#21
Posted June 14 2013 - 02:47 PM
"Boomshooter" - Lvl 14 Raider
"Chunk-chunk" - Lvl 13 Reaper
"Puny Mortal" - Lvl 15 Brawler
#22
Posted June 15 2013 - 02:15 AM
Abbera, on June 14 2013 - 02:07 PM, said:
Energy for ship counts down by itself. All ships launched by the opponent will be killed by aa missiles before it does one point of damage to the base. Eventually, the ship for the team in aa will launch and since the other team does not hold aa it will do damage to the base. With enough of these time launched ships, the team in aa wins. You don't even need one mech delivering energy, but it would make for a very long game.
So who gets more experience_ Ship launch team gets 700 experience for launching a ship. AA team gets time experience for being in AA while ship is in flight times 6 mechs in AA. They also get experience for destroying a ship. I think the team in AA even gets more experience. Bottom line, energy is a distraction that shortens the game. Holding AA yields the greatest experience and wins the game.
If you go away from the extreme game, and let the team launching ships try to get aa, offensive efforts are costly. They will lose a great number of mechs trying to take the aa. If the team in AA stands its ground, it will kill many more mechs than it will lose and they will make out like bandits on xp.
Also XP fanatics wil gather EU, even me when i had 6 days of double booster xp, i kept gathering EU, alot. If i didnt i would get one round of 150 EU and go to AA right away to pick of any straglers, if i took some pilots EU (Say 200 from a raider) i will deliver unless enemy only needs like 100 EU
Edited by Wondrz, June 15 2013 - 02:18 AM.
#23
Posted June 19 2013 - 03:30 PM
Wondrz, on June 15 2013 - 02:15 AM, said:
Abbera, on June 14 2013 - 02:07 PM, said:
Energy for ship counts down by itself. All ships launched by the opponent will be killed by aa missiles before it does one point of damage to the base. Eventually, the ship for the team in aa will launch and since the other team does not hold aa it will do damage to the base. With enough of these time launched ships, the team in aa wins. You don't even need one mech delivering energy, but it would make for a very long game.
So who gets more experience_ Ship launch team gets 700 experience for launching a ship. AA team gets time experience for being in AA while ship is in flight times 6 mechs in AA. They also get experience for destroying a ship. I think the team in AA even gets more experience. Bottom line, energy is a distraction that shortens the game. Holding AA yields the greatest experience and wins the game.
If you go away from the extreme game, and let the team launching ships try to get aa, offensive efforts are costly. They will lose a great number of mechs trying to take the aa. If the team in AA stands its ground, it will kill many more mechs than it will lose and they will make out like bandits on xp.
Also XP fanatics wil gather EU, even me when i had 6 days of double booster xp, i kept gathering EU, alot. If i didnt i would get one round of 150 EU and go to AA right away to pick of any straglers, if i took some pilots EU (Say 200 from a raider) i will deliver unless enemy only needs like 100 EU
#24
Posted June 19 2013 - 03:33 PM
Flapjacks, on June 14 2013 - 02:47 PM, said:
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