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Mechanics of Spawning Camps and Outposts
Current as of 21.4 Update Spawning Mechanics of Camps • Camps are spawned by any base that has an army in it regardless of whether a base has a CC or not. • The level of camps is the maximum of either the defense or offense level rounded down. E.G. – Level 29.9 defense will be considered level 29 defense and thus spawn level 28 through Level 32 camps. • Camps levels that are spawned are between -1 and + 3 of the highest level between offense or defense. E.G. – Player base has level 20 offense level and level 25 defense level. Forgotten camps that are spawned will be between level 24 and level 28. • At Level 50 and higher, camps are spawned at -1 to 0 of the highest of defense or offense level or some worlds now have -1/+2 (this favors shooting camps over outposts on these worlds after level 50). • Every base with an offense will spawn two camps after the first farming quests are done at the start of the server (typically 10 total shots on the Forgotten). • Currently, the level of camps spawned is purely random between the ranges. Unlike outposts, the player's base level does not impact the probability of higher level camps spawning. Spawning Mechanics of Outposts • Tunnels are activated by any offense that is -6 levels or above of the tunnel level and within 4.5 spaces of tunnel. Example: Level 20 tunnel is activated by any offense with level 14 or higher. • A tunnel is fully activated by 5 bases with the right offense level (25% probability outpost spawn every hour with 100% probability spawn every hour with 5 bases). A tunnel needs to be fully activated to guarantee spawning an outpost every hour. • A tunnel will spawn an outpost up to 6.5 spaces away from the tunnel that is activated. • The maximum number of visible outposts visible for a tunnel is 10. That means a fully activated tunnel will have a total of 10 outposts visibly spawned, with the remaining outposts that have been "spawned" waiting in "queue". That's assuming a tunnel has been activated for more than 10 hours. • Based on several tests and experiences from other players, an outpost will spawn an unlimited amount of follow-up outposts after the associated tunnel is fully activated and has 10 spawned outposts. This has been confirmed. Once a tunnel is fully activated, there are unlimited respawns of OPs. • Camps do not impact the ability to spawn outposts. • Low offense levels do not impact the spawning of outposts once there are 5 outposts that have activated the tunnels. • Tunnels will spawn outposts -2 to +2 of the tunnel level. • The average level of outpost spawned or respawned by a follow-up is a function of the average level of player offense levels within 4.5 spaces of the tunnel. What this means is that as the average player offense level increases around a tunnel, the probability increases for higher level outposts. General rule of thumb is if the average player offense level is below the tunnels level, the outposts spawned will be -1 or -2 of the tunnel level. If the average offense level is above the level of the tunnel, the tunnel will spawn +1 or +2 outposts. General Tips and Tricks * An outpost resources is approximately equal to a camps resources 2 levels higher. Example: Level 20 outpost resources = level 22 camp resources. * Regardless of outpost or camp, the goal is to always 1-shot an outpost or camp. * In general, shoot using under 1 hour of RT per outpost of camp. * In general, 1-shot camps or outposts using 15CP or less. This is important early on as CP is the limiter in the early game, and RT tends to be the limiter in late game stages. * In general, it's important to have at least 2 high level building takedown units equal to the level of outpost being hit. Example: Level 20 outpost should have 2 level 20 vertigos or firehawks. Potential Changes to Farming * I believe a new modification to farming in the new update may impact what is optimal for farming. In general, the change should increase efficiency to shoot camps vs outposts at level 50+ during the later stage of a world. Specifically, some worlds have camps respawn at -1/+2 of either defense or offense level (whichever is higher). Changelog: * Updated to show guidance is current for Patch 21.1 * Added: Based on several tests and experiences from other players, an outpost will spawn an unlimited amount of follow-up outposts after the associated tunnel is fully activated and has 10 spawned outposts. * Added clarification of outpost respawns based on farming experience. 