Re: New Battle Engine 2.0 set for Massacre Debut

#13
Yeah, I did some sims and it would take 3 million lunars to beat 10k rips with no loss. I know you are working on it, but that is insane. I dont know what to think of this update, but it says the battle engine will only take over in massacre and will be passed to only the acs attacks on other servers? So in Speed we wouldnt have to worry about this?

Re: New Battle Engine 2.0 set for Massacre Debut

#18
well.., if the rest is changing...
Lunars should not be any worse as attacking ships...
I only ever use them if Rips are involved...
if not for that I wont have them at all...
and with this change they lose the reason they are here...
BC's can kill at same cost and higher numbers.., at much less feul any other fleet...
apart from maybe 0.1% of special combinations...
So lunars is a Rip killer....
or maybe not ....anymore!!...

Re: New Battle Engine 2.0 set for Massacre Debut

#19
At first when I was simming just Lunars v RIPs, it looked as if the changes to the sim had fixed the problem... But then I tried simming lgs v a mixed fleet. And the results are not looking good. I found that a fleet that would currently take about 40k lgs to zero loss in the new engine it takes over 100k lunars to zero loss with this new sim! That is insane. Lunars are still way too weak!
Last edited by Pulsar on Thu Jun 11, 2015 2:32 am, edited 1 time in total.

Re: New Battle Engine 2.0 set for Massacre Debut

#20
@mickylove
Have you even tried the simulator? Why to increase these values? Are there any specific reasons?

@Boulder
Have you tried the SIM later today? LGs already beat the crap out of RIPs, well better than they do with MASSACRE engine. Why make them even stronger?

@evilbass
I used the same sim and I got 30% of the time, 30 LGs won 1 RIP
Do you realize that in terms of cost, 1 Deathstar = 66 LGs?
LGs are an anti-RIP ship mainly and nothing more.
They still are, try 66 LGs against 1 RIP and see what it comes.
Then try it to the current engine, just for comparison sake.

@Pulsar
My tests are contradicting your statement that LGs are weak. What numbers have you used? Have you used even numbers at both sides? Your post does not specify and if you do not use even sides you cannot make safe assumptions. One easy way to do this, is to use same fleets at both sides and only give LGs to one side and RIPs to another. (since you are checking Lunars). I don't get your example either, if you need more LGs in Xtreme than with this engine,then how exactly LGs are weaker?


@All
Please, when you make a post, make sure you have tried the simulator first. When you suggest something, try to elaborate why or else it seems like you mostly care for how to utilize your current fleet.
cron