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2-Ton Twenty-One
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282
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Posted - 2013.03.15 19:15:00 -
[1] - Quote
Beers question.
I thought the game allowed you to reattack with in a hour of your first attack. So you could attack the same district 4 times in 1 day could you not?
Also I thought once a district is under attack you could not reinforce. thus the attacker can pound you into the ground with 4 attacks in a row meanwhile preventing you from reinforcing. so unless you had 450 clones there to start you have to fight with what you left there.
Also who says you have to run expensive kit to win? You could run mostly adv level equipment or standard and cut costs for the battle adjusting on the fly using supply depos.
Also people do not use logis much in corp battles right now or injectors for that matter. their use would ob become far more critical for the long term campaign. instead of 4 guys carrying ammo in most corp battles. a team of 6 would have enough guys that if 2 survive they can res the others. KDR and injectors become far more critical. lone wolfing in the corp battle will be a bad idea as you always will want someone within range to rez you. every clone costing 200k goes a long way to wanting people to rez.
Also is not the 100 clones lost the MINIMUM amount you can lose per battle. I thought if you lost lets say 150 clones then you lose that amount plus 100 clone. or is it just 150? |
2-Ton Twenty-One
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282
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Posted - 2013.03.15 19:49:00 -
[2] - Quote
I HAVE BEEN TO THE MOUNTAIN TOP!!!!! And have brought back the information we seek!
I demand likes and freedom for all races (real not meta)!!!!
https://forums.dust514.com/default.aspx?g=posts&m=618642#post618642
I was correct in that you can re-attack in the same day within the hour. so you could attack with 450 clones and take a district if 4 fights or less.
CCP Nullarbor - Correct, the attacker gets an hour window after the battle starts to attack again before reinforcement can move in or other corporations can attack.
So move in on low clone districts attack in good numbers. take district, easy! thus this changes the isk cost and all values considerably.
it also makes having good players to defend low clone districts quite valuable. guys with good KDR and top level skill can make 60 clones go a long way to making your enemy rethink his followup attack. |
2-Ton Twenty-One
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282
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Posted - 2013.03.15 19:57:00 -
[3] - Quote
Kira Lannister wrote:So basically a district can be bullied? lol
Well its more like you like 5 guys to defend a base obviously you have left that front open to attack.
Also a 450 vs 450 clone battle would be a massive no holes barred corp battle. with each clone worth 200k isk and all the equipment for that fight, that would be a rare fight indeed. You would be fighting a enemy stronghold at that point. 90 mil not calculating equipment costs I would say about 500 mil for that corp large battle 400 mil for the equipment or so. Maybe even 1 billion if its all proto and office stuff, also tanks somewhere in there.
So not common :P |
2-Ton Twenty-One
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282
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Posted - 2013.03.15 20:08:00 -
[4] - Quote
Bendtner92 wrote:2-Ton Twenty-One wrote:I was correct in that you can re-attack in the same day within the hour. so you could attack with 450 clones and take a district if 4 fights or less. That is not correct. If you attack a district you have an 1-hour exclusive window, from the start of the match, to schedule another battle for the following day, and not the same day. In that 1-hour window no other corps can attack the district, but only you. Edit: But it is correct that if the attacker wins then the defender cannot reinforce the district until after the next reinforcement window.
can you site where you found this clarification? also this does not change the fact you cannot reinforce from outside and if you lose the battle that district will produce 0 clones. thus it can still be done the same way just over 4 days. |
2-Ton Twenty-One
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282
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Posted - 2013.03.15 20:22:00 -
[5] - Quote
Goat of Dover wrote:2-Ton Twenty-One wrote:also this means the attacker has the clone production advantage because his attacking district will be making babies. Well this does not seem fair I think the advantage should go to the defenders. Unless this is an inccentive to attack districts to prevent the evil doughnut.
Well defenders don't have to deal with moving babies costs. The fact that some of the babies are going to die during transport depending on how many jumps away the attacker is means that the attacker has more overhead depending on his location relative. Also isk cost as per moving babies ref bottom of the table not including cost of dead babies.
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves |
2-Ton Twenty-One
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282
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Posted - 2013.03.15 21:07:00 -
[6] - Quote
Goat of Dover wrote:Maximus Stryker wrote:Goat of Dover wrote:2-Ton Twenty-One wrote:also this means the attacker has the clone production advantage because his attacking district will be making babies. Well this does not seem fair I think the advantage should go to the defenders. Unless this is an inccentive to attack districts to prevent the evil doughnut. Ding Ding Ding...We Have A Winner CCP has stated multiple times that they do not want a camp fest, they want attacking and action... Yes I agree that would make sense but, the ability to make babies while your opponent cannot does not seem to be really fair. How are you still able to but you opponent is not. Incentive or not that does not feel right. I may have missed the reason there please forgive me if I did.
The reason you cannot is you lost the battle in your district thus your facility are under attack and thus shut down. workers down work in combat zones. equipment would be shut down to prevent damage and such things. |
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