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OpaSmash'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! OpaSmash15KViews0likes8CommentsThe Ultimate Guide to Forgotten Attacks v0.5
This is another guide I've copied from the old forums. Some of it is still good advice although some is now out of date. Some links to images and other documents or forum posts may be broken or incomplete. The Ultimate Guide to Forgotten Attacks v0.5 Hi everybody, this guide is written for players who already know new economy. If you already played on the Beta server or not does not matter. If you don't know new economy, there are guides covering all basics here: https://docs.google.com/document/d/1H0wO...qSlUA/edit and http://forum.alliances.commandandconquer...?tid=30694 The Guide will be completed step by step. Content: 1. What is new? 2. Forgotten Attacks 2.1 Forgotten Attack Levels 2.2 Attack Waves 2.3 Frequency 2.4 Units 3. Defenses against Forgotten Attacks 3.1 GDI 3.2 NOD 4. Account management 4.1 Main Base Selection 4.2 Second Offenses 4.3 Cash/Ress Bases 5. Game phases 5.1 First days 5.2 Early game 5.3 Mid game 5.4 Late game 5.5 End game 6. Conclusion 1. What is new? - Forgotten Attack - Forgotten Boost is disabled - RP Farming is fixed (...) 2. Forgotten Attacks Every base gets attacked. You MUST build defenses on every base. Every forgotten base has a certain setup of units. Its comparable to your own bases. One base does not have 3 mammoths in the first attack and 5 in another attack. The attack layout can vary during the attack waves. The timespan between two attacks is long enough to fully repair when your DF is not damaged. That does not count for PVP. It is possible that you get attacked while you attack another player. 2.1: Attack Levels: The attack levels are based on the bases that attack. A level 30 forgotten base has level 29-31 units. 2.2: Attack Waves: At a certain number of forgotten bases in your attack range the forgotten start to attack in waves. That means once an attack is finished they start the next one. You have no chance to repair your units. < 25 bases: 1 wave 26-35 bases: 2 waves 36-45 bases: 3 waves 46-50 bases: 4 waves (that value was changed on the last update in june) > 51 bases: 5 waves the border between 4 and 5 waves is not 100% secure. There were no 5 waves seen at bases with 50 bases in range, but many 5 waves with 51 bases in range. Though we saw quite some 4 wave attacks from 52 and even 53 bases in range. 2.3 Attack frequency: The attack frequency depends on many factors. - A random factor is always included. - At least one attack every 16 hours (if not the game is bugged. Happened often for a long time on the Beta) - Number of forgotten bases around you: In a 5-wave zone you get more often attacks from forgotten than in a 3-wave zone. In a 5-wave zone you get ~5-10 attacks per day à 5 waves (so a total of 25-50 waves per day). In a 3-wave zone you get 2-5 attacks per day à 3 waves (6-15 waves per day). - Campers are punished: Sounds like from another game, but if you stay on one spot in a 4-wave zone the frequency of attacks drops. In our observations it did not happen before 24 hours. So keep in move. 2.4 Units The forgotten offenses get more and more unit types with rising levels. Just like in defenses. We did not keep track in the beginning so here the few that we tracked: lvl 24: Mammoth lvl 26: Commando lvl 28: Thumper (Juggernaut pendant) lvl 30: Dreadnough (Kodiak pendant) after that there are no new units and also no upgraded units (assuming the fortress itself does not attack - the guardian bases have no upgraded units) before the mammoth tank there were new unit types every two levels. 2.5 Ressource Payout Your major crystal income source are the forgotten attacks. If you want to keep up with your offense and defense levels you must stand in a 4-wave zone with your main base and endure the attacks. The rewards depend on the units used in the attacks and can vary by ~ 50%. To show the importance: Level 48 attacks give up to 200M crystal per wave. Assuming you stand in a 5 wave zone, 8 attacks per day and an average of 140M crystal per wave, than you have a crystal income of 233M/hr! The crystal income is usually higher now than the tib income of your own bases. (...) 3. Defenses against Forgotten Attacks Without forgotten attacks good defense layouts were a kind of goodie, but would not make you discard a good tib-layout. That changed with the forgotten attacks. You need at least a medium - good defense layout. A really good defense layout to a medium one is worth more than a secound 5-touch tib in your main base (in case you intend to switch main bases). PVE defenses vary much from PVP defenses as the AI is not very clever. It attacks in certain schemas and focusses attacks on key buildings. Usually the first two attack lines are weaker than the last two. Heavy structure busters mostly appear on the last line. Knowing this you can build very effective PVE defenses. Pure crystal defenses are much weaker against forgotten. You can do this, but expect that you need your defense about 2 levels higher than a tib/crystal defense. In general you want a frontline where you can concentrate your defense fire on. This would be an ideal front row. The first 3 attack lines usually die at the walls, the fourth one has 2.5 range structure buster and kills your walls + towers. They die by the units behind the wall/tower line. As a rule of thumb you can rate your defense like this: 4 waves: Your defense can hold attacks 6 level higher than your defense 3 waves: Your defense can hold attacks 7-8 level higher than your defense 2 waves: Your defense can hold attacks 9-10 level higher than your defense 1 wave: Your defense can hold attacks 10-11 level higher than your defense You have some time to get the researches done for those defenses as not all unit types attack from the beginning on. But now defense upgrades have the same priority as offense upgrades. Once you managed to set up a wall/tower defense your defense gets much stronger. One disadvantage at those defenses are the tib costs. Usually it does not pay off to build a pure crystal defense as DHQ and DF have high tib costs itself. But it might be an option for PVP players, as crystal defenses still work very well in PVP. A more extreme PVE setup that is highly dependent from the defense layout and also the base layout itself (forgotten attack focus on certain base buildings) This defense can hold 7-8 levels above its defense level. With a defense level of 40,5 attacks from level 48 bases can be safely held. 3.1 GDI GDI defenses have a disadvantage until you can research the Zone Trooper upgrade. This upgrade is a game changer. The disadvantages are the weak anti vehicle tower, as well as the 1.5 range anti air infantry. In the beginning you need a whole level more in defense as a GDI player to keep up with NOD players. (note for developers: That would be a point to improve balance!) Once you got the Zone Trooper upgrade you can start to switch to a crystal defense with some anti air towers. From that point on you have a big advantage to NOD as you can build good defenses with less tib. 3.2 NOD NOD defenses have an advantage at the beginning until GDI players get their Zone Trooper upgrade. Build defenses like in the two graphics above. Key is to concentrate fire to kill the first three attack lines without losing much defense. 4. Account management As already advised for new eco: Change your main base unless you get a 5-touch Tib or better as your start base (which hardly ever happens) 4.1 Main Base Selection With the Forgotten Attacks the priorities for new Main Base change again. On new economy you looked for a great tib layout and a decent power layout. On the forgotten attack worlds this is changing. Its the easiest to explain in numbers with a quality matrix: 1. Power Layout: weighed 35% You need a lot of Power. Its not as crucial as in old eco, but the Forgotten Attacks give you an incredible amount of crystal if you know how to place your main base. You want to use this crystal to get a strong offense and defense which brings you more of all the other ress types in the end too. 2. Tib production: weighed 30% Its nice and gives you a good boost in the beginning, but gets less important when you get more and more bases. But still Tib is a key ressource in the game. 3. Defense layout: weighed 35% At least get a layout with a good defense layout. A bad defense layout can cause in having you level the main defense 2-3 levels higher than a good defense with the same result against the forgotten attacks. DHQ and DF cost a lot, same as a 2 level higher defense, so the defense layout of your main can determine your long time success on a server. In the late game this focus changes for GDI, but as you play the most time of the server without a Zone Trooper upgrade I would still go for this weighing. To give you a better idea of what I mean I prepared an example: Lets take my main base on the Beta server: http://cncopt.com/7lfk and (yes the tower and the wall in the left back of the defense are really needed. For some mysterious reason they send up to 3 mammoth on the top left lane right into that wall.) I'll take a scala from 1-10 Power: 9/10 (2x8-touch power circle, 2x 7-touch power with 8 double used power plants) Tib: 9/10 (1x5 touch tib, 1x4 touch tib + 1x5 touch mixed and 1x4 touch mixed Defense: 5/10 a 3x2 (3 width, 2 height - rectangle) defense field on the front right position, but thats all. The Wall/Tower defense line is not a good one here. It works and it also holds okay, but even with a 43 defense I get building damage from forgotten from time to time against level 48 offenses. So this base would be 76% perfect Its better to take a little worse layout tib-wise and therefore getting a much better defense layout. Even though defense layout is weighed higher than tib layout I would not take less than a 2x4 touch tib for your main base. 4.2 Second Offenses Without forgotten boost and by that without morale stuff second offenses start to make real sense for PVE players again. You don't need a full scaled army for your second offense. A few high level ones that take down a base once the DF is dead to save RT on your main base are already worth the efford. Push a defense in that base first. Get it high enough that it survives in a 4 wave zone and build a strong power production in there. You will get a lot of crystal in that base with which you can level a new defense. Know that the defense only repays in crystal. There is no way to get back tib from a second offense. The layout for a second offense base should be like the one for a main base. 4.3 Cash/Ress Bases Thats about the same as in new eco. A little bonus would be a layout that is compact. If you don't need to cover a few lanes on one side with your defense it is easier to defend forgotten attacks. Defenses are more important than on new eco, so a few mixed mixed 4-touch silos or a mixed 5-touch are no bad choice. A good alliance usually keeps a certain defense level in all their bases anyways which requires some crystal production, so for those players nothing changes. We tried to keep at least a 3:1 ratio, better a 2,5:1 ratio in tib:crystal production. (125M tib and 50M crystal) Otherwise you cannot keep your cash bases close and have to pay big amounts of cash for transferring ressources. But still Tib is the key, so just a mixed 5-touch and no other 4- or 5-touch tibs are worth hardly anything. (...) 5. Game phases 5.1 First days You get no real forgotten attacks until the bubbles (newbie protection) drop or you move too deep into the forgotten. I can't tell how much is "too deep". That feature was introduced after our first weeks to prevent players from placing bubble-bases next to POIs to hold them without being attacked. (maybe it was just announced but never introduced) Lets assume you find no way to pop your bubble before the regular time. The bubble time is pretty much the same as in new economy. You try to level up your account as fast as possible and try to get the ressource POIs early and quickly. The rush for base 2 is as important as it was in new eco: High priority, but don't sell your production to get it a few hours earlier. Things then change 2 days before the bubble is done. At this time you level your offense no longer. You start leveling your defense. Goal is to have a defense two levels higher than your offense. Once the bubbles are down you move your main base carefully deeper into the forgotten until your defense just holds the attacks without building damage. Once you can hold 4 waves the First Days episode is finished 5.2 Early game Things that stay the same: - Rush for POIs - Rush for highest productions - Rush for a good territory and proper digg lines New: - Rush for defense levels Old and not needed: - Rush for offense levels If you want to grow quickest possible you focus on getting your defense up as quickly as possible. Each offense level higher that you can hold gives you 25% more crystal income. If a level 15 base gives you 10k crystal per wave, then a level 16 base gives you 12.5k per wave and so on. Higher defense level means higher crystal income. The crystal income will be so high, that you can do the offense upgrades on the fly. Focus is on rushing the defense levels. It is a good sign if your defense is 2 and more levels higher than your offense. It repays. Keep an eye on your mid and long time performance and don't rush offense levels with the hope to get a POI earlier. At least not too often. Economy: Focus on tib production and build power. A lot of power. No priority at all has your crystal production at this stage in your main base. In cash bases a crystal production is senseful to rise the defense levels there too. You want your cash bases close by to save cash. And besides that forgotten attack your cash bases too. Depending on where it survives you can get a nice extra crystal income which you can use to push your main some more. Research: The forgotten start sending certain units at certain levels (see above at the forgotten unit list) You need to research according defense units. When the forgotten attack you with snipers you need to counter those units. Forgotten get: Snipers You research: Snipers Forgotten get: Mammoth You research: Beam Cannon / Zone Trooper Forgotten get: Duster (Firehawk pendant) You research: Militant Rocket Squad / Pitbull Everybody needs to be at the frontline. Group players by their defense levels. It sucks for players to stay in 2 or 3 wave zones. 5.3 Mid game Things calm down. You find a balance between offense and defense. The success of your own account is determined by your tib production and your defense level. With tib you can build power and with the crystal income from your defense you can build offense units. Main focus here is to get the highest possible POIs while keeping all players in 4-wave zones with their main bases. 5.4 Late game Rush for the center is part of this phase. Make sure you have the highest POI bonus. Today (10.07.) we got the first attacks from a Guardian Base (level 50) By this you should level your defenses first before moving close to a guardian base. Alternatively you can shoot the area down to 3 waves. 6. Conclusion The forgotten attacks are a great new feature making the game interesting for all those who know old- and new economy well enough. A major change to the game play is that wars are much more difficult now. Everyone has strong defenses now and much weaker offenses. War against weaker alliances are still easy, same as wars against alliances not standing in defense clusters. --- More parts of this guide will follow in the next days. Feedback and criticism is most welcome. If you want me to write more on certain parts let me know. ToDo list: - missing points in content list - how to coordinate PVE players. - math examples for crystal eco - research order Ingame Nicks: Bruellhusten12312KViews1like4CommentsNevermore ADVANCED Attack tutorial
Hey guys, i always said before i go I would write a tutorial to help new players. A way of giving back. I know on the old forum, theres still Burel's Attack tutorial and Opa's early game nvidia tutorial for early game. Theres a few other good ones. But the one lacking is for how to effectively attack. I generally play with a smaller team so i tend to have newer players and tend to have a lot of wings i try to help out. Consistently across the board. EVERY player ranks improves by several hundred but improving their attack strategy. Even with willingness to fight, you'll find after this tutorial its more about def layout on your target, then actual size. Ok so lets go! First off, lets find a Outpost. So here is one below. http://i63.tinypic.com/30msbqg.png http://i66.tinypic.com/v5bgis.png Ok so heres my Target. Now heres my baby army. http://i63.tinypic.com/55i96t.png Lets review the stats. -The OP is 7 levels higher then my baby army. -Op has units i can not kill effectively. This OP level 21 resources are 359k research points, 595.8 tib, 351k cry and 108k credits The typical player will attack one around the same level or 2 levels higher. 64k tib, 55k cy, 72k credits and 64k research. So if i can kill that level 21 OP in 2 attacks. Ill get 3.5 times as much researces as i would if i was to hit 2 level 16 Op's. The total difference in improved resources is 275k tib, 485k cry, -35k credits, 230k research!!!!! a good player will keep attacks 16cp or lower so you can attack about 12 times a night. So lets say in a perfect world we multiply your difference between a good attacker and a poor attacker, you see its a lot in a single day. 275k tib x 12 = 3,300k TIB+ 485k cry x 12 =5,820k CRY+ 230k x 12 = 2,760k RP+ As you can see a mathematically, the better you attack, the fast you will grow. This is how i played with minimal funds and was able to out pace players who max crates every single day. Since tib and cry is coming in so much, it makes it easier to base build your main. early on, i just focus on power and credits. Ok so now we know the math! lets move to ADVANCED ATTACKING!!! Lets break down the def on the OP. 1. The first thing is i look for the CY and look for "a path to victory" everything from Chess to Street Fighter V. The key to any strategy is to preplan and find your path to victory. http://i64.tinypic.com/1zczmom.png What i will do is look at the columns leading to the CY and ask these 2 questions. 1. Do i have anything that will block a vertigo hitting the CY? 2. If so, can i move it? Looking at this layout i see i have clear lanes, and def units can be moved. Then i move to step 2. http://i65.tinypic.com/atk968.png MY GOAL ISNT TO KILL THE DEF, MY PRIMARY GOAL IS TO HIT THE CY. The biggest mistake players make is they always try to smash the def with the same army over and over again. They key is to distract the defense and put your bomber on target. I used to say, its a lot like american football. You a quarterback calling a play. Once you set your play, your goal is to split the defence and put the ball in the hands of your reciever. NOT smash everybody on the field (GDI i feel is more like the NFL running game but thats for another day) BLOCKING: if you notice theres a "X" on the screen. The purpose is to show how i want to draw the infantry to the left and to block the scrapbus at the very back. So here is my attack. http://i65.tinypic.com/2a0f5ar.png Key notes: 1. If you notice the bulk of my army is not attacking the CY side. My focus is to bait the left side and then slip my vertigo down the right side. NOTHING ELSE. 2. With this strategy, all you really need is ONE big vertigo. The rest of the units is just bait. You'll even notice a lvl 1 rocket squad. Levels dont matter TOO much. you just need them to stay alive. 3. I balance the attacks so each wave i have BAIT to make the units in my CY lane to keep moving left. 4. Vertigos that are small are place to the side of the big vertigo to help cushion the main attack Vertigo. TIP: Make it a habit to watch your attacks. ALL top players watch their sims. Attack, look at it, then adjust a few units and sim again. make a Habit of doing this a min of 3 times before you hit the attack. Dont just move them and look at the stats window. Actually watch the move units to keep the def units positioned or blocked the way you need them too. Now here is how the attack plays out. https://youtu.be/HdHlGlCVVDc Attack notes: When you watch the attack it should outline what i was trying to do. 1. Move units out of the "path to victory" and keep them on the left side. 2. The anti-air units will only move once the air unit in their range is dead. So By keep small level vertigos beside it, it keep the anit-air units from moving quickly. Slowing down their attacks so my largest vertigo can hit the target. The venoms is to give them a reason to move to the left in the first place. 3. It does not matter how much bigger a base or OP is by using this strategy, you only need a few more attacks. 4. you can with a large enough vertigo or stacking your 3rd and 4th wave so two large bombers can hit the CY and 1 shot the OP. TIP: Def units will always move to intercept the specialize unit its supposed to defend. If you look at the top row. By using a infantry bait, i can use that top infantry unit to BLOCK the scrap bus at the very top. Locking it into place to keep my path free to hit the CY. Players doing this, will grow 3-4x faster then players who spend all day worrying about production or other things. Your production will help you maintain your rank when your busy, but if you want to climb the ranks you need to attack more effectively. Not every top 50 player max funds, but every top player will be a master Sim and base killer. Some additional Q&A: What happens if you have flaks and a scrap bus at the very back? A: skip it. early game move your base and scan. What happens when im digging and i cant get a easy shot at the CY? A: If you have to take multiple attacks to kill a big base, then your first 3 is to soften whats blocking your path to victory. So by 4th or 5th you can begin bombing the buildings to the CY. I dont have money to buy a week of RT! A: You dont need a week of RT. because you bait units dont need to be high. You can keep your army low. and conserve RT. Keep 1-2 units and make them SUPER big. So when you do need to smash the def, you use the low level unit to cushion your big unit and let your big unit clear the way for your later attacks for the vertigos. but generally speaking this style of attack if your big vertigo goes undamaged it doesnt cost too much RT maybe 1hr30 min an attack. But nothing over 2 hours. it takes a lot of time?! A: it gets easier, after a while you can glance at layout and know if you can kill it in 1-3 hits. But the key is practice!The more you do it, the faster youll get. try this for a server and by your 2nd, you'll be able to glance at a Op or Base and know what you can or cant do just with a glance. What if i started late? A: well, play anyway. I always saw this as a game. I never impressed a girl when i told her i had lvl 65 avatars or how i was the head of the 5 deadly families and had 1000 players under my command. its a game, so have fun. The most fun of these games is learning. However it does work. I was watching the WCS and it was going SOOOOOO slow i just asked for a wing spot and started farming like this. I averaged 200 ranks gained a week. I started a month late. but as of today when i drop b4 i will have lapped 3/4 of the server. So strictly by using effective attacks you can make up HUGE ground. Even with out big bonus or good location. Final note, the important thing to take away is you should always try. often with a strong strategy and time to figure things out. You can accomplish amazing things. Often players see levels and numbers and give up with out trying. t first glance the OP look like it would take 6-7 attacks to kill. But yet its a two shot. Anyway, any questions please let me know and i hope this helps out a lot of people who are learning the game. When i started out, top players never told me shit. So this is my way of giving back to all the plaeyrs going through the same thing. I may do more but will see what my time is like. still semi-retired from the game. Just farming in wcs so i may do more if players want more info. Nev8.1KViews0likes5CommentsChanging 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!4.6KViews1like25CommentsMechanics 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. 02FEB20224.4KViews1like46CommentsDWEEBS's guide
