Forum Discussion
5 years ago
@EE_Elephterion or @enigm,
Can you confirm a few things so I can update the page if things have changed in recent updates?
1. Per Soixie's statement, do level 50+ outposts follow the level 50 rule for camps? Level 50+ outposts are spawned at or under the level of the highest of defense or offense level of a base activating a tunnel. It sounds like this may be a bug if outposts are to still follow the outpost spawning rule instead of reverting to the level 50 camp rule.
2. Per the most recent guidance provided, Soixie is incorrect with -1 +3 for outposts. This level range is for camps only. Outposts are spawned at -2 + 2 of the offense level only of the base activating the tunnel.
3. Please confirm that tunnels are activated by eligible bases that are within 4.5 spaces of a tunnel, and outposts are spawned within 6.5 spaces of the tunnel activated. Has this changed in recent updates, and does this rule apply to all worlds?
4. The physical base level impacts the probability of what level of outpost is spawned. Current guidance states that the following:
The offense level of a base determines whether a tunnel is activated or not (-6 or higher). To fully activate a tunnel, 5 qualified offense level bases must be within 4.5 spaces.
The average physical level of a base determines which level of outpost is likely spawned. For instance, if the average players base level is under the activated tunnel's level (player base level 10, tunnel level is 15); the probability is higher for outposts to spawn under Level 15 is very high. If, the average physical base level is equal to the level of tunnel activated (player base level 15, tunnel level is 15), the probability of level 15 outposts spawned is greater. And if the average level of player's bases are greater than the level of the activated tunnel, then outpost levels greater than the tunnel level (up to +2) have a higher probability of being spawned.
5. Current guidance states that the level of camps spawned is truly random.
Please confirm when able. Thank you!
I recommend that until the developers confirm changes to follow the farming guidance set forth in my original post as those are the statements asked and confirmed by the developers of the game. Any other assumptions are speculative and/or inaccurate.
Lastly, there may be some mechanics of farming that the developers may not wish to provide. In these cases, I'll ask clarification on which mechanics will not be disclosed and I'll provide that information in the original post. In these instances, player experimentation and confirmation will be used to provide as accurate a guideline as possible.
Farm on.
Can you confirm a few things so I can update the page if things have changed in recent updates?
1. Per Soixie's statement, do level 50+ outposts follow the level 50 rule for camps? Level 50+ outposts are spawned at or under the level of the highest of defense or offense level of a base activating a tunnel. It sounds like this may be a bug if outposts are to still follow the outpost spawning rule instead of reverting to the level 50 camp rule.
2. Per the most recent guidance provided, Soixie is incorrect with -1 +3 for outposts. This level range is for camps only. Outposts are spawned at -2 + 2 of the offense level only of the base activating the tunnel.
3. Please confirm that tunnels are activated by eligible bases that are within 4.5 spaces of a tunnel, and outposts are spawned within 6.5 spaces of the tunnel activated. Has this changed in recent updates, and does this rule apply to all worlds?
4. The physical base level impacts the probability of what level of outpost is spawned. Current guidance states that the following:
The offense level of a base determines whether a tunnel is activated or not (-6 or higher). To fully activate a tunnel, 5 qualified offense level bases must be within 4.5 spaces.
The average physical level of a base determines which level of outpost is likely spawned. For instance, if the average players base level is under the activated tunnel's level (player base level 10, tunnel level is 15); the probability is higher for outposts to spawn under Level 15 is very high. If, the average physical base level is equal to the level of tunnel activated (player base level 15, tunnel level is 15), the probability of level 15 outposts spawned is greater. And if the average level of player's bases are greater than the level of the activated tunnel, then outpost levels greater than the tunnel level (up to +2) have a higher probability of being spawned.
5. Current guidance states that the level of camps spawned is truly random.
Please confirm when able. Thank you!
I recommend that until the developers confirm changes to follow the farming guidance set forth in my original post as those are the statements asked and confirmed by the developers of the game. Any other assumptions are speculative and/or inaccurate.
Lastly, there may be some mechanics of farming that the developers may not wish to provide. In these cases, I'll ask clarification on which mechanics will not be disclosed and I'll provide that information in the original post. In these instances, player experimentation and confirmation will be used to provide as accurate a guideline as possible.
Farm on.
About Tiberium Alliances Tips & Guides
Share gameplay guides, how-to's and tips about Command and Conquer: Tiberium Alliances with other players.129 PostsLatest Activity: 8 days ago
Recent Discussions
- 11 days ago
- 11 days ago
- 11 days ago
- 9 months ago