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Thread: Evony - Age of the Scout

  1. #1

    Default Evony - Age of the Scout

    This is "End Game" - Enjoy.

    Everything before the "-" is what is sent, everything after the "-" is what is killed.

    battle5.evony.com/default.html?logfile/d9/52/6e/3a/d9526e3ade4748c83291767e8956690a.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/4b/8a/b8/e6/4b8ab8e6eda3546409af24c5e370263d.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/b3/c9/82/1b/b3c9821b4f1e488cb8897f2b133e929c.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/a2/6c/3a/f0/a26c3af02b65929e9feac00cdaa826fe.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/7a/fc/c4/56/7afcc456265849413bf348004b1b8098.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/71/8c/df/d8/718cdfd8f06cdc73aad95cfa0a000327.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/e6/6d/83/cd/e66d83cd6b527c35fcb69e9c76a60b7d.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/76/ee/a4/d7/76eea4d743bf49431ba076a7540f93f6.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/3a/cb/01/fb/3acb01fb078df1f33915a67d9d36eb24.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/45/a3/cf/e4/45a3cfe454f29dfc4e8342ff89d979f9.xml 100k Scouts - 12322 Archer

    battle5.evony.com/default.html?logfile/28/8a/e4/5d/288ae45d914558d3e9a37dcbf3f1e2a7.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/64/ed/6f/18/64ed6f18713fe28e4af9732de694c91d.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/78/66/2e/73/78662e736ede3408fc4cb0106661c051.xml 100k Scouts - 12080 Archer
    battle5.evony.com/default.html?logfile/a2/7f/d0/4d/a27fd04db574a7744ec5417eb595ad30.xml Crap Wave
    battle5.evony.com/default.html?logfile/00/bc/a0/d0/00bca0d0e6908a2254be2ec976be3bda.xml 50k Scouts - 6040 Archer
    battle5.evony.com/default.html?logfile/4a/34/00/da/4a3400da26a88defe759c7807028eb03.xml 50k Scouts - 6040 Archer
    battle5.evony.com/default.html?logfile/51/60/9b/98/51609b982a16e6c72725c4be1ad2272e.xml 50k Scouts - 6161 Archer

    battle5.evony.com/default.html?logfile/f3/c0/02/62/f3c00262cccdb2a5a6029f10b15080d4.xml 100k Scouts - 12200 Archer
    battle5.evony.com/default.html?logfile/c9/e2/49/78/c9e24978d45faa49bfa48f6d889878e9.xml 35k Bal + 64.93k Archer + Meat - 6872 AT
    battle5.evony.com/default.html?logfile/04/03/2a/41/04032a414a89447d83a6eb4161e6e361.xml 99.95k Archer + Meat - 2463 AT
    battle5.evony.com/default.html?logfile/05/43/fe/8e/0543fe8e0a0d951a6e6bcb101ca7bc6e.xml 99.95k Archer + Meat - 2463 AT
    battle5.evony.com/default.html?logfile/1a/00/29/67/1a002967bc7d93cc4648453fa0c9a0e4.xml 99.95k Archer + Meat - 2463 AT

    battle5.evony.com/default.html?logfile/77/ef/b8/1a/77efb81aaae0b05407fd41db7b8da4c4.xml 99.95k Archer + Meat - 2431 AT
    battle5.evony.com/default.html?logfile/06/90/3e/33/06903e3355d35ac9b96def91833b6826.xml Crap Wave
    battle5.evony.com/default.html?logfile/7d/e4/96/40/7de496400dfd29b3b052c34f1b292559.xml 99.95k Archer + Meat - 2463 AT
    battle5.evony.com/default.html?logfile/db/ce/f5/63/dbcef563a6e3ada78e63ecf1604f511e.xml 99.95k Archer + Meat - 2463 AT

    battle5.evony.com/default.html?logfile/18/db/a5/fb/18dba5fb405a8344727f6eee3b9bf840.xml 82.416k Archer + 17k Bal - 3860 AT + 18585 Archer

  2. #2

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    gg evony (10 chars ftl)

  3. #3

    Default

    l o l

  4. #4

    Default

    woulda killed more off if you had any abatis or traps and started battle at 5,000 yards

    wonder what 100k cavalry woulda killed
    Last edited by NemoInTheWoods; 07-09-2009 at 10:17 PM.

  5. #5

    Default

    No. Age of the scout would imply that this was a viable and strategically sound method for competing in envoy end game. It still takes 8 scouts to kill one archer in such a conflict. 500K archers would be 4 million scouts. And thats assuming the defender doesn't just close their gates. 2 scouts eat more food then 1 archer, so you would still be forced to target people with 1/4th your military upkeep.

    If you are attacking someone less then 1/4th as strong as you, then you are not competing in end game.


    Then after all that there is the big problem, the defender still has things like an army and an embassy you have to get through in order to actually accomplish anything. To make things worse, there is no reward, or incentive for making such an investment.

    With those facts on the table, I am pretty sure it is safe to call this the age of the turtle. Perhaps the NPC farming turtle if you wish to get descriptive.

    Killing four million scouts to take out half a million archers is costly, and results in a huge net loss. Few will ever bother, and those who do will be laughed at for their foolishness.

  6. #6
    Join Date
    Jun 2009
    Location
    S6 & NYC
    Posts
    426

    Default

    Quote Originally Posted by kassikas View Post
    No. Age of the scout would imply that this was a viable and strategically sound method for competing in envoy end game. It still takes 8 scouts to kill one archer in such a conflict. 500K archers would be 4 million scouts. And thats assuming the defender doesn't just close their gates. 2 scouts eat more food then 1 archer, so you would still be forced to target people with 1/4th your military upkeep.

    If you are attacking someone less then 1/4th as strong as you, then you are not competing in end game.


    Then after all that there is the big problem, the defender still has things like an army and an embassy you have to get through in order to actually accomplish anything. To make things worse, there is no reward, or incentive for making such an investment.

    With those facts on the table, I am pretty sure it is safe to call this the age of the turtle. Perhaps the NPC farming turtle if you wish to get descriptive.

    Killing four million scouts to take out half a million archers is costly, and results in a huge net loss. Few will ever bother, and those who do will be laughed at for their foolishness.
    That post was better than anything I've ever written.

    LOL. I think I'm developing a crush on Kassikas.
    Last edited by SDog; 07-09-2009 at 10:27 PM.

    RETIRED FROM EVONY
    In short, the carebears won the battle for Civony. Behold their chubby rainbow bellies and tremble, for they lost every single battle, but sure as heck won the war.
    -Kassikas

  7. #7

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    Not long ago, if you sent 100k archers at 400k your 100k force would be 1 shot and do no damage to the opposing player. Currently, if you send 100k archers at 400k you will at least kill something. Before this change, this scout method was the only method of bringing down heavily reinforced emplacements.

    Scouts may cost more in food to kill ratio, but you don't hang on to these things. They train much faster than archers, 3.5x faster. An in terms of time, these scouts will kill more than the equivalent archer for generated in the same amount of time.

    If you are having resource problems you should probably be rethinking your strategy to maximized production.

    Even now after the change, city clusters have a huge disadvantage when that player with the cluster is offline. An attacker can launch a pad and put 1million + units in it and reinforce it with some buddies. Even if it is recognized by the player, it is fairly invulnerable. Attacker is fairly invulnerable and can wait. You can get reinforced sure, but the Attacker gets to decide when to attack so somehow you have to figure out how to pay for all the reinforcements for days. Then, when said defender goes offline. Attack picks least reinforced cities and you wake up to fun times.

    Edit:

    In terms of troop training time. Scouts are killing at a rate of 58% disadvantage in terms of time. Archers may not compete with this, I'd have to see an additional report to determine that.
    Last edited by Icyicicle; 07-09-2009 at 10:42 PM.

  8. #8

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    Quote Originally Posted by Icyicicle View Post
    Not long ago, if you sent 100k archers at 400k your 100k force would be 1 shot and do no damage to the opposing player. Currently, if you send 100k archers at 400k you will at least kill something. Before this change, this scout method was the only method of bringing down heavily reinforced emplacements.

    Scouts may cost more in food to kill ratio, but you don't hang on to these things. They train much faster than archers, 3.5x faster. An in terms of time, these scouts will kill more than the equivalent archer for generated in the same amount of time.

    If you are having resource problems you should probably be rethinking your strategy to maximized production.

    Even now after the change, city clusters have a huge disadvantage when that player with the cluster is offline. An attacker can launch a pad and put 1million + units in it and reinforce it with some buddies. Even if it is recognized by the player, it is fairly invulnerable. Attacker is fairly invulnerable and can wait. You can get reinforced sure, but the Attacker gets to decide when to attack so somehow you have to figure out how to pay for all the reinforcements for days. Then, when said defender goes offline. Attack picks least reinforced cities and you wake up to fun times.

    Edit:

    In terms of troop training time. Scouts are killing at a rate of 58% disadvantage in terms of time. Archers may not compete with this, I'd have to see an additional report to determine that.
    First, the point is mostly that attacking at all is unwise. Do scouts possibly kill archers better then archers do? Sure, but that is like saying a eight year old is a much better quantum physicist then your average toddler. Sure I guess that is theoretically true, but neither is going to do a good enough job to bother with.

    Better does not equal good. Slightly less heartbreakingly pathetic is better, not good.

    Second, if it takes 8 scouts to kill 1 archer in such a battle, then you would have to have the ability to train 8 scouts in the time it takes to train 1 archer. This is not the case. Your numbers say 3.5. If I start building archers, and you start building scouts to kill my archers, you will never ever catch up. Every time you build enough scouts to kill 1 archer, I can build 2 archers.

    Third, this assumes the above figures stay static when you reach end game. Again, this is not the case. Looking at the numbers, having parity in hero attack power is important to the scout bomb. Higher level heroes, with what I assume is higher attack, mean more dead archers.

    Well in Evony end game, you are not going up against level 70 heroes. You are going up against level ~200 heroes, with ~250-300 attack power. Use garbage heroes, and the ratio will go down hill.

    That means you have to use your top heroes. You can not just send guys fresh from the in. Odds are you are going to have to send those 40 waves two or three at a time. That could take hours, which increases the odds the defending player will do things like come on, close their gates, and use the medic camp.

    And that of course assumes you do not screw up and lose your best heroes.

  9. #9

    Default

    That's all valid, that you can maintain better production. However, you can't maintain 250k+ in each city easily, even 150k is semi difficult.

    Assuming you don't have to sleep and then go to work for a total of approximately 16 hours in a particular day your points are very sound. Otherwise, at some point you'll be missing cities when you log in if you are in a cluster citation. From there, you will be unable to keep up in production from there on out. Cities can fall fairly quickly in a handful of hours, even when reinforced by Alliance 90k trickles.

    Maybe I made an error in not having traps or abatis, I'm not sure how much different the reports will look. Either way, if 100k archers don't kill more than 42k archers per wave no matter the size of the defense over 200k, scouts are better for taking down a target quickly in this situation.

  10. #10
    Join Date
    May 2009
    Location
    Columbia, SC
    Posts
    1,010

    Default

    Actually, one scout can kill one archer as long as only one is sent. The one archer who takes damage is rounded up as a kill. Takes forever, and lots of gold, but can be done.

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