4338 Joined: Sun Aug 07, 2005 2:20 pm Posts: 1353 Location: Who is John Galt? |
I would only consider using a SoP on an SD Mastery base on a fast moving moon or planet. The reason why should be self evident. SotR is nice for Shmk Mastery Bases but it is not necessary. I consider the Spirit augs as bonus possible choices if available. And for the most part I would only consider using them on specific char types to maximize effectiveness.
_________________ 3 Basic types of players(quitters, losers, and winners) Choose your own fate. http://www.gbtv.com http://www.theblaze.com |
Fri Oct 12, 2012 4:32 pm |
|
Page 1 of 2 |
[ 28 posts ] | Go to page 1, 2 Next |
All times are UTC - 5 hours |
Who is online |
Users browsing this forum: No registered users and 62 guests |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum |