Recent posts by windancer on Kongregate

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Topic: Battle Dawn / Summer event ideas?

Remember tho, some things are not “settable” by the admin. I’m pretty sure unit numbers are not one of those… but yeah, cool idea.

 
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Topic: Galaxy Online / Server01 & 03 Merger on April 25th

And Champions just got that much more of a interesting.

Tho at 30 per room…. 15 rooms.. 450. I don’t know about S3, but S1 had 230+. Does that mean it will fill up and people locked out if not in soon enough?

 
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Topic: Battle Dawn / Summer event ideas?

I still stand behind my idea of the expanding alliance size as a fun event.
(Alliance size 1 tic 1-200… 2 from 201-400… 3 from 401-600… 4 from 601-800… 5 from 800+)

Mars Event: Magnetic Storm.
Every 50 or so tics, the admin razes all gates and radars due to massive magnetic storms destroying the delicate gear. Colony gates and radars are protected.
Mars is a smaller world, but still, the loss of radars and gates will make conquering the world much more difficult.

Earth Event: Colonize the water planet!
At tic 1, all players are given 15000 oil and metal to kick start their colonies into full gear as the race is on colonize this strange water world for its resources and its mysterious (and very heavily defended) relics.

Fantasy Event:
Meh… I don’t like fantasy worlds. Someone else insert a good idea here.

 
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Topic: Battle Dawn / orc deaths

http://tinypic.com/r/r7uhyq/8

from the last E1.

With grace and style in an epic battle.

 
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Topic: Battle Dawn / Which chassis is better?

Build 60 infantry at your base. They are ready in 2 tics. 2 full squads
Repeat 2 more times. You have 180 infantry, 6 squads in 6 tics. Cost: 180 population

Build 20 tanks at your base. They are ready in 6 tics. 2 full squads. Cost: 60 population

No rushing needed. You can just build infantry faster. But it chews up population to do so.

 
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Topic: Battle Dawn / Which chassis is better?

Originally posted by frostyicing:

I gotta go with vehicles too. But there are a few errors in your thinking. First of all, tanks cast 3 workers each to build, and veh cost 2. So the pop cost is the same for all 3 chassis. Also, inf are actually the SLOWEST to rank up. Sure, it only costs 30 xp each for an infantry to level up. But there are 30 inf in a squad, so it takes 900 xp to bring an infantry squad up a rank. For veh, it is 50 xp per rank * 15 veh in a squad = 750 xp/squad. And tanks, 70 xp per rank and 10 units in a squad, are the fastest at 700 xp/squad.

Yes, 3 pop per tank… 10 tanks = 30 people consumed in 6 turns
1 pop per infantry… 30 infantry = 30 people consumed in 2 turns. or 90 people consumed in 6 turns.
Thus you can spam out infantry units three times faster, but at the cost of chewing up the population and resource production.
Please explain my error there.

And as for XP, infantry meat shields die left and right, faster than the other two chassis, leaving more XP for the ones that you want the boosts going to (dam/range). YMMV there, but late game, i find myself producing almost meat exclusively with 20+ squads of buffed death dealing infantry.

I know I have been away from even looking at this game in over a year, but its still the same BD it was back then…. save for the abomination of 2tic Mars.

 
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Topic: Battle Dawn / Which chassis is better?

There is no best chassis.

Beam Infantry >> Vehicles.
Expl Vehicles >> Tanks
Conc Tanks >> Infantry

But there is more….
Concussive damage type dies last…. Infantry tend to get chewed up more.
But, you can build infantry at three times the rate of tanks, and twice that of vehicles.
But, 3 squads of infantry chews up 90 population.. which can hinder resource production.
Infantry also (because of low hp/unit) heal up to full strength faster (think nukes and agents). They also level up faster.

Tanks and their hamz fans tend to get a lot of use because they have an aura of fear to the uninitiated.
Durable, but expensive. Best counter to infantry.

