AE Discussions
Below you’ll find helping info that has come out through general chat.
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[amoeba]
how it will benefit the attacker? If he comes with recyclers you can just destroy them…
Thats assuming you have the fleet available to hit them/secure and recycle the debris
and that you werent offline.
Adding a disproportional amount of fighters to the defence turrets of the base makes shield raping with HC profitable, (since it is the turrets that deal the killer blows to cruisers and above) as the defenders fighters will provide the compensating debris.
This is why there is a recomended max number of fighters for each turret type and level.
In turn your turrets will depend on the base econ, the higher it is the higher the attack pillage bonus therefore the more/bigger turrets you need (with fighter meatshield)
Anyway so basically too many fighters will make your base profitable to attack, and by not putting too many fighters you can avoid getting hit in the first place
I also recomend no more than 1200 figs per disruptor turret, and i think it was 400 per photon turret.
the reason for this is if you leave too many fighters, the resulting debris can actually benefit the attacker.
Base defense is really about making the enemy attack unprofitable, too many fighters will spoil that.
Also why i dont like building shields, id rather go for the extra lvl of disruptor or photon (ppl ted to get d shields before d turrets) to deal out damage and make the enemies attack more unprofitable.
Fighters are the best anti-fighter unit easly available at this stage, dont use vettes to take out fighters, unless absolutely necessary strategicaly.
They are the best of all the unshielded units (against fighters) which can move under their own power, but when using them you will still get bad ratios, and while ratios arnt necessarily everything in this game, if you lose 20 credits per vette to take out 10 credits of fighters it shouldnt be your first choice.
Of course by all means use them to pillage bases at this early stage in the game where the pillage/plunder will make you more than you loose.
Frigates are actually viable now with the hanger upgrade several weeks ago, but are very specialised, like the HB. Therfore unless you are wise/experienced enough to use them correctly/at the (rare) right times, totally avoid building them.
Even tho i could use them well for certain situations i cant particularly be botherd at this stage as the higher build cost is a disadvantage since there is so limited use for them, making them useless.
Later on, when they become easier to build, HC become the best antifighter unit taking out fighters for effectivly 0 losses, (a tiny amount of damage does bleed through the shield).
Much later on when ppl have 5000+ fighters at a base, they are excelent for shield raping defended bases, even with disruptor turrets on the base. This is beause when the enemy have lots of fighters, HC provide their own meatshield in the form of their shields
And although the turrets will take out more HC than if you had brought fighters with them, by NOT taking fighters you save the X thousand creds you would have lost in fighters (which is more than the cost of the lone HC’s you would lose), plus taking out all the enemy fighters gives a nice debris present.
This is what you are really after with this kind of attack.
The great ratio of the shield rape will mean you loose less creds than you otherwise would have and hopefully you loose less creds than are made in debris, so recylers are a key part to profiting via this method.
And when the aim isnt for profit but rather strategic (durig war) the nice ratios you can get make this a great option.
Edit: you always want to be able to take out the enemy in one shot to minimise losses, but for HC attacks like this it is very important that you have enough HC to one shot.
If you dont then you should either turn back, throw in smaller units to increase the attack power of the fleet to one shot the enemy and take the bigger loss from that or go for the traditional figher wave+main attack.
Its up to you to decise which is/whether its worthwhile, so always use a battlecalc if you are unsure
To help with setting up adequate defences ive put this together. This table is the ‘minimum pillage’ that an attacker will get attacking a base. Meaning, that if you had 0 credits built up, they would get this much pillage (the number on the right) for attacking a base with the corresponding econ (the number on the left).
This table is actually from a whle ago, I believe they tweaked the formula a few weeks ago, but its still a good guide.
Since this doesnt include the percentage of stored credits that is also gained the pillage can be greater depending on how much you have lying about.
It is important to always be able to do more damage to your opponent than what they get in pillage. So your defensive fleet + turret damage must be greater than the pillage number on the right.
The resulting debris and then long distance plunders must always be taken into considration, so simply boosting fleet fire power by putting tons of fighters or lots or cruisers or HC is not effective as the debris created can help turn a profit by using the correct attacking technique.
Base Econ / Minimum Pillage
10 54
20 216
30 486
40 864
50 1350
60 1944
70 2646
80 3456
90 4374
100 5400
110 6534
120 7776
130 9126
140 10584
150 12150
160 13824
170 15606
180 17496
190 19494
200 21600
SO by inputting your average base defence and doing 2 or 3 hypothetical attacks, you can check to make sure that your defences are adequate for your base econ.
For example 100 econ bases give 5.5k bonus pilage, with only 10/10 ions and a 400 fighter screen tha attacker looses less than 3k fleet and doubles his money before he even collects debris and plunders routes. He gets even more if you have say 20k creds in the bank as you try to save for your nxt base.
Travel Times
D09 and D19 to D20 with lvl 4 JG and
Cruiser speed @ 6.6 (warp drive tech @ 13) = 2000/33 = 60 hrs (2 days 12 hrs)
add 6 hrs for every subsequent galaxy >D29 - assuming they head direct from JG.
HC speed @ 4.95 (warp tech @13) = 2000/24.75 = 80 hrs (3 days 8 hrs)
add 8 hrs for every subsequent galaxy >D29 - assuming they head direct from JG.
