THE TURTLES GUIDE TO DEFENSE: The ups and downs(Now Completed)
I read majority of it and browsed through the rest, good effort but im sorry to say this is fail.
"Generally for lv x-x"
POINT- Defenses aren't built in relation to your level or expertise but they are built in relation to base econ. This explanation is also the singular explanation that disputes every last thing you've written here
"These are nice for the generally average player"
"Point" holds true, are you saying that an average player should put DTs on his base even if the econ is 5 or 200?
5+ Battle Ships (Or substitute with a dread)
10+ Command Centers"
wow just wow
You do realize that with a sequential attack all your load there will be turned to derbs right? theres a reason why dreads are used. Gar and i did the math, we wanted to know why dreads and not titans or BS or HC and it became clear, based on damage distribution a lone dread or 2(when LDs are like 5) will not absorb to much damage and the base defenses will take their share, i wont explain the logic but you just use battle calcs or get your hands on quitters account and try the scenario, as long as you can make dreads use only them. Of course when your in a stronghold things are different.
And them theres 10 CCs, any noob out there should heed my words CCs are good only for occupation, as long as your not occupying anybody or you don't plan to, don't build CCs. They're only good for occupation and swarming the carriers of attackers as they are dropping fighters on your base and that is not likely not enough to justify using up the space for CC, chances are that if your getting attacked then you lack the adequate defenses for the situation in your galaxy so fix that rather than wasting creds on CCs.
Basically tho the amount of defenses you'll need is a very complex topic don't just teach people to turtle unnecessarily. Ill say this
base econ determines pillage
pillage determines profitability
and the point of defenses is to negate profitability
so econ is a major factor in defenses and your guide seems to neglect it completely (your misleading newbies)
earlier mentioned situation
in some cases defenses are not even necessary but once it gets to turtling(building an unprecendented amount of defenses) indefinitely the bells of relocating should be ringing. You need to expand these guides to give newbs real knowledge and the math is also essential.
I spoke with treason on the matter since my post was getting longer than i had originally planned and rather than arrange it into a presentable post i got more idea as we spoke about it, this would be longer but i would end up writing my own guide and i'm pretty anti-WoT so this is all your gonna get.
Lastly some advice. If your going to write a defensive guide then tell people base pillages and how much of what each level of a defense can kill so they can reason it out themselves as to what amount of defenses they'll need. Anybody who cant reason that out is never going to develop in ae as at some point you need to reason things out on your own in order to do well in ae. Guides must be logical and mathematical otherwise in a game like ae they're useless.
Redo this guide
P.S There probably are a lot of mistakes in my post but the logic is mostly sound so as long as you can make sense of my bs you're good.
(-o-)/DS(G), SPORK/LOVE(H), I: WL/AUDI(I), UFP/1st(J), SoT(K), DREAM(L)WL(M).
armenia4ever wrote:Seriously, there's not much point to playing when its the Miami Heat vs the local highschool basketball team. Move on to another game and win there.