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 lvl 7 base defense 
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Joined: Sat May 12, 2012 4:25 pm
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How do you defend a lvl7 base in the last few days of getting one it gets disabled constantly if anyone has any ideas to prevent please post

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Tue Sep 04, 2012 8:44 am
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Joined: Sun Feb 19, 2012 9:46 pm
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Bribery?

There are only so many level 7s out there, and many of them have alliances, so it's a pretty small pool they can lock and kill.

That said, there are the old standbys, kill the legion ships in the battle tab. Have more people switch to fixer and boost hull, etc.

All this assumes you have the base fully built for hull attack defense and shields.


Tue Sep 04, 2012 12:24 pm
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Joined: Sat Sep 24, 2011 8:31 pm
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Location: UK but wishing I was elsewhere
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the problem is as a lvl 6 base we had all attack, defense and hull mods you can fit to a base and a few of the shield mods, by getting lvl 7 and maxing the spaces with extenders again it only let us add 5 shield mods which don't help against the higher damage we take as a bigger lvl base :(

this really should be changed or what is the point on so much hard work just to be a easier target, we're changing as many members to fixers as we can so that will help but as a lvl 6 the legions that have disabled us never stood a chance so Dan really does need to look at this as this has now put me off spending another $ / £ on GP on the game / base.

I thought i was doing a good thing to help my members get more output from our base by making it a lvl 7 but now we need to all as good as change to fixers or be stuck with less output than we did have as now we can be disabled where we would not have been before as a lvl 6 base :evil: :@



on a side note, looking for good deals on maxed toxics / toxic uplifts so our builders can afford to be fixers asap (although its wrong they have to be just to help with base defending) :P

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Tue Sep 04, 2012 1:22 pm
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Honestly don't bother buffing /defending just sorta lay down and take it, gives me a better chance on the raid

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Tue Sep 04, 2012 2:04 pm
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Billik wrote:
Honestly don't bother buffing /defending just sorta lay down and take it, gives me a better chance on the raid


lol, will you do the same if we lock yours ;)


wonder what the chance is of getting a refund on all my GP i used on refills to put energy into the base as well as the extra extenders i got and the 100 odd K ctp i put into the upgrade and have it back as a lvl 6 base :/

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Tue Sep 04, 2012 2:42 pm
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markyt2011 wrote:
Billik wrote:
Honestly don't bother buffing /defending just sorta lay down and take it, gives me a better chance on the raid


lol, will you do the same if we lock yours ;)


wonder what the chance is of getting a refund on all my GP i used on refills to put energy into the base as well as the extra extenders i got and the 100 odd K ctp i put into the upgrade and have it back as a lvl 6 base :/


I'll let you know once we hit 7 :P

Someone to ask this would be Golgotha from LoI, though he will more than likely say spam fixers and physicists until the locker can no longer handle your hull and shield charge

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Tue Sep 04, 2012 2:47 pm
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I have been Summoned!

I think there is absolutly zero chance of you getting your GP back.. Not liking what you spent your GP on is a buyer beware situation, in all honesty.

But yes, spam aerlen fixers, its the only way. Its honestly harder to defend a level 7. The only noticable difference between bases at this point is the legion members of the legion - the base stats themselves are only a platform for the races to increase. Base defence becomes a legion activity, not simply a leader activity (Press button A for defence is no longer good enough)

physicsts are great if you already have such a high defence and hull that your base will be staying alive for at least 4 hours but if your base is going to fall in less time than that, save your points for an extra repair.


Or dont.. and i get easier raids as well, lol!

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Tue Sep 04, 2012 4:06 pm
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i just wish there was more info from DAN on this so we would then have know not to waste our time and GP etc... as there's really not that much info on damage caps and the like for lvl 7 bases, i feel even more if you have a lvl 8 without good allies.

we have more fixers now but race change shouldn't be needed to help defend a base so much more than it is on a lower lvl base, takes away one of the main things to aim for in upgrading you legions base if all you do is make it a easier target.

lost out now on being a Taltherian Excavator as its was nice to make my AP better with it but Konqul Fixer is still good for invading and npcing to help with planets :P.

just hope DAN brings out some new base mods asap or no one will hardly bother with a lvl 7 base which is probably the main reason there is not many atm

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Tue Sep 04, 2012 6:20 pm
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Damage cap on level 6 is 600. That is a fact, known thanks to The Twisted Rogues abandoned base. Damage cap for level 7 has been looked into several times and the data SUGGESTS a cap in the range of 600-625. The actual data obtained during attacks on level 7 bases definitely does show that there is not a SIGNIFICANT difference (if any at all) from a level 6. The damage cap on level 7 bases was originally MUCH higher. It was only when GP, TU and Dyso made our 3 in 32 run on 7s way back when that we found out that the cap at that time was a mockery. A fully buffed and defended level 7 was dead in minutes. Dan nerfed the cap immediately (within 8 hours) because our second 7 that day was much different. Nerf it any further and you would make them nigh invincible. As it is, there's only a small handful of battle groups that are able to kill 7s, so really there's no point in being overly concerned.

GE got hit by bad luck that day. They came up on the wrong scans at the wrong time. It happens. There's nothing you can do about it, there's nothing Dan SHOULD do about it. Our sublegion had the same problem when they leveled to 6. Within the first 3 days I think they got whacked 4 times. Only advice I can give you is Exo-clamps, Shadin Schematics, and Resistor Overcharge.

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Tue Sep 04, 2012 6:59 pm
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