D00 and D10 to D20 with lvl 4 JG and
Cruiser speed @ 6.6 (warp drive tech @ 13) = 3800/33 = 115 hrs (4 days 19 hrs)
add 6 hrs for every subsequent galaxy >D29 - assuming they head direct from JG
HC speed @ 4.95 (warp tech @13) = 3800/24.75 = 153 hrs (6 days 9 hrs)
add 8 hrs for every subsequent galaxy >D29 - assuming they head direct from JG.
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[Rohan]
One note of caution…
I know its hard not to immediate strike back, but the name of the game in AstroEmpires is “The cooler head usually prevails!”. If someone exploited a weakness, the first response should be to close that weakness.
Don’t go rushing off to build fleet and counter-attack, this could be counter-productive. Let’s act as a guild and send them notice, if they are belligerent, notify the guild and the GUILD will send them a message if its appropriate. Usually the best bet would be to ask a friend if you were soft and were targetted for it, BEFORE you turn around and shoot back.
Incidentally, shooting back usually costs more bases, because you rob Defensive Fleets to fund your offensive efforts, leaving them vulnerable to MORE attacks/occupations/pillages.
Be cautious when it comes to quick reprisals, evaluate your situation and plan accordingly, the Long-Con if you will.
Good luck and happy shooting!
FOR THE LAST TIME!!!!
When you get Photon Turrets, make sure you take down anything that is PLASMA or less! Leave your ION Turrets up!
When you get Disruptors, then take down your ION Turrets (leaving your Photon Turrets UP).
When you get P-Shields BUILT (DO NOT TAKE DOWN YOUR PHOTONS! Just make sure you have less photon levels than Disruptor levels)
When you get P-RINGS up, then take down your Disruptors AND Photons.
For fighter screens….
You should have at least 100 fighters for every 10 Econ right now!!!
(In addition to your best turrets!)
Once you get to Disruptors, you need to start thinking about debris.
The guidance I’ve seen, is similar to what Amoeba was saying earlier, you should have:
1200-1500 fighters for EACH level of Disruptor Turrets
and 350-500 fighters for EACH level of Photon Turrets.
For the sake of clarity…
You want to tech up and build the top TWO turrets in your arsenal, until you get to P-Shields and P-Rings.
For those of you that are almost there… Don’t skip over the tech for Disruptor Turrets to build Defense Shields. Get the Disruptors first, and build them while you tech for P-shields! By the time you get three Disruptors built, you’ll be tech’d for P-Shields and you should build those. This will take good care of you until there are Million cred Fleets flying around… and by that time, you’ll be tech’d for P-rings and building them.
That is where the fighter screen comes in, you WANT to have more than just one type of turrets (in this case Photon). Because it makes a HUGE difference when it comes to the attacks by bigger ships (CR, HC, BB, etc…).
This is why you also put down a couple thousand fighters on your base, because they will soak up the damage from the fleets leaving the turrets around long enough to take down the bigger ships in the attacking fleets.
Also, keep in mind that a fighter that is tech’d to say Laser 14 and Armour 22 would sit at around 4.0/4.4. Throw in a Base Commander (Defense) say, level 5… now they are 4.2/4.7. Factor in 10 Command Centers (reasonable) and now you have fighters that sit at 6.3/7.0, this makes fighters in Defense Screens that much more valuable.
As you can see, the BEST defensive fleets are those made up of strong turrets, shields to recharge those turrets between waves, and a TON of fighters. You could even hedge a little and build some Cruisers(Mid-level damage dealer that is ALSO upgraded by Base Commander and Command Centers) to sit on the base as well. This will stop most attacking fleets in their tracks.
After that first drop(2K)… If your photons are at, for example, 9.3/10 and your Ions are 0/10 and your plasmas are 0/10, the next waves will not be hitting on 9.3 photons, they will be hitting on 3.1/10 plasma & 3.1/10 Ion & 3.1/10 Photon.
After the completion of a battle, the “energy” for turrets is redistributed through ALL of your turrets. This is the main reason why you destroy lower level turrets when you get higher tech ones.
You should NEVER have more than 2 different kinds of Turrets up, and they should ALWAYS be your highest two. This is what makes fighter drops successful.
In the scenario you mentioned, the second wave (1K) hits and take your turrets down from:
3.1/10 Plasma —–> 0.0/10 Plasma
3.1/10 Ion —–> 0.0/10 Ion
3.1/10 Photon —–> 2.4/10 Photon
When they move to attack the THIRD time, you will have
0.8/10 Plasma
0.8/10 Ion
0.8/10 Photon
Then all they have to do is attack with a couple(2-3) HC’s or a few(4-6) CR’s and they own your base.
This is the basics of “Base-busting” via the fighter drop theory. Don’t be lulled into a false sense of security by “LOTS” of turrets. They CAN be a liability.
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[Azreal]
fighters - with level 20 lasers = 4.0 atk
fighters - with level 20 armor = 4.0 def
CC adds 5% per level to attack power
Tactical Base commander adds 1% per level
just a scenario based on that info
10 CC’s
level 10 commander
fighters defending would have
2+2(laser tech)+1(CC’s)+.2(base commander) =
5.2 attack rating
Unless its a multiplicative bonus instead of additive then
2+2+2+.6 = 6.6 attack rating
And even with the fighter screen you will not want to mix shielded and unshielded defenses - once you get photon (nearly immune to fighter attack) you will not want anything lower.