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Darkwing, August 2011, edited | |
just got hit by 3 hit & run's.....lost a total of 56K troops.......don't you think that is a bit much???? Funny thing is that these 3 tribes are 1400 acres smaller, but they need less off for hit & run, so eventhough I have nearly 650 DPA, I still get slaughtered.... might as well play without def as that gives the same results? | |
ScorpiAS, August 2011 | |
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Please put an admin tag around such information!
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k-man, August 2011 | |
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the only information given is DW has 650 dpa which is useless if you don't know what tribe he is?
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ScorpiAS, August 2011 | |
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lets see... 1400 acres smaller tribes.. 3 of them hit and running...hm... I wonder who has 3 attackers that are about the same size and are hit and running someone who has 650k dpa... so hard to figure out..
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OrigenX, August 2011 | |
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well those losses sound about right especially if youre a big tribe filled with huge ammounts of troops and maybe casted mortality upon...
huge size/ammount = huge losses wlls are the way to reduce the losses greatly |
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scarlo2, August 2011 | |
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Well, we know now Darkwing is a britt, of middle sized range.
I'm sure I can find you now :P |
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Darkwing, August 2011 | |
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they might sound about right, but I think it is ridiculous
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Darkwing, August 2011 | |
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you can not find me as I reset
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sanzi, August 2011 | |
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If britts' thieves didn't have a defensive point, losses would be much slimmer
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Bolle, August 2011 | |
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It wasn't even viks hitting you? Why, there's walls... they work fine. And you're britt, so halve those unit losses.. and you seem to like defense, 650 dpa is about twice the amount I like to run.
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Joe, August 2011 | |
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Yes DW.. Just face it... The higher def you run, the more you lose when you get hit! It is time to change plans and release all those troops to cut down those expensive losses ;)
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Darkwing, August 2011 | |
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the point is.......the game has become useless. Training def is useless, building walls is useless....waste of my time really
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Bolle, August 2011 | |
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So.. you're suggesting that when you build a brick wall, I shouldn't be able to break it apart. What's the point of a war game where you can't destroy things?
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OrigenX, August 2011, edited | |
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should develop cyclops proof walls
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Darkwing, August 2011 | |
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sure you should be able to break it at one point. But 3 H&R and I loose almost 50 million worth of troops is a bit much i.m.o.
So if 4 hrs later I get hit again there is only one option left and that is to reset as training def is useless...as said before |
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OrigenX, August 2011 | |
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or you kill them :P
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ScorpiAS, August 2011 | |
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The point is that no one should be really that well deffended. And Darkwing, just for the record, calling someone wanker and moron wont really make him stop hit and running you ;) (acctually I will stop hit and running you..as soon as I am able to raid you..)
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OrigenX, August 2011 | |
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RAZE him hes troopfat
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Darkwing, August 2011 | |
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Scorpias, I reset so nobody will be able to hit & run me
In another minute my tribe will be deleted so then you can't even vision me |
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scarlo2, August 2011, edited | |
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R.I.P. Darkwing... after countless ages, in the end he was pwnt by his own noobness.
We should have a Tombstone area for the game leavers, just like our Hall of Heroes for round winners concept. |
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Darkwing, August 2011 | |
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nah I was pwnd by the game heavily favouring attackers. This has been going on for years and finally I have had enough. Off to Battlefield. Have fun!
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Plato, August 2011 | |
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I don't agree that the game favors attackers, but it do indeed favor a big alliance (10-12 tribes) ower small ones. Any player in a small alliance is bound to be fame raped and grabbed more often even if that player got better defence than others around their size.
So get back in track, get some friends to join and kill those that attack into your alliance. |
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scarlo2, August 2011 | |
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Yea, I don't get mad, I get even
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NightShade, August 2011 | |
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I disagree with Darkwing in reducing the losses from HnR. The attack is useful and helpful during wars and for attackers who want to counter a larger attacker whose defence they can't break with standard attacks. Therefore HnR should stay as it is.
And I would not say that orkfia favours attackers in general. But in the process of making attacker races more attractive, some racial abilities were introduced that can also be exploited: - HE/oleg: troop gains when grabbing leads to grab wars. Tribes run low dpa and high opa. Active attackers can grow without even training def specs. - Undead: Immortal units plus troop gains when killing enemy troops. Fastest way to grow is to constantly raid/HnR. - Rept/uruk: additional offence (+20%/+15%) when using both generals and/or race spells. A decent opa is sufficient to grab well-defended tribes. The downside of such racial abilities is that t/m tribes are forced to run higher and higher dpa. Tribes in top 5 alliances are less affected by these attackers, any organized alliance will kill an attacker that repeatedly attacks an alliance member. Therefore such attackers concentrate on unorganized/small alliances where little resistance is expected. I am not against these racial abilities, I just think that some of them are overpowered. Reducing the benefits might help to balance the game though. |
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scarlo2, August 2011 | |
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NightShade from elveron?
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mazja, August 2011 | |
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