02FEB2022 * Added additional information on level of spawns under camp section. 02FEB2022 * Added general observation of what impacts outpost levels spawned. 02FEB2022 * Added new general tips and tricks section. 02FEB2022 * Added general rule of thumb of equivalent outpost to camp. 02FEB2022 * Updated to 21.4 Update. 02FEB20224.6KViews1like46CommentsHow your Offense Level is calculated
Level Calculation For calculating the Offense Level of your army, the value of every unit is considered and transferred into an arbitrary score. That score is based on the level, its Army Point Cost and a magic number that acts as a modifier to balance powerful units against weaker units. That score then gets calculated against a theoretical army score on a given level to find out how close you are to your army’s hypothetical power potential of that level. Unit Score First, the individual score of every of your fielded units is calculated. All Unit Scores add up to the final Player Army Score Offense Level Modifiers The strongest units of a faction have a magic number they bring into the formula. This ensures that, due to their power, these units are also weighted heavier in the calculation of the Offense Level. GDI Offense Level Modifiers: Commando: 2,6 Mammoth: 2,6 Juggernaut: 1,5 Kodiak: 2,6 Nod Offense Level Modifiers: Confessor: 1,5 Commando: 2,4 Avatar: 1,5 Specter: 2,6 Salamander: 2,6 Any unit not listed can be assumed to have an OLM of 0 (in words: Zero) Theoretical Army Score For calculating the Final Army level another value is needed, the value of an theoretical army using all available army points and has all units at its available max level. This does not take the magical numbers of the OLM into account. Army Score Fraction Before the Final Army Level, a Fraction is calculated based on the Player Army Score compared against the Theoretical Army Score of a given level. The game calculates the Theoretical Army Score from level 1 to 200 (just in case) and then checks the Player Army Score against that array of values. The TAS that is the next lower value to the PAS is then chosen as the Theoretical Army Score for the calculation. Both are subtracted with the TAS that is one level below the TAS corresponding to the PAS. Final Army Level Ultimately the Final Army Level is calculated with the formula below and rounded to two digits after the comma. If the TAS and PAS are identical, this value will return 1, which will result in an even Offense Level equal to the Command Center level, as intended. In some rare cases the Offense level may exceed the CC level. That is when fielding only endgame units with an OLM greater than 0 (see list) in a low-level army; like 6x level 10 Salamanders at a level 10 CC. Naturally, the mix of units is what ultimately decides the effectiveness of your army in combat, not the raw Offense Level alone. The strongest units won't be worth their repair costs if they are not used effectively.3.9KViews1like43CommentsChanging your in-game ID
It is possible to change the in-game ID you're using. You may wish to change it for many reasons, some honest and legitimate, some to enhance game play in some mysterious way, some not so honest, legitimate or fair or within the rules. 1) login in to origin @ http://www.origin.com 2) go through the security questions (if any) 3) change to the new name you wish to have 4) log out of origin 5) log into https://gamecdnorigin.alliances.commandandconquer.com/WebWorldBrowser/index.aspx immediately before logging into any TA:CnC world 6) you're done! This method has been known to work (I've used it in the past), but it has also been known to fail. It should change all of your ID's on all worlds, but sometimes it does not!4.6KViews1like25CommentsIs maximum level capped at 65 ?