As with other guides copied from the old forum, links and images may not be present or working. Formatting is also not copied correctly. Dweebs' Guide on choosing layouts v1.0 Preamble To have a new base one has to research MCVs (mobile construction vehicle). Once researched it is absolutely crucial to carefully choose the spot where u land the MCV because the coordinate where you put the MCV, determines the layout of the new base. Often new players don't realize this and go for random placement and end up having bad layouts which is the major reason behind wide disparity in performance of newbies vs veterans. Good choice of layouts improves the production dramatically. In new economy the layout (relative positions of tiberium and crystal fields) of your new bases play a crucial role in determining future performance as a player. Here are a few FAQs about layouts. Frequently Asked Questions How can I get a particular layout? Ans - Each spot in the map has a unique layout which remains the same until a player founds a MCV on that coordinate. The layout can be checked by looking at the base/camp/outpost at that coordinate. If there is nothing at the spot only way to know the layout is for camp/OP to appear there. Is the layout still there when one kills the forgotten base? Ans - If you want the layout of a particular base you can kill the base and found your MCV on the ruin and get that layout. Note that the layout still remains the same at that coordinate even after the ruin expires. It remains the same until someone founds a base on the spot. What about getting layouts from camps/outposts? Ans - It works more or less the same way as above. Layout is associated with the coordinate. Even if one kills the camp/OP the layout remains same. You can check/confirm this by waiting for a new camp/OPs to pop up. Pro tip -- If u had spotted a layout sometime ago and there is no forgotten base/camp/outpost on that spot when u are ready to land new MCV, it's a good idea to wait for a camp/OP to pop up at the spot to confirm the layout still exists. Can I get the same layout as another player's base? Ans - No. A Big Big no. There are many prevalent urban legends in the gaming community that this is possible to do by killing a base n number times, etc etc. None of them are true. How to look for good layouts? One can do this manually of course by clicking all camps/OPs/bases in range and spectating other people's attacks, but this is ineffective. Most people use third party scripts. There are 2 popular ones - One u can find as part of CnC TA Script collection in Chrome store - https://chrome.google.com/webstore/detai...fo-dialog. 41 CP mod - https://raw.githubusercontent.com/KRS-L/...od.user.js . One has to use this manually everytime one moves to a new spot and mark somehow manually any good layouts he/she spots. https://c.ac.nz/ - This is a multi-utility tool and does a nice job scanning layouts in the vicinity and uploading to a external website. So u don't need to do a lot manually. What to look for when choosing a layout? Ans - A lot depends on the strategy you are following and what you need at the moment. General considerations - In general keep in mind that U are looking layouts where u can utilize the crystal and tiberium fields with minimal number of silos. The more fields a particular silo touches the better. e.g. A layout with a silo touching 6 tiberium fields is a very very nice layout resource wise. What to expect? - A 6-touch silo layout is extremely rare and one seldom finds them. However, 5-touch silos or layouts with multiple 4 touch silos are more common to find and can be considered good layouts. Pure vs mixed -- A Pure 1x4-touch, 1x5-touch tiberium layouts with good pure crystal 1x5+1x4 layout is better than a 2x4 and 2x5 mixed layout (with same number of crystal and tiberium). The reason being upgrade logic for pure silos is much simpler than mixed silos. In case of pure silos, you upgrade the tib first and then the crystal with increased tib production. Mixed silos are rather tricky to manage. i.e. is better than Classical servers vs FAB servers -- On classical servers a healthy crystal income from your layouts is important and thus choosing layouts with both good crystal and tiberium output is a good idea. On the other hand on FAB servers, good tiberium output layouts (ignoring crystal fields layout) are sought after because crystal income u get from defending against forgotten. Having a good tib income is important to increase the level of the base as you get 30% more crystal per base level increase after the +4 cap on crystal income from Forgotten bases was introduced. And in order to defend well one needs some defense towers which need tiberium for upgrades. So its a feedback loop, u need good tiberium production to have a good defense and high base level, which in turn gets u more crystal by allowing u to go deeper into forgotten territory. A good main -- A good main offense base is of course of supreme importance. So what to look for when choosing a main layout? Three things are important (1) A good power layout -- Free space to have at least 2-3 full 8-touch power rings (accumulator surrounded by 8 powerplants) OR at the very least few 7-touch power rings. (2) A decent tiberium prodcution -- 1x6t + 2x4t silos is great but very rare. Other good options are layouts with - 2x5t+2x4t, 2x5t + 2x3t silos OR at the very least -- 4x4t, 1x5t + 1x4t, 3x4t silos. (Note -- All the silos are pure tuberium). (3) A good defensive layout - Often given very little importance but a good defense layout for your main can help u do very well on FAB. Also very important for PvP'ers in classical servers. What u look for is a layout where buildings can remain in high density and the defense can cover all the buildings, while important buildings can sit deep in the layout. Example of a good main -- Note -- Offense repair buildings have to be put at the back during times of war. Ideal support base -- Typically experienced players in play with 1-2 offense bases. Other bases serve as support bases. Considerations for an ideal support base differs on a classical server as compared to a FAB. On a classical server you cannot ignore crystal production. So might have to forgo better tiberium layouts in favor of one with worse tiberium but much better crystal one. For example suppose you have 2 choices - A. B. On a classic world I would choose option A instead of B, because of the much better crystal layout. I would forgo the better tiberium of option B. However, if it were FAB world I would choose option B. The better tiberium will help the base level grow faster and crystal income will come from defense. (Note - Highly recommend reading this guide too - http://forum.alliances.commandandconquer...?tid=30694) This is a work in progress and feedback/criticism from veteran players is very welcome. Thanks for reading Ulu -- In game nick - Ulugulan SiC/Diplo guy for DWEEBS - Dastardly Warring Ecstacy Engulfing Bedlamic Society4.3KViews0likes0CommentsHow 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.3.8KViews1like43CommentsGDI research order
All of the previous forum replies to this appear to have been deleted, so hopefully this thread will help newer players. Here is how I research my GDI accounts. 1) Pitbull (Offense, for mission award) 2) Predator (Offense) 3) Firehawk (Offense) 4) 2nd base (around day 5-6 of the server) 5) Missile Squad (Defense) 6) Guardian Cannon (Defense) 7) Falcon support & Ion Cannon support (Special) 8) 3rd base (around day 18-20) 9) Orca (Offense) 10) Commando (Offense) 11) Smoke grenade upgrade for Militant Squad (Offense) or Juggernaut (Offense) ***** I prefer the Smoke grenade upgrade because I usually already have 5-6 fully upgraded Militant Squads and it really helps to take down flaks and busters. At this point, my offense usually looks something like this, 6 Militant Squads 2 pitbulls, 1-2 orcas, 2 guardians 2 predators, 2 paladins 3 firehawks, 1-2 commandos The balance between 6 air units, 6 factory units and 7-8 barracks units allows me to keep my repair time at around 2.5 hours per full run loss against Forgotten. ***** 12) 4th base (around day 40-42) 13) Watch tower (Defense) 14) 5th base 15) Mammoth Now I know that there will be those players that are going to say my time table is way too slow for 3rd and 4th bases and admittedly, I am not a top 100 player. I usually rank between 500-1,000 on a server, but this should give you a general guideline for what an average player can expect.2.8KViews0likes0CommentsFAQ's - from old forum
