![]() Operation bases have NONE of these weaknesses. This is a big one that could be a point of contention, so please keep an open mind.Įvery possible troop type or primary combination can work if done properly on player bases, NPC bases and Resource bases (which will be referred to as Small bases in the rest of this blog) because of three key points:ġ) There is a distinct limit to the quantity of the critical turrets that perfectly counter each troop configuration, especially on player basesĢ) There is a distinct limit to how strong the Ice statue boosts will be on these bases, again especially on player bases, even the upper level ones where every statue is Ice because they are desperately trying to hold onto their VPs.ģ) These bases are rather physically small no matter where the critical building is (HQ, main resource base tower, etc) there isn't that much distance to move to get to it, especially important if smokescreen tactics are being used. Don't shoot first and ask questions later. And if anything seems unclear, ASK FIRST. Don't go off on your own you could attack a base on sight and melt through a dozen turrets, but if they're not even remotely close to the core and a different path mentioned on a note can get you to the core through half as many turrets, you've just completely wasted your attack. OBEY THE BASE NOTES! If you have a dedicated tactical planner for your Ops, they've been put in that role for a good reason. So what? You have to make the core undefended first, which is where the key discussions below come in. Any troop can destroy an undefended Power Core. Properly used your troops will do over 20 times the damage your gunboat could ever hope to achieve in one attack. So what? You have to take the turrets to get the core you won't win the Op on gunboats alone. Any troop can farm unguarded Power Cells. ![]() Don't rely just on the Chat, that can easily get lost if people are talking quite a bit back and forth, but it is completely impossible for any player to start an attack on a base without the base note showing up on their screen at least once. To get lower levels to hit a weakened base, put a Level Limit on the note, e.g. For your upper level heavy hitters, call them out by name on a base note. Direct the members where their strength can be most useful not too much, not too little. A high level player with strong attack tech killing a nearly dead base that a lower level could handle is a complete waste of their strength. ![]() Lower level players will burn themselves out on a tough base before they do much of anything, and you'll eat up your attacks. Ops are meant to be a team effort and the rewards are set up as such, so help your team! ![]() So DON'T BE GREEDY and try to wait for others to do the low-point grunt work grinding through to a core which you then pop for minimal losses when you had the strength to put a big dent in a tough base. Whether you got 100 points from soloing a base or didn't attack at all, if the sum total points at the end of the Op is the same for both situations your reward will be identical. The size of the rewards you see in the Op reward freighter depend on the size of the Task Force, the amount of points the entire TF together gets during the Op and a bit of scaling for your level, NOT HOW MANY POINTS YOUR OWN ATTACK GOT. None of what is presented below is based off of end-game tech players. The tactics presented below are based on Ops that are Hard or high Normal-ranked against your Task Force. Any tactical discussions on a level 50+ player with end-game tech obliterating a Pencilneck base is completely irrelevant. Over-teching an Op is not considered here. This is based on a TF with a good 20-25 level spread of member levels, and every one of them can fill vital roles if done properly, yet still beat high Normal to Hard-ranked Ops. This is not based off of the views of a semi-elitist task force that strictly limits how low-level of a player they admit, heavily pushing to only have strong members and quickly kicking anyone who isn't up to their overbearing standards. The viewpoint is that of a tactical leader directing the rest of the members on a coordinated plan against each base. In this blog I will try to lay out a fundamental set of tactics that my own task force, CANADIANS-1867, led by me (Hiigara in game) has developed and used to progress through the operation ranks. These big base sets can take quite different tactics to manage compared to pretty much any other target. Currently the only thing of note that a Task Force can do together as a team, making it the current central reason why Task Forces exist in the first place.
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