Hi I'm new here I would like to know if maximum level that can be attained is 65 ?! 'Cause I read somewhere one guy had level 140 ! But most base layouts (cnc-opt.com) from players I've seen have level 65 structures. P.S: How do you ungarrison a unit, in my case, an Infantry from a Reckoner vehicle.772Views0likes11CommentsChange Server not working
Sometimes the change server button doesn't work from the front screen, preventing you from logging into a different world to the last one you played. There are a number of things you can do: 1) clear cache and history of your browser 2) try using Options>My Games route to change worlds from within the game 3) Use: https://gamecdnorigin.alliances.commandandconquer.com/WebWorldBrowser/index.aspx to login directly to the change world screen.1.4KViews0likes11Commentscan anyone explain tunnels and outposts
ive been playing this game a long time and have heard many guesses on how outposts spawn. i understand offense level to tunnel level. what i cant understand is that ive always heard outposts are based off offense level. on tib 25 my at offense level 48 i was seeing 49 outposts now offense is 51 still only seeing 49 outposts and thats when they even show up. havent seen an outpost in 2 days. me and a teamate have 4 tunnels level 48 open and there are no smaller offenses around only our 2 bases. So is there anyone who actually knows how tunnels and outposts are spawned?911Views0likes10CommentsClarification on Camp Spawns
@EE_Elephterion, Could you provide clarification on how camp spawns work? From my understanding, camps are spawned automatically with no limit with any base that has offensive units. Camps are spawned at - 3 to +3 of a bases offense or defense level. Clarifications: 1. Are camp levels spawned by the higher level of offense or defense level of a base or is the average of the two taken? E.G. - A level 20 base with a level 15 offense and a level 20 defense will spawn camps from level 17 to level 23. 2. How are the level of camps to be spawned or re-spawned influenced? Are camp levels influenced by the players base level, or the average of players base level within x range (4.5 spaces) of the base shooting camps? Or are camp level spawns and re-spawns an influence of the defense or offense level of the base that is attacking? 3. Do camp level work similar to outposts with regards to a players base level? For instance, that level 20 base with a level 15 offense and a level 20 defense will spawn camps, on average at level 20 since the defense level and player base level are the same? Same goes for player bases 2 levels below or above the higher of the offense or defense level. 4. Will follow-up camps spawn continuously without a pause or break or is there a cool down period that game inserts after x amount of camps are spawned? 5. How far will a camp be spawned from the base that is shooting it? 6.5 spaces?582Views0likes9CommentsRelocate Question
Hi all Is there a way to see how much time will take to relocate again all the bases in new sector? Thankso0netquik0o8 years agoSeasoned Rookie733Views0likes8CommentsOpaSmash's StartGuide
I've taken the liberty of copying the post from the old forum. It's not feasible to copy the discussion that followed as it is 4 pages long. Things have moved on since this was originally published with the introduction of Firestorm, Tiberium and Wrath Servers as well as the Veteran and World Championship series. Finally the addition of morale to the forgotten attack worlds now created changes things a little again. The new worlds are essentially a mix of 'NewEconomy' and Forgotten Attack worlds. If anyone would like to update the guide or produce their own then I'm sure the community would welcome the effort. The nVidia Way 2.0 - OpaSmash's Startguide - New Eco / Forgotten Attacks Guideinformationen: Title: The nVidia Way 2.0 - OpaSmash's Startguide Version: 2.0 For which Worlds: New Eco Guide incl. Forgotten Attack Author and Copyright by OpaSmash Translation by xXRippiXx (big Thanks!) ToDo: - Spellcheck =) - add more Tipps - Allianceguide in work ToDo for Reader: - feel free to send me a message with spellchecking or other mistakes Preamble nVidia was often asked about their gametactic's and about the startguide for the first days. This guide and the explanations require some know how of the game and so they are surely not easy to play out for beginners. Some things are perhaps not easy to understand by reading it the first time, so i would propose to read this guide more than once and perhaps, try it step by step in an other world, before executing it on a real world. The are several gaming strategies included – some more risky and others a bit saver. Which one you choose is your decision. If you are not sure, take the