I have taken the following from the old forum as much of it is still useful information for new players. I've left the original answers in but have used the strikethrough and added my own answers where I felt the answer given was incomplete or not correct at this time (due to changes in the game). Please note that although care has been taken to provide correct information, no rights can be derived from the contents of this FAQ. If you find an error, or you have a suggestion, please send me a PM FAQ - General Q: When does Nod become available? A: Nod has been deployed on the Close Beta Servers and English Servers. They will be deployed on the other servers next week. A: Games are either GDI or Nod. To play as the other you have to start a new game on a different server. Q: Why do Forgotten not attack my base? A: They may do so in the future Some worlds are designates as 'Forgotten Attack' worlds and some are designated as 'Classic' worlds. On 'Classic' worlds the forgotten do not attack. Additionally, on some forgotten attack worlds morale has been introduced. Read the announcement for each world to make sure you know the type of world you are joining. Q: When does feature X become available? I want it NOW! A: When it's ready. Unless a date is confirmed by a CM, you cannot rely on a feature being available at some given date. Q: What is multi-accounting? A: The usage of multiple accounts by one person, on the same server. Q: Is multi-accounting allowed? A: This will be adressed in the Terms of Service (ToS), when the game releases. This has become a problem since these FAQ's were released. It is now an accepted part of the game that you can have more than one account (multi-accounting) but you must not use them to gain an unfair advantage. Q: I have found a bug. What should I do? A: Go to the "Feedback & Bugs" subforum, and report it there, if it isn't already reported. Specify your browser and version, and attach a screenshot if possible. Q: I have low FPS, but a good computer. What gives? A: Generally, your browser. Try updating to the latest version of FireFox or Internet Explorer or Chrome. If that doesn't help, try another from these browsers, or disable some features (in-game, bottom left, click "Options") Q: I get an error "OFFLINEOFFLINE: SIMPLE COMMAND ERROR" or similar. What is going on? A: The game was unable to connect to the game servers. Either your internet is unavailable, or the game servers are down. Check your internet, the game will attempt to reconnect automatically. Q: I get an error "SYSTEM LOGOUT". What is going on? A: Go back to the C&C:TA home page, and log in using your EA account. If you are already logged in, try logging out first. Q: I get an error "SESSION CLOSED". What is going on? A: You have logged on in another browser (or tab) to the same server. You can only be connected once to any given server, so one of the sessions was closed. (Note: you can have simultaneous connections to different servers) Q: Something doesn't work. What can I try to solve it? A: Close your browser, clear cache, and try again. This solves the majority of problems. If it still fails, try disabling browser plugins and WebGL. Also try disabling any 3rd party scripts. Q: The game doesn't work on my iPhone/iPad/Android other mobile device. What can I do? A: Right now, nothing. However, the game will be released on some mobile devices eventually FAQ - Funds, payment and billing Q: What are Funds? A: Funds are an in-game currency used across several EA Play4Free titles, including C&C:TA A:Funds are an in-game currency used to purchase crates of resources (crystal, tiberium and power), repair time and command points. Q: How can I get Funds? A: You can get funds either by buying them with real money, or by using 3rd party supported offers (typically, advertising and questionnaires). You can access those functions by using the "Add Funds" button in-game. Q: I made a mistake using my Funds. Can I get my Funds/money back? A: You can try to contact EA Support to explain your case at http://help.ea.com/ Q: I did not get my Funds! Can you give them to me? Q: I have paid, but not received my Funds! Can you fix this for me? A: For payment/billing: You should contact EA Billing Support at http://help.ea.com/ NOTE: These forums cannot assist with individual funds issues. We do highlight if there is a general problem via the Announcements and News forum. Q: I am unable to find how to contact someone at the http://help.ea.com/ site. How does it work? A: Sure, here is a walkthrough Go to http://help.ea.com, select the "Contact Us" section (right side bar, VERY BIG LETTERS) (or go directly, at https://help.ea.com/contact-us ) Log in with your EA account (the same one you use to play C&C:TA) For game, select "C&C Tiberium Alliances", for category, select "Billing/Purchasing" (or any other actegory, depending on your issue) Contact methods will light up, at the least there should be "Email me". Click it. Clearly describe the issue you are having. Include relevant information (such as transaction ID's etc). Send the email. Get a response within 24 hours (at the mail address associated with your EA account). Here's guide with pictures: http://forum.alliances.commandandconquer...p?tid=6266 Q: The response from http://help.ea.com/ doesn't help me, and they told me to come to the forums. How can I get help? A: Make a new topic, or reply to an existing topic with the same problem, and try to include relevant information (screenshots, if applicable, would help a lot). Alternatively, contact one of the forum staff directly (using a PM). Include your Support Ticket ID from http://help.ea.com if applicable. Alternatively contact a moderator or member of staff by Private Message with the support ticket ID if you have one. The issue will be looked at as soon as possible and an acknowledgement issued. Q: This questionnaire I have finished did not complete! Can you help me? Q: This 3rd party supported offer does not work! A: Contact SponsorPay Support, use the "Support" link on their page Q: Why can you not help me here? A: Because this is the C&C:TA forum, which is managed by the people from Envision Phenomic (the developers of C&C:TA). These people cannot fix or diagnose payment or billing issues, nor are they directly associated with SponsorPay. All these things are managed by an entirely different section of EA, whose employees do not read this forum. Instead, contact EA Support or SponsorPay directly, so you can get help form the people whose job it is to help you FAQ - Resources Q: What resources are available in the game? A: There are 7 resources in the game: Tiberium - used to improve your base and some static defenses. Crystal - used to improve defenses and army. Power - used to improve your base, defenses and army Credits - used for research and to transfer resources between your own bases Research Points - used for research Supply Points - used to activate supply packages Command Points - used to perform attacks Q: What is tib? and crys? A: These are common short names for resources: Tiberium - tib or green Crystal - crys or blue Credits - creds or $ Research Points - RP Supply Points - SP Command Points - CP Q: What are global resources? And local resources? A: Some resources are "shared" between all your own bases, and these are considered global. Those are credits, research points, supply points and command points. All other resources (tiberium, crystals and power) are local to one base, and can only be used inside that base. Local resources can be transferred between bases (at the cost of credits), with the exception of power. FAQ - Economy Q: How do I get resources? A: You can get resources by building structures that generate resources, by doing combat (see below), by completing missions, or by using supply packages. Q: Which buildings produce which resources? A: There are two types of resource buildings, "generators" and "boosters". Tiberium - Generated by harvester (on a green field), boosted by silo Crystal - Generated by harvester (on a blue field), boosted by silo Power - Generated by power plant, boosted by blue fields and accumulators Credits - Generated by refinery, boosted by green fields and power plants Q: You didn't mention some resources! Why? A: The other resources are not produced by buildings, but by other means: Research Points - Only available through combat Supply Points - Generate at a constant rate (depending on the player level) Command Points - Generate at a constant rate (always 10 per hour) Q: How do "generator"-type buildings work? A: These buildings generate a resource package at a given interval (interval and package amount depend on the building level). You can collect those by clicking on them. In addition, if the appropriate "booster"-type building is located next to it, they will also generate a continuous amount of resources (continuous amount depends on the generator-building level). This additional income is enabled