Which leaves the “safe” choice. Vehicles. The meta-game ends up with Infantry swarms shooting Expl against Conc Tanks…
neither are strong to vehicles. Infantry’s inherent bonus is washed out by the woeful 25% explosive damage.

People have won using with each type. But it is he that wins the meta-game who has the first fight advantage.

 
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Topic: Battle Dawn / 2tic Mars.... say it ain't so!

I leave the game for a year and Mars goes 2/tic

I can’t even look at the game anymore…. it is dead to me.

Wind

 
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Topic: Galaxy Online / Missile update

Just wow…. with Rapid Reloading, Missiles and Dir have CD 1.
Only missiles have 2x the punch/volume.
Steering… only about 40% more for Dir…
Directional still has more effects from tech (chance for ignoring agility and defense)

I feel for the Eurus and Deimos…. all that Crunchy Chrome armor out there.
Ill be in my Tisips behind Nano Armor watching the fire works.

 
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Topic: Galaxy Online / Cool Ideas

I think that goes back to the suggestion that you can seal any level 50 1* CC for free.

You could still level each one up to 50.. seal it. repeat. When you want to bite the bullet and merge up to a 5* or so, then you have to pay to seal it back to card form to make a 6*.

 
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Topic: Galaxy Online / Shark Jumping

Yet it was not mentioned as a shark jumping moment for the server….. curious.

 
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Topic: Galaxy Online / Shark Jumping

jjjuice11 made a 9* The Dictators on S1.

http://www.youtube.com/watch?v=MpraJYnbVtE

 
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Topic: Galaxy Online / Issues with QoB proc

It has been working for me… But QoB has to go before the other com, once it procs in movement, it cannot be targetted the rest of the round.

 
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Topic: Galaxy Online / And Sagans are obsolete already Welcome the JoL ERA

And before anyone flames, yes I intentionally left off shields from that analysis. Using 14 JoL vs 10/4 will give on average 400 more shields and much better protection against all but the protected Sagan type, which the Sagans will give 600 more negate. I know, still looking at that trade off as well.

 
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Topic: Galaxy Online / And Sagans are obsolete already Welcome the JoL ERA

I have been doing more mix and matching looking for the right “blend” of shields..

Depending on hull types and all different sagan is needed but it comes down to this.
Light Armor: JoL wins.
Other Armor: Super load your vulnerable, then tack on a few JoLs at the end.

Some of this comes from the current mantra of directional glass fleets. HEAT and Mag being the prominate damage types. Using my Tisiphones as an example with its Magentic vulernability.

Mag*1.5 Kin*1.0 HEAT*.75 Explosive *.5
10 Sagan Mag + 4 JoL vs 10 Sagan Mag + 4 Sagan Kin

Vs Magnetic
Sagan/JoL 2050 + 560 = 2610 negate (Win, almost 30% better)
Sagan/Sagan 2050 + 180= 2050 negate

vs Kin
S/J 450 + 560 = 1010
S/S 450 + 800 = 1250 (Win, 20%)

vs HEAT
S/J 450 + 560 = 1010 (Win, 35%)
S/S 450 + 200 = 650

vs Expl
S/J 450 + 560 = 1010 (Win, 35%)
S/S 450 + 200 = 650

The plot thickens…. by overloading the vulnerable type, and using JoL for the others, a smaller hole in the “normal” damage type opens, but the coverage boost on the other three is very significant.

This deserves more attention….

(And yes, i threw out Tisip’s +90 negate, beacuse its linear, but things like Icarus, with its % boost, that could make things even better for the Sagan/JoL layering)

 
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Topic: Galaxy Online / And Sagans are obsolete already Welcome the JoL ERA

I am more like mid-game play really.
Chut and others have the fleets of 8* and 9*.. I have 2 7*s and some 6*s. There is a very steep ramp up in CC effective stack.. im still near the bottom of the ramp

 
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Topic: Galaxy Online / And Sagans are obsolete already Welcome the JoL ERA

i tried….. it was not pretty.
My squad of 6* and 7*’s barely touched them. They have 3 Cop Gyros, 2 Arm Cores… Talk about end game content….