slower, but saver way. The hole guide works without multiaccounts, playerfarming etc. Perhaps it is possible, that you are not able to play out this guide – this is just the way how nVidia started their worlds. I can only give very limited support for this guide, because some mistakes in this strategy are often very deeply hidden in the startup build of a player, so it would take to much time for me to help everyone. This game strategy was played successful by much more than 100 nVidia players. Even inexperienced players could handle it, with daily support, and were able to reach the top 10 with this guide. But, as already mentioned before, I will not give single support, so i would propose to take this guide just as some kind of orienation or see it as a guide for „advanced-players“. In case of doubt, trust your own mind, so nothing will go wrong Index 0. Preamble and Index 1. General Information 1.1 OldEco vs NewEco – Server 1.2 Layout Selection 1.2.1 OldEco Main 1.2.2 NewEco Main 1.2.3 OldEco Creditbase 1.2.4 NewEco Supportbase 1.3 Production 1.3.1 Mainbase Production 1.3.2 Supportbase Production 2. The first 7 days 2.1 What is possible, what's the target 2.2 Day 1 – The hare and the hedgehog 2.3 Day 2 – Let's go 2.4 Day 3 and 4 – Base Nr. 2 2.5 Day 5-7 3. The moving 3.1. Reason 3.2 How to move? 4. Raidingtipps for the first Week 5. Countless possibilities 1. General Information 1.1 OldEco vs. NewEco - Server Server up to World75 are working with the OldEcoSystem – all other World's after this are working with a NewEcoSystem. One of the main differences is, that Camps/Outpost/Bases give 75% less credits and up to 50% less ressources/researchpoints. In exchange the ressources of playerbases clearly increased. The mainbase is not only used as a pure energybase anymore. It also includes harvester and silos. The new founded bases are no credit only bases, they will have a ~50:50 credit : ressources production. Even if the start seems very slow, the growth of the player will be much more constant and even strong. On oldeco worlds the growing decelerated with every more level you got. The reason for this is, that the production buildings on neweco worlds are better in the highlevel areas. The differences can go in the millions. NewEco worlds already catch up with oldeco worlds in production and offlevel, although neweco worlds started one year later. In my opinion the NewEcoSystem are very successfull, just because buildings like harvester and silos make more sense and have because there are much more possibilitys in baseforming than just only energy and creditbases. A further advantage of the new-eco-System is, that there is no primary ressource like energy. All ressources have a high importance and energy can be produced in abundance. 1.2 Layout Selection An example of my mainbase form WCS. (neweco) http://cncopt.com/MYEi As contrast my Mainbase from world28 (oldeco) http://cncopt.com/WYEi Both mainbaseslayouts were chossen „manually“ and were not the startlayouts 1.2.1 OldEco Main With the oldecosystem (OES) every power plant needs at least one crystal and one accumulator connection. The lesser accu's were used, the better was the outcome – or in the other way , on one accu should be as much power plants as possible. The result can be found in the CnCopt above. The wish of every player was a cluster of 7 powerplants 1 accumulator or even 8 powerplants 1 accumulator. The accumulator were up to 10 level higher than the power plant for an optimal production. 1.2.2 NewEco Main With the newecosystem (nes) the connection to cristall's was nearly needless. Here it is solely important to have as many 8 powerplants 1 accumulator cluster as possible – so it doesn't care how many crystals are in the base. Crystals give only a little boost in the nes so they are unnecessary for the power production. Because of this, powerplants should only be leveled up 12 or 15. After that the accumulator can be about 30(!) level higher above the powerplants. The more empty the base, the better you can build it. In my CnCopt example you can see 3 connected clusters, which can be raised to 4 if necessary. Another point is the resources connection to silos and harvester. Here is the target, to get the maximum number of harvester at a silos. In the example above is a layout with 2x5th and 3x4th connections – additional to the great energy connection. Even better would be 6th connection. For example my mainbase layout of world 32 http://cncopt.com/30Ei. Both are very good layouts – if I had to choose, i would take the wcs – because there the resource output is much higher and the 3x8th connections give enough energy for the hole gametime. 