View Single Post
Unread 8 Mar 2016, 07:36   #33
M0RPH3US
idle
 
M0RPH3US's Avatar
 
Join Date: May 2008
Location: Germany
Posts: 968
M0RPH3US is just really niceM0RPH3US is just really niceM0RPH3US is just really niceM0RPH3US is just really niceM0RPH3US is just really nice
Re: R66 Stat opinions

Quote:
Originally Posted by Kaiba View Post
I kind of see what you are saying but I think Tia's point is valid.

Last rounds stats were slightly defensive and yet no other alliance was able to generate effective defence to counter incommings. Now people are calling for stats that reduce that ability to defend even further.

The glaring problem with ST stats is that unless you want glaring holes in your fleet you need to build 5+ different ships. When most alliances normally operate on a 65/35 att/def split this means you end up with at best 25% of 1 ship and 10-15% of another. There is a chance that one of these ships will be for self coverage and not meet alliance eta and be redundant for alliance defence. As last rounds stats show us Ultores is far superior to others when it comes to galaxy defence meaning these redundant ships will still be used by them effectively unlike other alliances.

All ST sets do is weaken the defpool available, even more so than they allow for more lands offensively. When you have 1 alliance that can get a 90% def turnout every night against a bunch of alliances that get 40% at best this gap of ability to hold roids and gain value just widens and widens.

The Inc stats show that ult still managed to be in the top 2 hostiles to 3 competing alliances last round, still able to roid them to a comparable level to how they were getting roided even with 120+ incs every night for the 2ND half of the round. This means they recover roids/hold roids and build value at a higher rate than others and now you are all asking for an environment that increases their ability to do this compared to their competitors.

I genuinely refuse to believe that anyone also enjoys playing in an environment where you cannot hold your roids under the smallest amount of adversity, it's just not fun to have a smaller fleet, less roids and watch all your gains from landing wiped out every time you get above a certain threshold. Yet again this is the environment you are asking for....
Again, as you keep on going about Ultores. I dont think the majority on these forums (it isnt actually many, that even voted on the poll) is seeking a set of stats where they have the best chance in beeting ult!

It is more about enjoying the key aspect of the game, which is landing succesful attacks, be it for the glory in roiding a powerhouse, the xp involved or the free roids.

The standard casual player in a mediocre alliance will be roided anyhow, no matter if the set is defensive or not. As he will simply not always get the defensive support due to several possible reasons. Be it himself failing to spot a fake, no defence been sent from ally/gal or whatever ****up/disability. It doesnt matter how many holes his fleet setup has.
Personally i dont even think that the described casual dude is bothering with roid loss too much (hes used to it anyhow), as long as hes able to succesfully land his fleet on someone else.

Now if we use a overly defensive set the only ones benefiting are the 100 planets, that dc themselves, get the alliance and ingal support and spot the fakes coming at them.
The key-factor here is reducing incoming-waves before they even launched - which is usually achieved by forcing your opponent to use many fleets each wave. So lets say Alliance A is sending 49 att fleets on 1 gal consisting of 7 hostile planets: Thats either 7 waves each planet (1 fleet attack) in a very attack oriented setup, where every planet has their holes in fleetsetup, or 2 waves each planet if you have to use 3 or 4 attack-fleets each wave.
So what's easier to cover ? 7 waves on your planet, or 2?
Even if those 7 waves can be covered by just 1 fleet each, its 7 fleets your opponent has to use...

Finally, why is it so hard to bring down ult, asc, apprime or whoever was the top shots at their times?
Usually those alliances should crumble soon when beeing steadily hit with about 100 fleets at night. The issue is that the most alliances around wont uphold the pressure of sending this constant amount of incs as quite many ppl around loose the interest in attacking someone that is getting covered night after night.
So the amount of fleets beeing sent is dropping fast, all you have to do is 2-3 nights of hard effort in covering everything. Soon alliances will have to add some unallied planets to their raids to keep motivation up and the number of fleets beeing sent at the #1 is dropping even further.

Why am i going on about this?
Because in my opinion having the casual and mediocre player beeing able to land (even on bigger alliances) is what keep this game alive. Nothing else.
__________________
m0rph3us formerly known as Bugz

"Itīs not about how hard u hit, its about how hard u can get hit and still keep moving forward! How much u can take and still move forward!"
M0RPH3US is offline   Reply With Quote