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Unread 8 Sep 2016, 01:00   #143
Xerxes
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Join Date: Nov 2005
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Re: R68, who plays? who wins?

Quote:
Originally Posted by fortran View Post
To make good use of it you have to have a good activity and adjust your strat to use thee bug. Like fully using hulls 3 to defend hulls 2 incs. And still not efficient in the case of mixed classes.
The pled attack fleet gives people almost 8 hours to launch an attack. The pled defense fleet balances that very well. But in the same time, it is something totally unbalanced when it lets a single player cover an inc that needed 15 players to coordinate a live launch in the last 2 min before tick
Excactly, last round Ultores had a war with Norsemen for example... They were doing live launches, and all I had to do was to have a scanner j-scan the whole ally at :50, :55, :57 and :59 - and then adjust ally-launched-fleets accordingly. So 2 people could stop 20-something people who kept launching and re-launching. That is totally ****ed up.

I also disagree that you need to go heavy to make use of the def-point bug thingy. As soon as you see PL - you can know when the incs show up - so you can adjust when you need to wake up in order to DC. That still makes it advantage for the defender, since if you force people to live-launch attacks, you will have no way of knowing around which ticks the attacks will come. And you can still PL defence even if it wont be with a higher hull-class, which will make it easier to dc once the incs show up.

You can also PL people who you know wont be awake when incs show, but are awake when the PL showed up.
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