1.2.3 OldEco Creditbase At the OldEco you choosed a base according to the creditproduction – so for example http://cncopt.com/K1Ei. The ambition was to get as much credits as possible, to get the next credit base and so on. 1.2.4 NewEco Supportbase The supportbases at the NewEco had the sense, to support the mainbase. They supply themselves with credits, the mainbase with crystal and the player with credits. Based on the small raidearnings, the produced crystal was transfered primary in the mainbase to get the off stronger. With adding the forgotton attacks, the crystal is more and more needed in the supportbases themselves, so you have to evaluate, weather you want to get the off stronger or you get more deff in the supportbases, so that it will not destroyed by the forgotton. But even with this easy „formula“ there are significant differences. So if you choose layouts with a high tiberium production, the credits and crystals will be less – or if you choose a to high crystal and credit production, the upgrowth of the base will be in danger. Example: Pro: faster upgrowth of the base Contra: lesser crystal for off and deff http://cncopt.com/81Ei 60% Tiberium, 12% Crystal , 12% Credits, 16% Energy Or a layout with equal tiberium/crystal: http://cncopt.com/c2Ei 50% Tiberium, 25% Crystal, 15% Credits, 10% Energy Pro: higher Off growing Contra: lesser Base growing You have to look while choosing a layout, weather you want to have a layout which helps you now, with a higher crystal production- or if you choose a layout, which i have to build up days/month. The advantage in the second case is that you have the same crystal production later, but a 2-4 times higher tiberium production. So you have the possibility to grow fast then the others. We had players who tried both. The ones with the higher crystal production were the main POI hunters at first, and the Tiberium-Players were not usefull for a long time. Later (we talk about weeks later) the tiberium-players could catch up and were more useful – up to the point when they left the crystal players behind. Both tactics have advantages and disadvantages. My choosing depends on the game situation. So if it is necessary to get crystal or weather i have time to grow. Layouts which can switch the focus of the production from crystal to tiberium for example in a war, would be a good solution for this problem. But these kind of layouts are very rare, so they are hard to get. If you have a very high tiberium production, you will need 2 x 7/8 accu cluster. If you choose a balanced production and move the crystal to your main from the support bases, 1 x8 cluster will be enough. Depending on how risky you play and how far you are in the forgotten attacks, you have to adapt your production and if necessary provide some energy for the defense. But more than 2 accu cluster of 8 won't be needed. 1.3 Production 1.3.1 Mainbase Production The mainbase should be primary focused on energy. Here you have to foresight, to have not to little energy, but never to much, too. The optimum would be, having 0:0:0:0 everytime when you log out, and to spread your resources as efficent as possible. Missing energy? Level your accus. To much energy? Level your harvester and so on. 3 accucluster of 8 should be enough for the hole gametime. Keep your accus high and if needed save the resources a night, to buy an accu upgrade. 1.3.2 Supportbase Production As rule of thumb, we often took the tiberium crystal rate 2 to 1 minimum and 4 to 1 maximum. Everything between is your own decision. The creditbuildings should be circa 25 to 50% of the base. In my example they were less, because I rebuilded my bases in no further supportbase research. On normal worlds you will need more credits. The more credits you have the faster you get new bases and the faster your off will grow and so you will do, too. 2. The first 7 days 2.1 What is possible, what's the target The fastest thing which I have seen on the nes were vertigos after ~26 h and the second base after ~60h. But this is not the measure of quality. Having vertigos after 36h and the second base in the first 72-96h will be the aim. With this you are still in the front and you will not disclaim to much on a good production and a healthy account. 