regardless of the number or level of appropriate "booster"-type buildings. For example, a single level 1 silo will enable this additional income for any nearby harvester. Q: How do "booster"-type buildings work? A: In addition to enabling the continuous production in "generator"-type buildings (see above), these buildings also generate a continuous amount of resources for each nearby appropriate "generator"-type building (continuous amount depends on the booster-building level). This additional income is independent of the level of the "generator"-type buildings, but is awarded for each nearby "generator"-type building. For example, a silo will generate 3 additional incomes if there are 3 harvesters (of any level) nearby. Q: How do "booster"-type fields work? A: Refineries and power plants are also boosted by fields. These boosts do not require a harvester to be on the field, but this is allowed. Each field adds continuous production to the "generator"-type buildings (see above). The amount of additional continuous production depends on the level of the "generator"-type building. Q: I noticed you talking about nearby. What exactly is nearby? A: Buildings are considered nearby if they are next to each other (either vertically, horizontally or diagonally). Thus, any given building has a maximum of 8 nearby buildings (or less, if it's near the edge of a base) Q: I am confused. Can you give an example? A: Most certainly. Let's take a look at this piece of base: Packages: The lv18 tiberium harvesters all generate a package of tiberium. The lv12 crystal harvesters all generate a package of crystal. Continuous on the harvesters: The lv18 tiberium harvesters all generate continuous resources, because there is a silo nearby. The lv12 crystal harvesters all generate continuous resources, because there is a silo nearby. Continuous on silo's: The left silo generates two continuous streams of tiberium and two continuous streams of crystal. The right silo generates two continuous streams of tiberium and three continuous streams of crystal. Q: How do I pick up the packages generated by "generator"-type buildings? A: Just click on them. You can also click on the "Collect All" button to collect all available packages in that base. Q: What if I don't pick up packages? A: Each building can store up to two packages. If two packages are present, the building stops producing additional packages until the packages are picked up by the player. Q: How much resources can I store in my base? A: That depends on the buildings. The Construction Yard provides a bit of storage space for each local resource. You can expand this storage by building additional storage buildings, or upgrading existing ones. These are the storage buildings: Tiberium - Stored by silo Crystal - Stored by silo Power - Stored by accumulator Q: What happens when I am at the storage capacity? A: When you reached the maximum storage capacity for a resource, the continuous income of that resource is discarded. This is indicated by a red amount in your base. You can still collect packages, and gather income from combat or mission rewards. Continuous production will automatically resume as soon as the amount drops below the storage level (either by spending the resource, transferring it to another base, or improving the storage capacity). Q: What about supply points? A: Supply points can be used to activate supply packages. Each supply package costs 10 supply points to activate. The amount and type of resource awarded depends on the supply package. Q: What are the different types of packages? A: There are packages for tiberium, crystal, power, credits and command points. Command point packages always yield 12 CP, for all other packages, the amount awarded depends on the level of the player when the package was obtained. Q: How do I get packages? A: You can find them in combat (see below), get them as a reward for a mission you completed, or acquire them using Funds. Q: How do I easily activate packages? A: Click on the blue "+" icon at the top of the screen (for local resources), or in the left bar (for global resources). This will activate any stored package at the current player level (if available) or buys a package using funds and activate that. A green overlaid "F" indicates that funds will be used to buy a package. A grey "+" icon indicates that you don't have enough supply points to activate the package. Q: How do I activate packages not at the current player level? A: Go to inventory dialog (top bar), and manually activate the package. For local resources, ensure that you currently have the base selected where you want to send the resources. FAQ - Points of Interests Q: What are Points of Interests? A: There are several Points of Interests (POI) spread all over the of the Forgotten territory. These buildings will offer boost for every player's base within the alliance. Q: What kind of bonuses are there? A: Here is a list of the different Points of Interested and their respective bonuses. Uranium Compound: Increases the damage inflicted of any attacking infantry unit of all alliance members. Tungsten Compound: Increases the damage inflicted of any attacking vehicle of all alliance members. Aircraft Guidance Network tower: Increases the damage inflicted of any attacking aircraft unit of all alliance members. Resonator Network Tower: Increases the durability of all defending units of all alliance members Tiberium Control Network Hub: Adds an additional fixed amount of tiberium production per hour to each base of the alliance Crystal Control Network Hub: Adds an additional fixed amount of crystal production per hour to each base of the alliance Reactor – Adds an additional fixed amount of power production per hour to each base of the alliance. Q: How do I gain these bonuses? A: To gain a particular boost, the respective POI will need to remain in your territory. This control will augment your alliance's bonus gains. Every player's base in your alliance will receive the bonus regardless of location on the world. Q: How do I improve these bonuses? A: The potential gains will increase exponentially as POIs are acquired closer to the center. So, there are two ways; higher and multiple POIs of a particular type will stack points to reach the next tier bonus level. There is also a rank multiplier which is compounded on the base bonus. Your total score for a particular type and its relationship to the other alliances determines how much of the multiplier is applied. FAQ - Combat Q: What types of combat can be performed? A: There are two types of combat, against forgotten (PvE) and against other players (PvP). Q: How do I attack something? A: In the world map, select the base you want to attack, and press "Attack" in the pop-up menu. Note that combat will not start immediately, so you can look around possible targets and select the one you think is best. Q: How much does combat cost? A: To start combat, you pay an amount of command points (CP). The amount depends on the distance to the target, and the target territory type. In addition, you incur repair costs if your units are damaged or destroyed. Q: Can I see the enemy base structures? A: Yes, select the blue "arrow up" icon to scroll to the base view of the opponent. You can use this to locate where the buildings are located that you wish to destroy Q: Can I change my unit setup? A: Yes, you can. When in the attack setup, you can click on any of your units and click to another spot in the grid to move it there. If another unit is already in that spot, the units are swapped Q: How should I set up my units? A: Read your unit descriptions, and try to put them in a location that they will encounter enemy units that they are strong against Q: Which buildings should I focus on destroying? A: In general, your target is the enemy Construction Yard. If you destroy that, you automatically destroy the entire base. (And get all the resources and supply packages that may have been there). If you think you cannot destroy the Construction Yard in one go, sometimes you may want to target the Defense Facility, so you can have an easier second attack, or the Defense HQ, if all you want is the supply package. Q: How does the Defense Facility work? A: The Defense Facility repairs the defenses (units and structures in the defense field) automatically after each attack, up to a maximum of 70% of the health that unit started with before the attack. A