Reply to Thread
Page 31 of 49 FirstFirst ... 21 29 30 31 32 33 41 ... LastLast
Results 301 to 310 of 482

Thread: [Guide] Combat Guide & FAQ

  1. #301
    Pathfinder
    Join Date
    Jun 2012
    Posts
    2
    World
    Sandycove

    Post

    Ok, I found a disbalance in the game's strategy, which simply makes no sense. Well, I'll explain it very simply because it is simple;
    Take one recruit and one... scavenger. Should get about 50% 50% (the unit more or less are equal in skills & power) well, the calculator says you can always win.
    Let's take it longer and we say, 2R VS 2S (the same result?) Yes. Then 3R VS 3S, Min 1R Max 2R. Suddenly it rises, the min rises to 1 and the max rises 200% from Min. What for me makes completely no sense. And the calculator is giving a exact result, which gives more unsense.....

    What about the posibilities? Lets say if we take 2R VS 2S we got about 16 posibilities (more or less, don't exactly know how does it works about the first attacking and the second attacking turn yet but that isnt critical to this). One posibility; One of the R get on the 80% of hit and the other too, then a 0 loss is posible. Second posibility; One of the R get on the 80% and the other doesn't, then a 1 loss is possible (logically every guy attack once to one target, even do if it doesnt the maths dont make sense with the calculator. Anyway, although everything, the S got 15 to 30 AP so the R would survive since they have 40HP if attacked differently, if the enemy was concentrated in one then MAX 1 loss (and one hurt).

    We leave the possibilities and lets say it is about Min and Max.. Ok.. We take, I call it like that, the "brute" strategy. It is done when you are just too stupid or have the time to awaste to make an army that is impossible to defeat (like using 1000 soldiers to defeat 100 enemy soldiers), well, it is known that in real life it would still kill soldiers but less, in games, most of them will give you 99% possibity of no loss, this depends of where do you actually are fighting ( terrain or high/depth level, if the units cant get to the attack's range so they don't really count) and how many hits they can receive (until the enemy's units are killed, they fight and damage your units). Here, although you get Terminator and Arnold S. as part of your army, you still lossing the same amount than having Arnold S. alone. N-O-L-O-G-I-C-S (8 letters used like words, no overpassed the caps rule ;D)

    Simplier?;
    Take 10R VS 10S, you get MIN 5 MAX 8 loss. Take 30R VS 10S, you get MIN 3 MAX 5 loss. Take 200R VS 10S, you get MIN 3 MAX 5 loss.
    (Lets be nice and say, "dude anyway they are melee, they got close and could get kill bla bla bla bulls.. bla bla sh.. bla bla" ok so other example)

    Even more obvious than water and oil don't like each other;
    Our R dudes got B dudes so they feel supported with ranged and bla bla.. Take 10R 7B VS 10S, MIN 3 MAX 5. Take 10R 190B VS 10S, hope what? MIN 3 MAX 5.
    If this doesn't point out that there is a HUGE disbalance in battles ingame, my name is Superman and I'm hiding super powers..

    So, if you are right now reading this and thinking "this dude could come at any time when there's a fire accident or a master mind evil guy destroying the city to save us all" I disapoint you explaining other used strategies.
    When in games, it is about 90% of all games would work. Proved in AoE, AoM and RoN. I call them with really crazy names which gives you no idea of what it is about because I never learned "strategy" in somewhere or my profession is not called "Prof. in strategy procedure & strategy games" or neither Super heroe...;
    The "archers: fire at will"; Put archers, preferible in many points, divided equally except for the edges (each extreme, the first ones to start shooting) of the formation (which is bow-like formation, looks exactly like a bow somehow) and close everyone to everyone with little difference. When infantry troops attack (light and medium, if you got heavy fire so also heavy infantry) will not reach them and you will kill them easily.
    The "archers: attacking above the wall"; For high hp units, like bosses here. Put a wall of soldiers, while the enemy attack them, you fu..the.. of... shoot at them with archery from the back.. Here you got more success possibilities and likely no archer is killed anyway.
    Both strategies gives almost the same result in the simulator. Tell me you never used one of those 3 strategies and they worked to you then?!! In real life they are used all the time (not like I described, of course) but the same concept. I can't hope if I send archers they will stand waiting to get hit before shooting or won't shoot the enemy while he gets closer (melee), right? Because that's not logical! Well, here is possible..