2.2 Day 1 – The hare and the hedgehog For the first 24h there are 2 variants of playing. The hare and the hedgehog style. The hare will sprint as fast as possible after the start of a world, shoot camps, complete the quests and play at the CP-Limit. The hedgehog in contrast waits. He waits the first 12-24h that everybody else grows up and the camps grow to. He will not be inactive, he will complete his quests in the same way and builds up his base, but he will never spent CP's. Not till the first high camps will exist. Then the hedgehog will start building his off and will directly start with the highlevel camps of the other players. Both variants will work, but the second will be interesting for players, which do not have the time to play all the day. Nevertheless I personaly prefer the hare style, but this is purely a matter of taste. Generally you should do all normal quests at start , build up your base and farm. If your CP's are on 0, you will take down the repair buildings and build resource buildings instead. The lost of tiberium will be equalized after a few minutes, and up to level 8/9 the buildingcosts are very low. Right from the start, you should have a look, weather there is a forgottenbase next to you, which you can farm. The point is, to do as much damage as possible in such a base, but never destroy it. After one attack, you let the base repair and than attack again. For nod bases with much infantry against air and buildings would be great. GDI have a bigger variety, because with paladins you can kill scooper, bowler and scrap busses easy. So a level 7 to 9 camp give ca. 3-5k RP, and a farmattack on a forgottenbase gives around 30k FP. Watch here < > The attack for it looks like: < > That's just the start and just a average farmbase. GDI could get easily up to 40k fp at the start and while farming for the second base, we could find bases up to 70k++ RP with each attack. The important point is, to be as close as possible at the farmbase, to spend maximum 16CP with each attack. So vertigos in more or less a day will be no problem. The basefarming can be started with an offlevel of 8-9. To minimalize the waste of reptime, I propose to sell units up to level 7/8 after each attack and reibuild them. The miss of resources is nearly not exist, and the safed reptime is enormous. At this poinst you should produce ca. 10-15k credits and otherwise normal resources, so that you have 0:0:0:0 befor you quit at the end of the day. So play foresighted- you know what you want to build in the next 6h and therefore you know which amount of resources you need. Take a calculator and turn on your brain. 2.3 Day 2 – Let's go After you have vertigos you could hunt VP/Bases or you go directly to the second rp farm. The first alternativ is the teamplayer style, because you can capture more POI's and room for your alliance. A combination of both would be the best way. The offlevel is ca level 10-11. The new off of NOD looks like this: http://cncopt.com/h7Ei For GDI I propose 4 hawks and a good mix of infantry, vehicles and paladins. In the night you should furthermore change your repairbuildings with resourcebuildings, especially reffinerys. Your timer should show not more than 48h left for the second base at the end of day two. Farm your RP's that way, that you have matched with the credits a new base at the end of day 3 and that you have not to much of both kind. Meanwhile your base looks more like a refinery city than a production city. That means, your credit production should be 30k. The risky way would be to have a credit production of ca 40-50k and only a energy production of 10-20k. Risky in the way that you have no own resource production and so you have to farm very efficient. In return, you get the 3rd base faster. 2.4 Day 3 and 4 – Base Nr. 2 Hopefully you have already searched your layout. Your second base will be a supportbase. Here you can choose between to types again. The risky way is, to move the crystal of the supportbase to the mainbase, to improve your off clearly. The disadvantage is, that you loose the start defense in the supportbase. That could be dangerous on ForgottenAttacks Worlds. If you choose to take the crystal for the off , you should have 300k energy in the mainbase, before building the second base. In addition the trick is, to overlevel the comand center. That means, you move every tiberium in the mainbase, sell all buildings and than level the comand center up to level 16-17. Now build the army you wish and sell the comand center again. After that move your tiberium back and build up both bases normally. With this trick, you have much more units than normally and so not only your offlevel will raise enormous , you will also have a mass of units to choose. That helps you to kill forgotten bases much easier. So you have more than 80-90 unit slots available. A overview, which off I builded and how my second base looks like you can see here: MainBase http://cncopt.com/W8Ei Support Base http://cncopt.com/S8Ei The costs for leveling the command center are: 13 to 14 - 334 and 83k 14 to 15 - 441k and 110k 15 to 16 - 582k and 145k 16 to 17 - 769k and 192k 17 to 18 - 1015k and 253k 18 to 19 - 1,3m and 335k With this mass of infantry units a nod player can weaken the base hard in the first wave, before the other army attacks. As GDI I would propose to research predators and the proceed in a similar way. As you can see in the baselayouts, I have both bases rebuilt as a resource base and produce in the normal way. Consider, that you do not sell any unit, because you cannot buy them again, if your command center is only level ~13 again. 