 
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Topic: Galaxy Online / And Sagans are obsolete already Welcome the JoL ERA

Jack O Latern III
Shield – 260
Absorb – 140

Lets repeat the previous with JOL there

EOS – 220 shield, 70 Absorb
JOL – 260 shield, 140 Absorb
Sagan HEAT – 210 Shield, 50 Absorb + 150 HEAT Absorb
Sagan Kin – 220 Shield, 45 Absorb + 155 Kin Absorb
Sagan Mag – 225 Shield, 45 Absorb + 160 Mag Absorb
Sagan Expl – 240 Shield, 50 Absorb + 145 Expl Absorb

Simple Comparison:
4 EOS vs 4 Layered

EOS will give you 880 shields + 280 Absorb
JOL will give you 1040 shields + 560 Absorb
Layered shields will give you 895 shields + 335 to 350 in absorb based on the damage type.

Holey Moley, Batman!

With armor types, the dreaded vulnerability comes into play. 150% damage.. ick
But how much will layering help then?

This can be extended to any armor type with very similar results but I am using Chrome armor and 3000pts of damage with 8 EOS shields, Even Layering (2 each) and Stacked Layering (4 Expl 2 Mag 1Kin 1Heat).

Explosive Damage (150%)
8 EOS – After shields and absorb, 2180 pts get through.
Even Layering – 1990 pts get through
Stacked Layering – 1695 gets through
8 JOL – 1300 gets through

Magnetic Damage (100%)
8 EOS – 680pts
Even – 460pts
Stacked – 455pts
8 JOL – minus 200 (all absorbed)

Kinetic Damage (75%)
8 EOS – minus70 (all absorbed)
Even – minus280
Stacked – minus130
8 JOL – minus 950

HEAT Damage (50%)
8 EOS – minus820
Even- minus1020
Stacked – minus875
8 JOL – minus 1700

No brainer….. JOL >> Sagans

 
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Topic: Galaxy Online / Shields - EOS vs Layered Sagan

And really its worse than that, because of the differences in intercept from weapon to weapon and you get a chance of intercept from PPC/Aldrin. There would be no definitive answer because of all the variables.

But yes, never think PPC/Aldrin will completely defeat missiles or SBWs. They augment your shields, not replace them. And unless you are going to commit to 8+ PPC/Aldrins, don’t bother. Bigger glass boats are sending 10+ at you.

 
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Topic: Galaxy Online / Shields - EOS vs Layered Sagan

Everyone, ok, most everyone knows layering shields is better than straight EOS, but how much better? And how to layer them?

Lets find out.

EOS – 220 shield, 70 Absorb
Sagan HEAT – 210 Shield, 50 Absorb + 150 HEAT Absorb
Sagan Kin – 220 Shield, 45 Absorb + 155 Kin Absorb
Sagan Mag – 225 Shield, 45 Absorb + 160 Mag Absorb
Sagan Expl – 240 Shield, 50 Absorb + 145 Expl Absorb

Simple Comparison:
4 EOS vs 4 Layered

EOS will give you 880 shields + 280 Absorb
Layered shields will give you 895 shields + 335 to 350 in absorb based on the damage type.

Well that’s lame, 15 more shields (not even 2%) but the absorb is 18-25% better. I see some results here so lets expand since this really only applies to Light Armor targets.

With armor types, the dreaded vulnerability comes into play. 150% damage.. ick
But how much will layering help then?

This can be extended to any armor type with very similar results but I am using Chrome armor and 3000pts of damage with 8 EOS shields, Even Layering (2 each) and Stacked Layering (4 Expl 2 Mag 1Kin 1Heat).

