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Posted: 2003-02-25 06:50pm
by God Emperor
Exonerate wrote:What's the max accuracy?
Max accuracy is 85%.
Posted: 2003-02-25 06:58pm
by Captain Cyran
Mr Bean wrote:Right now I'm building Nukes and Defense Buildings, I found those things help so much during attacks its worth to keep at least fifty of each type around
50 Nukes?
Posted: 2003-02-25 07:00pm
by Pu-239
Mr Bean wrote:Right now I'm building Nukes and Defense Buildings, I found those things help so much during attacks its worth to keep at least fifty of each type around
It's better to focus on one type, and build hundreds of them, and specialize in other units, when you have that much money. Say focus on attacking air and ground, and build only SAMs, Hummers, and Heavy tanks, and possibly Artillery, then build torpedo launchers. Or build JSFs, B2s, and Seahawks and build machine gun turrets.
Posted: 2003-02-25 07:30pm
by Pu-239
I've remained pretty much unhit in the current war except for two nukes and 10 invasions. The money income and specially chosen thief targets (pick the ones with a lot of land but are not often online, since they don't spend money and have not lost any to invasions) have kept me buoyed up though.
Posted: 2003-02-25 07:36pm
by ArmorPierce
After coming out of vacation mode, I have decided to concentrate on money production so I won't be able to actually start rebuilding tomorrow or the day after.
Posted: 2003-02-25 07:42pm
by Pu-239
Yeah after the war I need to build 200 research labs. I have enough land for 800, just need the turns.
Posted: 2003-02-25 07:52pm
by Mr Bean
I'm planing massive buildups in X-35s, Hummers, SeaHawks and Cruisers, Carriers and a hundred B-2s or so along with a massive fleet of SAM Tanks with my main defense building being the Missle Turret
The thing is and its confirmed on the forums
One Missle Turret+10 Heavy Tanks=25 Heavy Tanks in acutal damage done, turret get massive bonuses to killing things and are rather hard to kill themselves, Keeping 50 at all time means any force that attacks will be seriously chewed up
Posted: 2003-02-25 07:57pm
by ArmorPierce
Yeah and I couldn't start researching initially because I lost about 200 Research labs after being heavily attacked and losing almost 200 000 in networth.
Posted: 2003-02-25 07:58pm
by Pu-239
I'm ignoring defense buildings for now. They take up turns to build, which I need to steal money to replace high losses. I've neglected to replace air and sea losses since they are costly and easily destroyed, and burn turns, and am now focusing on tanks and sams. Currently ~200 sams and ~270 tanks, plus 120 arty and 100 hummers. My sea defense is in pitiful shape due to potshots, but I've aquired 20 subs, with the 30 seahawks left after being attacked and everything.
The air and sea forces will be saved to be used on those without air defenses, since they are fragile.
Posted: 2003-02-25 08:02pm
by Pu-239
Tommorrow, I might bulk up on hummers and go after chubby. I'm doing jack shit to Mongo's buildings, since I only make him lose 1000 in networth every attack. He seems to be building buildings, and playing defensive. What about killing Sop?
And should I crank out 100 more arty?
Posted: 2003-02-25 08:05pm
by ArmorPierce
Well you could be a building killer state and go with Artillery either being a huge amount of your army or mostly artillery although I don't think going mostly artillery is all that great of a idea.
Posted: 2003-02-25 08:16pm
by Exonerate
I'm going missiler/building killer. Got 85% accuracy now, 4 nukes, and going to be getting massive artillery and X-35.
Posted: 2003-02-25 08:51pm
by Pu-239
ArmorPierce wrote:Well you could be a building killer state and go with Artillery either being a huge amount of your army or mostly artillery although I don't think going mostly artillery is all that great of a idea.
Bad idea, will get steamrollered, since I've done it to others with the same config. Great if you have assloads of buildings for defense, but I don't.
Another problem with defense buildings is vulnerability to power loss.
Posted: 2003-02-25 09:03pm
by Asst. Asst. Lt. Cmdr. Smi
Pu-239 wrote:Yeah after the war I need to build 200 research labs. I have enough land for 800, just need the turns.
I could build a bunch of research labs too, but my problem is that I don't have enough money. 50 research labs cost $125,000, and I have to spend that kind of money on rebuilding my army.
My plan is to build up my army as much as possible, and then when I have my airfields, barracks, shipyards, and war factories build up, invest in research labs. With the ability to research more sciences per turn, I would put money into radar technology, money generation, and sattelite construction knowledge. I'll be away for the weekend, so I'll go into vacation mode on Thursday, and go out of it on Sunday evening, since I don't want to risk being attacked. After all of this, I should be able to afford at least one missile a day, and be able to slowly expand my army as well.
Posted: 2003-02-25 09:11pm
by Pu-239
My carefully chosen victims yield >80k per thieving or attack. I'm resorting to thieving because I don't want to kill the cash cow

.
Here's a target:
http://www.nukezone.nu/attack.asp?Target=122381
Thief only please, and once a day, Smi. I need the money, and I don't want the sucker to die yet.
Hummer was also a good target, but he joined a clan and got spoonfed so much money he is beyond my range.
Posted: 2003-02-27 12:51am
by ArmorPierce
I just finished researching after making 25k a day. I finally could start rebuilding tomorrow when I get the turns.
Posted: 2003-02-27 05:58am
by Mr Bean
I'm reasruching Engineerring effectiveness, you don't know how helpful that is to be able to build ten to fifteen buildings a turn
Posted: 2003-02-27 11:30am
by aerius
Engineer effectiveness is a bitch to research. I've got 210 researched on it and it's still at 5 buildings a turn. I'm putting most of my turns into money production so that I'm not dependant on attacking and thiefing for money. Need more research labs as I can only do 5 sciences a turn right now after getting wiped out in the last war.
Posted: 2003-02-27 11:31am
by Crayz9000
You need 300 sciences in Engineer Effectiveness to raise it by 1, and I think that continues as you go; e.g. 600 = 7 buildings/turn, etc...
Posted: 2003-02-27 11:43am
by Ted
Yeah, it helps though, being able to build more than 5 buildings a turn.
Posted: 2003-02-27 02:14pm
by Pu-239
Crayz9000 wrote:You need 300 sciences in Engineer Effectiveness to raise it by 1, and I think that continues as you go; e.g. 600 = 7 buildings/turn, etc...
Nope, it's 250.
I now have it at 6.
Posted: 2003-02-27 02:51pm
by ArmorPierce
To bad the round is going to end pretty soon.
Posted: 2003-02-27 04:13pm
by Pu-239
5 more turns and I'll have 500 RLs. Going to research money and satellite
Posted: 2003-02-27 05:39pm
by Pu-239
Ah dammit a laser sat costs 1000000m and only 9000 damage, and once every 10 hours. Ugh.
Then again 9000 is directed at buildings only.
I think it would be a better investment to get a lot of B2s for the same price and turns for research though.
Posted: 2003-02-27 05:46pm
by Mr Bean
Ah dammit a laser sat costs 1000000m and only 9000 damage, and once every 10 hours. Ugh.
Then again 9000 is directed at buildings only.
I think it would be a better investment to get a lot of B2s for the same price and turns for research though.
Your forgeting the fact they can't be shot down and are perfect for taking out Anti-Missle Systems