    Finally, proved all points and I look like a big strategist guy who found the cure for.. killed soldiers?

    Peace , wish you fix this up...
    Last edited by Spifet; 16.06.12 at 16:48.

  2. #302
    Original Serf
    Join Date
    Apr 2012
    Posts
    4
    World
    Newfoundland
    zone 9 camp 7, 2nd wave i sent 100c & 100s only lost 3s, just another option

  3. #303
    Pathfinder
    Join Date
    Jun 2012
    Posts
    1
    World
    Sandycove
    Why can't I see the maps?

  4. #304
    Pathfinder
    Join Date
    May 2012
    Posts
    3
    World
    Sandycove
    how can i send a second wave?

  5. #305
    Pathfinder
    Join Date
    May 2012
    Posts
    2
    World
    Sandycove
    Hi Guys, I found this thread after having some trouble with Chuck - I had already attacked with a significant amount of cavalry (though not as many as 100) so I killed all his dogs... I was assuming that wave 2 (85R, 40m and 75B) would be to kill chuck himself?
    Anyways, I sent a bit extra because I wasn't sure about what the cavalry should have killed - I sent 60M, 65R, 15LB and 60B and I got completely destroyed without killing chuck so that was a massive waste of time!
    Any suggestions about what I could do from here?

  6. #306
    Glorious Graduate
    Join Date
    May 2012
    Posts
    76
    World
    Newfoundland
    My advice would be to start using a combat simulator.

  7. #307
    Pathfinder
    Join Date
    Jun 2012
    Posts
    9
    World
    Sandycove
    From attacking this camp **Medium Camp (180 Dogs + 20 Rangers) [200R (72R)] (125R minimal)** in zone 8, I got 40 settlers.

  8. #308
    Pathfinder
    Join Date
    May 2012
    Posts
    3
    World
    Sandycove
    Heyyy, what i need to send for win a 1Chuck and 100Roughneck??? please help !!!! for that i already thing to leave/quit/forget that game!!!

  9. #309
    Pathfinder
    Join Date
    Mar 2012
    Posts
    4
    World
    Northisle
    Chuck is getting me angry too.

    So, for first wave I sent 200C. The bandit camp is now on 1 Chuck and 92 roughnecks. Then I sent 182 recruits and the rest 18 mixed bowmen and militia. The bandit camp is on 1 Chuck and 92 roughnecks. Not a single kill. FFS and argh!

  10. #310
    Pathfinder
    Join Date
    May 2012
    Posts
    1
    World
    Sandycove
    4. Hard Camp (80 Dogs + 70 Rangers + 50 Roughnecks) [1: 96R 2: 42R 110C 48LB (137)] OR [1: 200R 2: 50C (200R)]

    I hit this camp with 200R. My army lost, but it was an even draw. Both armies lost all their men. Just the camp survived.

Reply to Thread

Similar Threads

  1. [Guide] Detailed combat guide
    By Gerontius in forum Adventure Guides
    Replies: 24
    Last Post: 12.05.20, 14:43
  2. Replies: 5
    Last Post: 30.11.15, 12:03
  3. Replies: 7
    Last Post: 14.01.15, 08:50
  4. Replies: 7
    Last Post: 06.12.14, 23:19
  5. [Guide] The Stolen Sleigh Veteran Cannon Guide by Toastkid
    By toastkid in forum Adventure Guides
    Replies: 6
    Last Post: 27.12.13, 12:38

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.