Woldere's 2nd post in his guide: warrior+swordsman
Spawn put up his simple level 14 guide after Woldere posted his guide, and built off of the warrior+swordsman layering to make it very simple for those who couldn't bother themselves to do the ideal layer calculations. (so it also uses warrior+swordsman) That's the brilliance of Spawn's guide, it targets that less serious audience and makes it easy for them.
Edit: also a good point, Aero.
Last edited by X~Calibur; 09-11-2010 at 10:41 PM.
archery and walls really dont effect rams range?
Originally Posted by evony product manager regarding cheaters
i've been told no with snide remarks before, but i asked the question as well
I've been messing with this great tool for a bit and been trying to find a combination that would take out or damage the 92.5k pults in a 16. and it seem that most of them are wipe even before getting in range. (even 150k layers ballistas wave). Am I missing some assumption of the calculator? or have made a some kind of mistake?
No, you are correct. In my own guide, I comment on the range bonus for the catapults. They have a base range of 1500, the tech and wall bonus almost but not quite doubles that.
Ballista with tech upgrades have a range of 2100, and move 150 per round. So they'd have to move almost 6 turns to get into range.
Archers have a range of 1800 and move 500 per round, so they have to move 2 rounds.
This is why we think they only real way to do this (at least the cheapest), is to scout bomb them down.
Even cataphracts will have to take 3 shots (2.5modifier) before they come into range, which means that against Atlantis or a 16, they are likely chewed up before they get there. You might, and I stress might, be able to send a heavy cav layer, with a Cataphract core, and 1k archers at the point where you've scout bombed 3/4 of the phracts, but then the scouts are still probably cheaper and more timely to build.
That's Really the Brilliance of the new HC Combos but, the Catapults make it harsh to over estimate things, previously you overestimate it knowing that good chance you might get waves to return, however this isn't the case when dealing with catapults, anything extra is simply smashed on the catapults for no reason.
For HC players will be using 2-3.5M Scouts depending on attack and for Atlantis 4.5M-6M , which is a healthy chuck of extra troops but not many really, the extra heroes required is more of the pain really, and of course the fact that any overestimation on previous phases will give you no benefit to this one.
Spawn- AgeII Na13 - Massacre Founder
Every one of your enemies has a weakness, you only have to find it, Unless you find your self facing me, were it shall be your weakness that leads to your demise - Spawn.
Wow... they are really "balancing" the game out.
Can someone explain this?
http://www.evonyurl.com/ax33lc
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