Explosive Damage (150%)
8 EOS – After shields and absorb, 2180 pts get through.
Even Layering – 1990 pts get through
Stacked Layering – 1695 get through

Magnetic Damage (100%)
8 EOS – 680pts
Even – 460pts
Stacked – 455pts

Kinetic Damage (75%)
8 EOS – minus70 (all absorbed)
Even – minus280
Stacked – minus130

HEAT Damage (50%)
8 EOS – minus820
Even- minus1020
Stacked – minus875

Curious no?
Against the most vulnerable type, Stacked reduces damage by 18% and Even layering reduces it by 8%
Against the straight damage type, Stacked and Even layering are about the same at 9% damage reduction over EOS alone.
Then against the resisted types, Stacked still out performs EOS, but now Even Layering is better than Stacked, which makes since as it is getting more absorb from Sagans.

Conclusion:
Stacked layering is the way to go for non-light armor. Its always better than EOS, and can really make a difference when getting pelted with the damage type your armor is weak against.
Light armor hulls should use even layering.

 
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Topic: Galaxy Online / Shootdown Leaderboard For Champs

Because happy customers tend to spend more.

Please return to Marketing 101 and try again.

 
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Topic: Galaxy Online / Gems vs *'s

or Why are Class V gems a complete waste. (unless you have 7+*)

Here is the run down using the gems best attributes (13/pts per level) and a normal gem sale (17MP/gem) and Divine Non-Titan CCs at 300MP/card

At class 1 – You get .765 stat boost per MP spent. Not too bad.
At class 2 – It now takes 3 more gems for another 13 points. Yield drops to .254pts/MP
At class 3 – You need 12 gems (3 class 2’s) for 13 more. Ick… .0637
At class 4 – You now need 48 gems…. 0.016pts/MP
And lastly class 5 – 192 gems needed.. A pathetic .004pts/MP

And those 192 gems at 6/100MP = 3200MP

So for giggles I looked at my Div CCs. And I happen to have a 5* with a 4.6 in Dodge and 6* with 4.7 in Dodge.
So what was the difference: About 55 at level 50.

So if I wanted to use gems to improve a stat by 50, and it was already loaded with class 3 gems. It would cost me about 2400MP to do so. If I could buy CCs at 300/card, thats 8 cards… which is still a 4*, but I have a 5* so right there, it makes more sense to buy the gems instead of making another * for outright stat reasons. If I had a 4*, it would be a toss up. If I had a 3* or below, increase the stars.

Now, lets look at my gems at class 4 and my 5*Div. It would take 9600MP to increase stats by 50. 32 cards worth. Or a 6* CC. I could spend 4800MP on CC buys, increase the star, get pretty much the same increase in the stat I am boosting (plus increases to the other ones) and a higher effective stack.

End result: Stars are not always better than gems, especially at the lower levels where the stack increases per star are low. But this flips around in the mid range where the increases favor stars, and then back again to gems when the number of cards needed really accelerates again. Don’t be afraid to do some number crunching to find out which increase best fits your needs based on your situation. One size does not fit all in this game.

 
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Topic: Ninja Warz / How to kill buyers?

Its all about farming 1xp fights for karma drops.
Level 72 with 16 Level 60 ninjas. No money spent. Just farming.

Yes its a time sink, but pick your poison. You cannot have it both ways.

 
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Topic: Galaxy Online / S01 Battle (MM + Allies) vs (Anon + Allies)

Originally posted by seanison0151:

But whats the point of joining in if you know you will die hard? I have 300k ships, i could send them all but it wouldnt change anything? i saw alot of people sending ships for no reason? I guess people just like to watch things go BOOM xD

If you aren’t willing to help your corps, then I hope they kick you out.

Srsly.

The wolf gains his strength from the pack, but the pack is only as strong as its wolves.

 
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Topic: Galaxy Online / Never getting Main stats... (rant)

Define good….

You’ll get more milage from accepting that 4.3+ is “Good”, you dont need 4.8+.
The money is on the gems really, you can get a hell of alot more from stacking stat gems than spending dozens of resets trying to etch out those purple or red growth stats.