2.5 Day 5-7 As a NOD player the only thing you have to do is farm, farm, conquer pois, farm, level and so on. Your next target should be scorpions. If you have researched them, the Command center overleveling starts again and you can level your comand center up to 20-22. Now you can add 3-4 scorpions at your off. The same overleveling strategy works by the way with deff units to, so on forgotton attack worlds, you have the possibility, to get additional deff units. After 7 days the newbieshield falls, so you have to be prepared with a good defense. Now you made the foundation for nearly every base and your next target will be the third base combined with the removel. The third base is available after 10-15 days easily. 3. The moving 3.1. Reason Only 1 of 100000 startlayouts are good enough for efficent gaming, so you have to remove your off with the third base. For that you are looking for a layout with minimum 3x8 accumulator/powerplant cluster or better with the option of a 4th one. In addition you should have a layout with good resource connections so that you can get at least one silos with 5 connections. Example: http://cncopt.com/MYEi Here I could make 2x5 Silo connection, as well as 3x4 Silo connection and in addition 3x8 accu connections. This base alone did 30% of my production (with 7 bases). A good layout is the most important thing! The production of a good layout, pushes your account very enormous an is therefor in my opinion essential. Consider, that with this layout and this single offbase you have to play until the end of the server. In my opinion the only possibility for a good off is a good resource production. Energy is much easier to get as on Old Eco worlds, so it is no problem anymore. That means, you will only have one offbase and every other base will be a supportbase. 3.2 How to move? As soon as you have your 3 base, you will push it for a week and primary expand the energy production. In this time a nodler researches cobras. For that you should need ca 2-4 days. I have pushed the energy of my main to ca. 250k/h and when I have enough energy for my remove,I changed my mainbase. „How much energy will be needed?“ If you move over your old units in your mainbase, you can add the costs of energie and crystal, which you need for your new main. I propose not to remove before you have enough resource, to switch the hole mainbase. Until than you research the cobras and push your reptime store to ~6 days maximum. After that you can start killing bases with a new army with cobras and 6 days reptime. The tactic with overleveling the comand center can be repeated. Some players leave the comand center after the leveling and do not remove it. It a possibility, too. After the cobras I prefer to research cobrasshields. 4. Raidingtipps for the first Week These tipps are of the old guide, which was for Old Eco worlds. (http://forum.alliances.commandandconquer...id=21504). Raidingtipps and frequent mistakes: - not every camp or outpost ist the same – some lvl 13 outpost give for example 250k resources at all and some others only 180k. Sometimes you get much research points and sometimes nearly nothing. So don't take every camp/outpost which is next to you. exactly there we come to the next point - you have time!! It can happen, that you dont have any onehit outpost/camps in range, but 50 Cps left. Than just wait!! Don't start wasteting CP's just to get some ranks better. That helps nothing. Just relax on the couch and wait a hour. In most castes the outpost situation looks completely different after that and you can do 5 outposts onehit again. - Outposts in two runs: Thats a hard topic. If it is a outpost, wich is really woth to do 2 runs, than you can do it. But avoide destroying the defense facility. If you do 2 runs through an empty outpost, you will get no research points and these are the essential points in the first 24-48h! Just let the defence facility alive, so you can take research points again. - Research Points: In Bases are more Units than in outposts. In outposts are more units than in camps. That means, if you need research points, kill more bases. That is very helpful especially at the starts for vertigo/hawks. - Sneaky! Sneaky! As soon as you have 4 Hawks or Vertigos, you have simply pull the units away, to get the bomber through the base. The targets are not the enemies units, but the construction yard! - Bob the builder: It is profitable, to sell some parts of the army for an outpost, if you can do it onehit. In the first 48h i