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Re: CS attack/defence weaponizing increase

Posted: Sun Sep 30, 2012 4:17 am
by ƒëmmë
yes, much happier now :)

Re: CS attack/defence weaponizing increase

Posted: Wed Oct 03, 2012 11:10 am
by Urke
Lebe wrote:Great.... log into arena asap. With decent production level, you could have 30Q strike after 2 TCs + one more for weapon repairs. Then invest everywhing into CS weapons and start slaughtering players who will log after this time, because they will not have any DMU for weapon repairs, no DMU to build CS to defend themself and they will only loose 2,5B planets + 500M best def weapons and they could only watch....
...and count into it, that there is no penalization, if attacker fail a hit and your CS withouth any shields will not loose any weapons fighting CS that freshly entered arena.

We could then easily say, players who will log 12 hours after arena will start, will be immediately treatened with players with 40Q strike + 10Q strike from CS (if they have enough DMU), with no way of defending themselves.

Argumet, that is saying, that you could get DMU in arena by attacking other players is correct(if you qill build up at least 50Q strike..... or be wasting lots of ATs on almost killed players), but gitting DMU in team deathmatch arenas by attacking players is not correct. Most player have only 2 possible attacks. Most frequent ones are destroy and DM?
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To equip all 20M slots on CS, would require 4,4Q DMU... Lest say, average CS with 10Q strike will destroy 250K shields on one attack. It is over 70T DMU, witch is 3 TCs for average player.
Only thing, that this update will make is, that majority of players, will not investing a single DMU into CS. So few rest players will only had to invest into CS weapons and they would get over 10Q undestroyable strike against majority of players.
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Another thing is, that prices before this update in arenas final hours were astronomicaly high to equip CS, because no1 have any income planets left, all DMU is stored in weapons and each hit is very costly to repair. Especialy if both players have higher strike as is theyr defence, not enough planets to DM and each hit cost you over 5T DMU and each hit on you cost you 10T DMU (for example).
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To make it short. Entering into arena with 0 CS is very very bad idea.
Increasing astronomicaly prices to equip CS as is proposed will eliminate almost all CS from combat.

All of it lead me only one question, after each player in arena is allowed to use only 2 or more types of attacks... Why do you want to penalize so badly players, who invested time and resources in theyr CS at expense of other stats?


Long story short... It is because person E, person T and person L didnt win the tourney yet. Yeah it is that simple. :D =D>

Re: CS attack/defence weaponizing increase

Posted: Wed Oct 03, 2012 12:44 pm
by Juliette
:smt043 If you think Sol and ETL are working together, you are even more amusing than I thought. :lol:
Nice. :)

Re: CS attack/defence weaponizing increase

Posted: Wed Oct 03, 2012 4:27 pm
by Urke
Juliette wrote::smt043 If you think Sol and ETL are working together, you are even more amusing than I thought. :lol:
Nice. :)


I love you, too Juliette. :smt060

Re: CS attack/defence weaponizing increase

Posted: Wed Oct 03, 2012 4:32 pm
by Juliette
Urke wrote:
Juliette wrote::smt043 If you think Sol and ETL are working together, you are even more amusing than I thought. :lol:
Nice. :)
I love you, too Juliette. :smt060
:smt058 Happy.