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 What do you think the best base defensive set up is? 

Best Base set up:
High Attack you can pick 2 choices, please use 1 for attack/defense and 1 for shields/hull 3%  3%  [ 2 ]
High Defense 49%  49%  [ 34 ]
High Shields 10%  10%  [ 7 ]
High Hull 39%  39%  [ 27 ]
Total votes : 70

 What do you think the best base defensive set up is? 
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Joined: Thu Jun 09, 2011 1:33 am
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In defending your base, what do you think is the best strategy of module configuration?

For this poll, you can select 2 options - please use 1 choice for attack/defense and 1 choice for hull/shields - so we can try to see what best combination people suggest: eg: high hull/high attack, high defense/high shields, high hull/high defense, high shields/high attack :-)

High Attack:
doing this you cause huge damage to attackers, and althought hey may also damage your base a lot, they constantly need to repair their ships to keep up the assualt

High Defense:
You may not damage their ship much, but they also do not damage you much, meaning they burn through energy to take you down

High Shields:
Shields recharge, so if they slow the attack for a while, it doesn;t cost you to get repairs, meaning they have to knock the shields down again

High Hull:
You can repair hull, so keep the shields low and the hull high!


Thu Sep 08, 2011 10:03 am
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it depends on whether or not there will be someone available around the clock to hit the buffs...

if there will be times when nobody will be around to buff or repair, go full shields, high def (10-30k depending on base level), and mid attack (at least 10k if possible)
if people will be around to buff and repair... go with whatever benefits you more considering the makeup of your legion

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Thu Sep 08, 2011 1:22 pm
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Really, it's all about balance. The more attack or defense you have, the less you get from adding more, but hull and shields are always of the same effectiveness. Adding defense is at first more effective than adding hull, but past a certain point it is more advantageous to add hull or shields. I would say just compare the attack and defense on your Base to your best player, and then fill the rest of the space with hull or shields (depending on your Legion's professions). Our attack and defense is 2.5-3 times that of our strongest player, which seems like a good enough amount. You might want to go up to 4 times if you can, though.


Thu Sep 08, 2011 2:11 pm
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Become a wall, then become a wall that hits back, as someone said on the other thread about this...

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Thu Sep 08, 2011 3:51 pm
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Thanks for all the good advice, it is good to hear what others think about these issues :-)


Thu Sep 08, 2011 5:17 pm
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lol high def. is very important Def=>Hull=>Att.=>Sheilds

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Thu Sep 08, 2011 7:58 pm
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Sometimes, mass shields and defence is the way to go.
If you get your shields and defence high enough, your attackers can't damage you fast enough before your shield recharges and they've wasted 1000s of energy. Add in a little attack to force them to repair (time wasting), and a little hull as security, and you have a self-sustaining fortress.

This is good for legions with very few fixers, but lots of physicists.

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Thu Sep 08, 2011 8:35 pm
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spyder wrote:
Sometimes, mass shields and defence is the way to go.
If you get your shields and defence high enough, your attackers can't damage you fast enough before your shield recharges and they've wasted 1000s of energy. Add in a little attack to force them to repair (time wasting), and a little hull as security, and you have a self-sustaining fortress.

This is good for legions with very few fixers, but lots of physicists.

Problem with this build strategy is, if they DO get through your shields, you're screwed. When we fight bases, we usually have little problem getting into the hull. But when we see the hull down to 10% or so then pops back to full its "Ah flux... they repaired..."

The bases that we have problems taking down are ones with high defense and hull with a bit of attack and shields.

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Fri Sep 09, 2011 5:54 pm
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Just saying, for those without many fixers, high shields/defence can work. Of course, you need some hull as insurance.

Say you have 5 physicists and 5 fixers. And you manage to put 100,000 shields onto the base, 25,000 hull, and 25,000 defence (not unreasonable amounts really). Also, remember Aerlen boost the defence too. say 5 Aerlen, that's another 6250 defence, 31,250 in total

You use grid surge - that's 150,000 shields. That means that the attackers, collectively, have to do 3000 damage every 2 minutes against over 30K defence. Just to keep the shields at a constant level. I don't know how much damage you'd do per attack, but it'd cost a LOT of energy to disable.

These are just example numbers too - you could probably easily knock out more shield and defence if you wanted. This is just an example.

