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Vakna [FTA] -vs- Axandertje [Strong] TD: 65.663.000

Posted: Sat Feb 05, 2011 6:56 pm
by Istalris
Axander has been very good at keeping his fleet hidden lately, so I was eager to take a look when I saw it pop up on the rankings. Took a quick shot at it with BS and 1 BC, 1 Probe to eat the Rapid Fire.. didn't really expect it to hit, but my lucky day I guess. Almost couldn't hit this too, 4 RIP's down! :) You have improved though Axander, well done for keeping it hidden thus far.

The attacker has won the battle !
You receive 2.500.000 units of Metal, 817.771 units of Crystal and 1.173.539 units of Deuterium.
The attacker has lost a total of 73.400 units.
The defender has lost a total of 65.589.600 units.
A debris field containing 22.989.900 units of Metal and 16.407.900 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

Did some follow ups for the res on the moon, but fudged up the math on the first couple so the pick ups are a bit random lol.

winnings Metal:2.562.500 Crystal:408.885 Deuterium:586.769
winnings Metal:1.312.500 Crystal:204.443 Deuterium:293.385
winnings Metal:2.832.245 Crystal:102.221 Deuterium:146.692
winnings Metal:1.416.122 Crystal:51.111 Deuterium:73.346

Got all the fuel cost back plus some so a very clean profit of ~52 million. FR Axander!

Re: Vakna [FTA] -vs- Axandertje [Strong] TD: 65.663.000

Posted: Sat Feb 05, 2011 8:47 pm
by axandertje
yeah i play backops on ps3 and a game on ps3 takes like 10min max maby 12min and i guess u where lucky it took a little longer cuz when my fleet is down i chech my overview between the "games" on my ps3
normally i'm on time but i wasnt now

but u learned me something i never thougth that amount of BS was gonna get me and lose none of them

but withe the probe and BC its a diferent story
simulate without them

and i can hide my fleet better by using my other moons too but i'm to lazy to do that

but after this crash i will put some effort in hiding

Re: Vakna [FTA] -vs- Axandertje [Strong] TD: 65.663.000

Posted: Sat Feb 05, 2011 9:53 pm
by Istalris
With the way the combat engine works at the moment it is very easy to offset Rapid Fire if you use the right fodder. Just choose the ships your targets main damage dealers have RF over and make sure they have less Armour than your own main damage dealer, this will put them first in the fire priority list and let your big guns escape damage, at least for the first round anyway.

It only needs to be a single ship to draw fire and if it has same or higher speed than your main attack force it wont slow you down either.