damaged Defense Facility is less effective (repairs less). A Defense Facility is also less effective in repairing defenses of a higher level than the Defense Facility itself. Q: How do I get supply packages through combat? A: Some Forgotten camps, outposts or bases contain a supply package. You will receive the supply package by destroying the building marked with the supply package icon in the base. The type of package you receive is random. Q: What resources do I gain when attacking? A: You get a fixed number of resources when destroying any base building (you can see the amounts if you hover your mouse over a building when setting up an attack). In PvE, on the world map you can see green and blue camps, which represent they are either rich in tiberium or crystals, respectively. Thus, you can pick targets that store the resources you are looking for most. PvE also awards some credits, in addition to tiberium and crystals. In PvP, if your attack succeeds in damaging any building, you get all "over-capacity" tiberium and crystal that may be stored in that base (indicated with a red amount in your own bases). You can get ALL the tiberium and crystal stored in the player's base if you can reduce the storage-cap to zero (either by destroying all the silo's, or the construction yard). There is no way to know how much resources are stored in a player's base beforehand. Additionally, in both PvP and PvE, research points (RP) are gained for every attack, even if the attack is unsuccessful (deals no base damage). Q: Can I get power from attacking? A: No. (You can however, in some cases, get a supply crate that awards power). Q: Do I get all the resources available if I destroy the Construction Yard? A: Yes. This includes any supply package (if there is one in the base). Q: What types of Forgotten can I attack? A: A camp (lightly defended, low resources), an outpost (heavily defended, high resources) or a base (heavily defended, medium resources + territory) Q: Territory? A: When you destroy another player's base, or a Forgotten Base (not camp or outpost), you get control over the territory that the base covered for the next 24 hours. You can then relocate your own bases there, if you want. After 24 hours, the territory reverts to the closest base, or neutral territory if no base is close enough. Q: My unit was damaged or destroyed! Is it gone? A: No, your units just need to be repaired. Repairing each unit costs an amount of crystals and repair time. Q: My units were damaged or destroyed. Can I sell them and buy new ones instead of repairing them? A: Q: How do I repair my units? A: Go into the "offense" section of your base. Click the repair icon once. You are now in "repair mode". You can click on any unit to repair only that unit. You can also click the "Repair All" button on the right side to repair all units. If you have insufficient resources to repair all units, units are repaired equally until resources run out. Q: What is repair time? A: Repair time is used to repair your army units to full health. Each base can store up to 12 hours of repair time. Whenever you repair a unit, the amount is reduced. If you have no more repair time stored, you cannot repair your units any more. Q: What is "typed" repair time? A: Each unit is typed as either infantry, vehicle or aircraft. Whenever you repair a unit, it will try to first use up any "typed" repair time of that unit's type, and if that runs out, it will use "untyped" repair time for the remainder. Whenever "untyped" repair time is used, you will get an equal amount "typed" repair time of all the other types. Thus, if you use all three unit types, you can repair more efficiently. Any "typed" repair time is discarded whenever you attack from that base. Q: I am confused. Can you give an example? A: Most certainly. Suppose you have these units, and they are all destroyed A missile squad, repair time 10:00 A riflemen squad, repair time 10:00 A guardian, repair time 15:00 A pitbull, repair time 15:00 A paladin, repair time 20:00 The total repair time for your army is 30:00, because of "typed" repair (vehicles group has 30:00, aircraft group has 20:00, infantry group has 20:00). You can always see a specification of the repair times whenever you hover your mouse over the "Repair All" button. Q: What determines the repair cost of my unit? A: The unit's level determines the repair cost in crystals. The repair time of the unit is a function of the unit's level, and the level of the corresponding army structure. For example, a riflemen squad takes less repair time if you have a high level barracks. Q: I always run out of repair time before I run out of CP! What can I do? A: There are three ways to improve your situation: Attack easier targets, so your army takes less damage Upgrade your army structures (barracks, factory, airfield) so repairing takes less time Add another army in another base. Each base has it's own repair time storage.2KViews1like0CommentsNOD Research Order & other suggestions
Hello all, I'm a long time C&C player and somewhat recently started playing TA (currently CY 12). I play NOD and only really have time to check on my base a little during the week, and play on weekends, so I am not progressing as fast as one would hope.. With that said, I am having trouble find a whole lot of resources that are up to date for RP farming tactics, RP spending order suggestions, and really just general upgrade paths. for the base. I've read some of the guides here after find this forum today and did find some useful information, but can't help wonder if much of it is outdated. I've found some suggestions that say getting your second base is priority #1, and others suggest defense upgrades are.. To my point: 1. What is the optimal upgrade path for progression for NOD? 2. What is the optimal RP spending path? 3. What is the best way to earn RP at my current level? I've read farming bases is good, but I am not sure I am high enough level yet. 4. Are there any websites or other resources you can suggest that are still maintained? Thanks for your time reading my post, and any help in advance.1.6KViews0likes3CommentsChange 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.1.4KViews0likes11CommentsHow to Advance quickly...
Hi, can anyone give me tips for fast advancing without paying any money? like: * how the heck can i conquer a POI? * find a second base? * destroy a forgotten base? I'm only level 8 and it looks like i have ages to play to get those 3 achievements, there must be something i'm doing wrong. please assist, thanks!1.3KViews0likes2CommentsGuide to efficient base digging
I wanted to create my own guide that is is partly based on OpaSmash's StartGuide and a guide than I made for my alliance in a world. My part of the guide has been partly rephrased to better suit all players, new and old alike. Basically, this guide takes OpaSmash's, and brings it to a alliance perspective instead of an individual one. There are issues when it comes to playing together in an alliance: 1. We all live in different geographic regions, even though 70% to 90% live in the US and Europe. Sadly, I do not live in either location. These locations cause an alliance to become asynchronous, one attacks and others can't help in playing for they are either busy or asleep. 2. Not everyone goes for vertigoes (Verts)/firehawks (Hawks) at the start of the game. New players just simply research everything in the offense/defense tab. Having access to Verts/Hawks allows a player to 1 hit kill camps and outposts, and it becomes easier in terms of hunting forgotten bases. 