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Fri Sep 09, 2011 6:09 pm
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it's similar to my suggestion where there may be nobody with buff permissions
if the defense is high enough to draw out the battle for a while, high shields = high shield regen = more damage needed to disable

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Fri Sep 09, 2011 7:09 pm
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Ultimately its alot easier to repair your ship then it is to refill your energy so in the end, defense and shields will come out on top over all. Capping out full shields and defense, using the highest mods gives your base 240k shield strength and 42000 defense before buffs. even if they had enough attack to deal 20 damage a shot, thats alot of energy to burn through just to get through the shields. One has to remember as well that the longer it takes for someone to get through the shields, the more hp they have to shoot through.


Fri Sep 09, 2011 7:17 pm
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240K shields gives a 4800 recharge every 2 minutes.

4800 divided by 20 is 240 attacks EVERY 2 MINUTES just to keep the shields level.
240 attacks is 1200 energy every 2 minutes.

That's without physicists (faster recharge rate), or Aerlen (more defence so weaker hits).

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Fri Sep 09, 2011 7:42 pm
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spyder wrote:
240K shields gives a 4800 recharge every 2 minutes.

4800 divided by 20 is 240 attacks EVERY 2 MINUTES just to keep the shields level.
240 attacks is 1200 energy every 2 minutes.

That's without physicists (faster recharge rate), or Aerlen (more defence so weaker hits).

Exactly. Now that is very possible when spread across a legion or several depending on how many have accepted the lock as well but thats still an additional 1200 to burn through every 2 minutes that a base survives. Not including the hp of the shields themselves or the hull. From what ive seen, large legions dont mind a few more red badges in order to find an easier target, so as soon as your base is labeled an energy drain, they probably wont try it again.


Fri Sep 09, 2011 7:46 pm
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Pretty sure the top dogs do more than 20 damage... I may be mistaken though.

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Fri Sep 09, 2011 7:47 pm
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thunderbolta wrote:
Pretty sure the top dogs do more than 20 damage... I may be mistaken though.

Base damage is capped at roughly 120 per shot though. and with 42000 defense, the amount of attack it would take in order to get 20 or above 20, is rather insane. Yes there are top dogs out there that can do it most likely but the majority of legions? i would think not.


Fri Sep 09, 2011 7:49 pm
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Level 2: Cap of 60
Level 3: Cap of 120
Level 4: Cap 300+

That was what I knew it as... and it appears consistant with the 2s and 3s we have fought.

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Fri Sep 09, 2011 7:51 pm
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42K raw defence.
+21% (2 Interlinks)

52820 defence.
+X% from Aerlen
say 4 Aerlen (not unreasonable)
That's +20%

63384 defence. How much is the maximum attack (with 3 plexuses)?

How much damage do you expect to do each time against that?

You've then got to deal AT LEAST 240K damage for the shields, + AT LEAST 4800 for every 2 minutes you take .
Then the hull , + standard repair, + fixes (all while the shields are still recharging at 4800 every 2 minutes).

ALSO, say they have 5 physicists (not unimaginable). That's another 120K shields to burn through, AND another 2400 shield regen every 2 minutes. I'd call that an energy drain.

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Fri Sep 09, 2011 7:56 pm
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max ship attack varies depending on the number of crewmates you have

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Fri Sep 09, 2011 8:22 pm
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Just checked out noci as an example- you can select him off the kills list leaderboard and do this yourself if you like- unbuffed he has approx 20 k attack

Plus three tetra seeks x 1.05 x 1.05 x 1.05 plus the four easily available buffs x 1.05 x 1.1 x 1.1 x 1.15

lets see that would be approx 34K when attacking a base- now assuming it is a level 5 base with 60 k defence- he is still going to get half the damage cap per hit- what is the damage cap on a level 5 base- he will be dealing hundreds of damage each hit i am guessing- when dealing with the big legions you also need to have a high attack to make each attack very painful- so they burn artifacts- they could take you down but it is really going to hurt.

Top 4 or 5 legions are full of players prepared to spend a lot of money on the game- i spend a bit so that is not an insult- i just have a mortgage and other costs- i operate on a tight budget and cannot afford to drop $50 on disabling a base

Energy is not necessarily a barrier to them- but if they use up two week stockpile of artifacts to take you down after they repair ship endlessly you know they won't be back for at least two weeks

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Fri Sep 23, 2011 9:46 am
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This has already been stated but....
Make your legion a RPG tank.
High HP, with very high Defense... attack comes last. If you're a l4 base, and you have really high defense and hull, quite a few legions will leave you alone due to the massive amount of energy needed to KO your base.

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Fri Sep 23, 2011 3:54 pm
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