rebuild my army 10 times for sure, so that I don't need to go in an outpost a second time. The won resources by saving cps balance this easily. - Outpost Hopping: Everything next to you is over farmed? There are not enough tunnels or outposts next to you? Jump forward! Right in the start time your baselevel is between 7 and 10 and so you have only 1h to 1h 20 min base transfer time. The package loosing is not very much at start. If you are raiding for example lvl 11 outposts, you can rank the waste in the dimension of a lvl 7 camp. So it is minimal. However a position change, can work like a wonder and gives you new possibilities. - don’t jump to the front to fast - At the start we will spawn at lvl 13 to 15 tunnelcamps. But we want to kill outposts as fast as possible... So what can we do? Just jump back to lvl 11 to 12 tunnel and activate them with a lvl 7 army. Now farm as much as you can. - Funds: If you use funds, than everytime for cp's or Tib. 5. Countless possibilities After the first 3 weeks of a world you have countless possibilities. Which units should be researched? Which deffunits do I need? When do I build the 4th base? How should my army look like? How should my deff look like? On this questions, there are many different opinions and non of them are the truly right or wrong answer. I prefer, to have a look at your teammate. Which setup to they prefer? How do they farm? And so on. „Learning by doing“ is the point to understand this game. I saw a many different tactics and a lot of them worked. Some of them have much of additional work, but they save much reptime. Other variants we lovely call the crowbar – because they kill 90% of the outpost with their standard lineup, but they need more reptime, so only the daily time is saved. Which tactic you choose, whats your game style? Thats something you have to find out. There is no one and only way, for that CnC:TA is to complicated. Just try it and some day it could work to play in a ranked one alliance or ranked 1 endgame or perhaps even ranked 1 world champion. Good luck! OpaSmash15KViews0likes8CommentsIs there any (semi) official exlanation to generated OP levels
the basics of OP generation are clear, you need an OL of TE-6 to get OPs, get 5 OLs and you will get "non stop" OP generated, and the max generated per TE is 10. but the documentation says OP level can be between TE-2 and TE+2, and while TE-2 is the default and TE-1 is easy to observe, TE are rare, TE+1 require a miracle, and I don't think I spotted a TE+2 yet. Is there any logic to the OP level or is it just mostly random?markkaplun4 years agoNew Spectator142Views0likes7CommentsSupport weapons - uneven damage
Hi, I'm trying to understand how it is possible that in an attack support weapons calibrated on my base at that time have done different damage levels on the same unit type (vehicle) with the same level. Here is an example snapshot where the Pitbull (level 65) gets something like 50% damage while all the others Juggernaut, Guardian, Mammoth (all level 65) get 90% or so. https://prnt.sc/sao4ma Is there something to do with the unit speed?111Views0likes7CommentsHight LvL CAMPS!!!!????
Hi i just want to know (Best from Moderators of Game) how to generate Hight Lvl camps.... my main off got off lvl 52.8 deff 51.5 base lvl almost 51 i cant generate camps more than 52 lvl my main base got almost 13M points in other alliance they are main bases around 8-10M points and they generate 54 55 lvl camps What is that......????? explain me one for ever what got most % to generate H camps.....701Views1like6CommentsCalculating Re-sector Coordinates
Developers, Another user posted the following information on calculating the coordinates of a players bases when re-sectoring. Sector Relocation = X, Y where; Cx, Cy = Center of world. f(x) = average (X1 + X2 + X3 + ... + Xn) f(y) = average (Y1 + Y2 + Y3 + ... + Yn) f(d) = SQRT + 40 Relocation to; North = Cx, Cy - f(d) Northeast = Cx + SQRT , Cy - SQRT East = Cx + f(d), Cy Southeast = Cx + SQRT , Cy + SQRT South = Cx, Cy + f(d) Southwest = Cx - SQRT , Cy + SQRT West = Cx - f(d), Cy Northwest = Cx - SQRT , Cy - SQRT Is this accurate? I understand the math involved, but the one input I don't understand is the use of the number 40 in this equation: f(d) = SQRT + 40 I've heard the number 30 is also used. A few questions: 1. Is the above calculation steps accurate for calculating re-sector coordinates? 2. What is the purpose of the number 40 or 30 in the equation: f(d) = SQRT + 40 3. When a player re-sectors and there aren't available spaces available for the players bases, does the game place the bases to the nearest available spaces from the calculated re-sector coordinates or does the system default to some general coordinates?251Views1like6Comments