Re: RIPs need wimping

#31
i am a bit puzzled. but i will put a challenge to all of you including zorg.

could any of you find me a hit that will take down 100 RIP + 10000 LG.

i would like a good fleet compo that would need an insta jg to hit the target without a close proximity minimum 20 systems. find a fleet that is both economic and wont sustaing too much damage.

i am sure if u can find that u wont have much problem with the sim or engine. but i will have fingers crossed till any one finds one.
Barbaric nomad causing P-A-I-N.

Re: RIPs need wimping

#35
that is because they are at the top. and if u know what is over the top means RIPs are just that. once u have a certain numbers made its vertually improbable that anyone would make any dent against RIPs.

heavy hitting rips has always been an imbalance in ze. but changing that would make it alot interesting but not sure if athe greater community would agree on it.

anyway... about the fleet compo i asked for. anyone?
Barbaric nomad causing P-A-I-N.

Re: RIPs need wimping

#39
This is just one of the sims without any fodders.


The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 84.360.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 685.308.000 units of Metal and 535.308.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

and the following is with 10K probes as fodders.

The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 8.500.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 660.600.000 units of Metal and 514.500.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

Previously it used to take something around 50k LG for the same result.

but that is why u will want LG instead of BCs. if u wanted the same result with bc lemme just do a single sim and u will see why not. Previously it used to be 2:1 for BC to LG fleet. so i tried 140K bc. following is the big time messup.


Attacker Attacker [0:0:0]
Weapons: 180 % Armor: 180 % Shields: 180 %
Type Battlecruiser
Number 126.503
Weapon 1.588
Shield 0
Armor 19.600

Defender Defender [0:0:0]
Weapons: 180 % Armor: 180 % Shields: 180 %
Destroyed!
The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 944.790.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 902.946.000 units of Metal and 833.928.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %

even i add 10K Proves to it u get a result that would take out a big mess of fleet.

Attacker Attacker [0:0:0]
Weapons: 180 % Armor: 180 % Shields: 180 %
Type Battlecruiser
Number 112.516
Weapon 1.882
Shield 0
Armor 19.600

Defender Defender [0:0:0]
Weapons: 180 % Armor: 180 % Shields: 180 %
Destroyed!
The attacker has won the battle !
You receive 0 units of Metal, 0 units of Crystal and 0 units of Deuterium.
The attacker has lost a total of 1.932.380.000 units.
The defender has lost a total of 1.950.000.000 units.
A debris field containing 1.155.312.000 units of Metal and 1.174.116.000 units of Crystal has formed in orbit around the planet.
The probability of creating a moon is : 19 %


i dont see where is all that bc rf against LGs. as u can see it just takes away a really big chunk of bc fleet because of those rips.
Barbaric nomad causing P-A-I-N.
cron