3. Alliances are sometimes not clumped together. If one needs to dig efficiently, one needs to have their alliance next to them. This is so that when one runs out of CP while hunting bases, another player is there to finish off the mess without letting the base recover or worse, have another alliance steal the kill. At the start of the world, an alliance needs to move to a centralized area while bringing their offense level as high as possible. I wouldn't recommend "selling units" to repair them, but I would recommend selling parts of the army to make the entire army more flexible. This is due to the fact, when I sell units, I end up wasting resources compared to when I repair them. For a Nod army, I would recommend a mix of Venoms and Militant Missile Squads. If you want to attack a camp/base/outpost with a vehicle or two in it, sell some of the Vemons and Missile Squads for Militants (their the best early anti-vehicle a player could have if researching for Verts, just don't use them against Bowlers). GDI has it easier with Paladins, just use 1 or 2 mixed in with both Guardians and Pit-bulls. Once an alliance has most of their members in 1 large area (no other players must be in-between them), its time for them to farm bases with their strengthened army. Their goal is to farm bases, dealing as much damage as possible without losing too much repair time. Use the right unit against the right defense building/unit. Once they have Verts/Hawks, they can start hunting bases. Now depending if you are near Forgotten base territory, or are too far from it; you may choose to farm camps/outposts or hunt bases. Hunting bases yield more RP and resources, but seem to cost more RT than farming outposts. I would suggest the nearest players (whereas attacking said bases would require 16 to 30 CP) to start digging when they have Verts/Hawks. A guide that can be helpful is this https://forums.ea.com/en/commandandconquer/discussion/107631/nevermore-advanced-attack-tutorial#latest. That is if you can pull it off on the base, otherwise choose a different one or brute force it (Just disable your Verts/Hawks, they cost a lot of RT). The players farther from forgotten territory can farm camps/outposts to increase their army size, thus allowing them to take the place of the diggers once the run out of RP (or their army becomes too under-leveled). All bases should be power/credits oriented after researching Verts/Hawks (You don't want to run out of power when upgrading units with the loot received from the forgotten nor do you want to lag behind in deploying your 2nd base). Take note that Bold has a higher emphasis than Italicized1.2KViews0likes0Commentscan 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?901Views0likes10CommentsSilo to Harvester Ratio and Cost Guidelines
Calculating the rate of return is the cost of the building to be upgraded compared to the projected production of the building. How this calculation is done is variable depending on the inputs, base layout, account needs, etc. General guidelines need to be clear based on what the player is doing. For instance, during PVP, beginning of a server, etc all impact what the level ratios are for a silo to harvester. Ratios As of the 20.1 Update release the following cost and production ratios are valid (The games resources are based on a power/log base progression): Cost increase is 1.32 starting from level 12+ base costs Production increase is 1.25 starting from level 12+ base costs Harvester power requirement is 75% of tiberium cost Silo power requirement is 25% of tiberium cost Accumulator power requirement is 25% of tiberium cost Powerplant power requirement is 10% of tiberium cost Unique Buildings power requirement is 25% of tiberium cost General Equation to Determine Cost or Production of a Facility Cost: 48,000*(1.32)^(Level of Building -12) Production: Production #*(1.25)^(Level of Building-12) Starting Costs of Buildings (Level 12) Silo: 48,000 Tiberium | 12,000 Power Harvester: 48,000 Tiberium | 36,000 Power Starting Resource Production of Facilties (Level 12) Harvester: Continuous – 710 resource per hour Package – 2,360 resource per hour Total: 3,070 resource per hour Silo (Per Harvester): Continuous: 710 resources per hour X2: 1,420 per hour X3: 2,130 per hour X4: 2,840 per hour X5: 3,550 per hour X6: 4,260 per hour Harvester Specific Calculation Considerations: Package Production of harvesters should not be ignored. To take into consideration package production and its impact on rate of return calculations, apply a adjusting factor based on the assumption of how often a base will move. Since harvesters after level 12 produce packages every 6 hours the calculation is simple: 0 moves a day: 100% of package production 1 move a day: 75% of package production 2 moves a day: 50% of package production 3 moves a day: 25% of package production 4 moves a day: 0% of package production Harvester: @ 0 move per day: 3,070 per day @ 1 move per day: 2,480 per day @ 2 moves per day: 1,890 per day @ 3 moves per day: 1,300 per day @ 4 moves per day: 710 per day Rate of Return Calculations There are 2 distinct methods with which to calculate the underlying return on cost methodologies: • Tiberium cost weighted rate of return; or • Total rate of return (power + tiberium costs) After determining the base method above, some prefer to weight continuous production over package production. A player needs to know when to use which method, and then stick to it especially if package production plays a significant factor. Tiberium weighted: Silos: 1-Touch silo: 48,000 tiberium / (710*1) = 67.60 hours 2-Touch silo: 48,000 tiberium / (710*2) = 33.80 hours 3-Touch silo: 48,000 tiberium / (710*3) = 22.54 hours 4-Touch silo: 48,000 tiberium / (710*4) = 16.90 hours 5-Touch silo: 48,000 tiberium / (710*5) = 13.52 hours 6-Touch silo: 48,000 tiberium / (710*6) = 11.27 hours Harvesters: @ 0 move per day: 48,000 Tiberium / 3,070 per day = 15.63 hours @ 1 move per day: 48,000 Tiberium / 2,480 per day = 19.53 hours @ 2 moves per day: 48,000 Tiberium / 1,890 per day = 25.39 hours @ 3 moves per day: 48,000 Tiberium / 1,300 per day = 36.90 hours @ 4 moves per day: 48,000 Tiberium / 710 per day = 67.60 hours Total: Silos: 1-Touch silo: 48,000 tiberium +12,000 Power / (710*1) = 84.51 hours 2-Touch silo: 48,000 tiberium +12,000 Power / (710*2) = 42.25 hours 3-Touch silo: 48,000 tiberium +12,000 Power / (710*3) = 28.17 hours 4-Touch silo: 48,000 tiberium +12,000 Power / (710*4) = 21.13 hours 5-Touch silo: 48,000 tiberium +12,000 Power / (710*5) = 16.90 hours 6-Touch silo: 48,000 tiberium +12,000 Power / (710*6) = 14.08 hours Harvesters: @ 0 move per day: 48,000 Tiberium +12,000 Power / 3,070 per day = 27.36 hours @ 1 move per day: 48,000 Tiberium +12,000 Power / 2,480 per day = 33.87 hours @ 2 moves per day: 48,000 Tiberium +12,000 Power / 1,890 per day = 44.44 hours @ 3 moves per day: 48,000 Tiberium +12,000 Power / 1,300 per day = 64.62 hours @ 4 moves per day: 48,000 Tiberium +12,000 Power / 710 per day = 118.31 hours Based on the above a few guidelines can be determined for Silo / harvester level ratios below. The number represents the silo level compared to the harvester level. Tiberium-weighted @ 0 moves per day: 1-Touch: -9 2-Touch: -6 3-Touch: -4 4-Touch: -1 5-Touch: +2 6-Touch: +5 @ 1 move per day: 1-Touch: -9 2-Touch: -5 3-Touch: -2 4-Touch: +2 5-Touch: +5 6-Touch: +9 @ 2 moves per day: 1-Touch: -7 2-Touch: -3 3-Touch: +2 4-Touch: +6 5-Touch: +11 6-Touch: +15 @ 3 moves per day: 1-Touch: -5 2-Touch: +1 3-Touch: +8 4-Touch: +14 5-Touch: +21 6-Touch: +27 @ 4 moves per day: 1-Touch: 0 2-Touch: +12 3-Touch: +24 4-Touch: +36 5-Touch: +48 6-Touch: +60 Total of Tiberium + Power @ 0 moves per day: 1-Touch: -8 2-Touch: -4 3-Touch: 0 4-Touch: +4 5-Touch: +7 6-Touch: +11 @ 1 move per day: 1-Touch: -7 2-Touch: --2 3-Touch: +2 4-Touch: +7 5-Touch: +12 6-Touch: +17 @ 2 moves per day: 1-Touch: -6 2-Touch: +1 3-Touch: +7 4-Touch: +13 5-Touch: +20 6-Touch: +26 @ 3 moves per day: 1-Touch: -3 2-Touch: +6 3-Touch: +16 4-Touch: +25 5-Touch: +34 6-Touch: +43 @ 4 moves per day: 1-Touch: +5 2-Touch: +22 3-Touch: +38 4-Touch: +55 5-Touch: +72 6-Touch: +89801Views1like1CommentIs 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.771Views0likes11CommentsRelocate 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 Rookie731Views0likes8CommentsSupport Structures - Skystrike, Ion Canon, Falcon
Fandom Reads: It (Skystrike) automatically supports all alerted friendly bases within range (8 fields) with an artillery barrage in their defense area against incoming attacks. Additionally, the artillery support can be manually calibrated on one player base (default: own base) within 8 fields to defend that base without being alerted. Artillery support requires weapon calibration which requires 30 seconds plus an additional 40 seconds per field. Only one support building of this type in can be constructed per base. My questions are; 1. The way I read it is that if I don't set support on anybody it defaults to me AND protects all my friends within 8 fields. Why would I set support on anybody else? 2. Every time I do set support on somebody else and get attacked I don't see Skystrike work on my base anymore, leaving me unprotected. Is that correct?721Views0likes4Comments