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 Shield or attack? 
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Alright so we as a legion are currently wondering what is the best attribute for a base, attack or shield. We currently have 4 shields on, a.k.a. 16 space, we also have 4 turrets currently on. So take the shields off and our attack would be maxed out, but we'd only have the exo-clamps for shields. So which is the best setup, and please add in your post why.


Sat Oct 20, 2012 8:43 pm
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IMO, I think Shield would drain their energy more, which would more likely not be worth locking.
Put it this way,
Shield = more energy would be needed.
Attack = more repair nano's would be used.

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Sat Oct 20, 2012 8:55 pm
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fully agree.. i couldnt care less about how many nanos i need.. ive got countless shield restorers to aid in that.

but energy.. that either costs in TRIs e cubes or RL$. shield is the way to go. especially in buffs.

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Sat Oct 20, 2012 9:03 pm
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icarium81 wrote:
fully agree.. i couldnt care less about how many nanos i need.. ive got countless shield restorers to aid in that.

but energy.. that either costs in TRIs e cubes or RL$. shield is the way to go. especially in buffs.

Alright but bear in mind, it takes time to repair, precious seconds that add up. Also we have precious few physicists.


Sun Oct 21, 2012 1:02 pm
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If you've money to burn, shields and then as they wear down, swap for turrets.

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Sun Oct 21, 2012 2:29 pm
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thunderbolta wrote:
If you've money to burn, shields and then as they wear down, swap for turrets.

That could work, but I doubt it's worth it.


Sun Oct 21, 2012 3:58 pm
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Go for shields. :mrgreen:

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Wed Oct 24, 2012 11:37 pm
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Davistron wrote:
Go for shields. :mrgreen:

Care to elaborate?


Thu Oct 25, 2012 8:56 pm
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Epicownage wrote:
Davistron wrote:
Go for shields. :mrgreen:

Care to elaborate?

Well, I was just thinking that if you go shields then the will have to put more energy into the base to take it down. But if you were to go for attack, then you would cause people to need to repair more. So, it's a choice between making them use more energy or more credits and/or nanos and restorers. From what I've seen of people, they'd rather not waste their energy. Also, for repairs, the artifacts such as nanos and restorers are quite common to acquire, but items that restore energy are not as easy. So, people usually won't hesitate to attack something if they just need to repair a few times, but they will hesitate if it requires them spend more energy than they would want to. This is my thoughts as to why you should choose shields. 8-)

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Thu Oct 25, 2012 9:11 pm
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Take a mix of both.
2 shields (8 spaces) and 4 atk (8 spaces)
OR
1 shield ( 4 spaces and 6 atk (12 spaces)

Rationale:
The more shields you have, the more energy it takes to bring it down, but also the more it regenerates over time. But if you have no attack, the attackers can simply attack without having to stop to repair and you will see your shield / hull disappear very quickly with only a couple motivated attackers. You need some atk to slow down the attackers, even just a little bit, so you can have defenders be able to watch the base and use the ability points wisely.
Being able to effectively defend and use your ability points will make the attackers use much more energy than any amount of shield modules will. (this also requires a bit of discipline and training for your members to defend well)

** Fixers are much more valuable to have than physicists because they boost the Auxilary Fortification as well as the Emergency Repair abilities

Any base can be disabled, it is all about making them decide it is not worth it.

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Thu Oct 25, 2012 10:26 pm
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shieldzzz :D

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Fri Oct 26, 2012 5:32 am
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Max Hull and Def first, then (depending on base size) find a balance of Att/Shield. If you can, max Quasi Turrets with the 2 hallows arti's, then add a few shields. It costs me more repairing than the tiny shield regain you get from 2 extra shields.....

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Fri Oct 26, 2012 5:38 am
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when we hit your base we were glad when you took attack off...the lesser time spent repairing meant we were hitting for longer...negating the shield recharge.
one point, once the shields are depleted they are all the way gone...att hits you til the last shot

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Sat Oct 27, 2012 1:52 pm
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Cendant wrote:
Take a mix of both.
2 shields (8 spaces) and 4 atk (8 spaces)
OR
1 shield ( 4 spaces and 6 atk (12 spaces)

Rationale:
The more shields you have, the more energy it takes to bring it down, but also the more it regenerates over time. But if you have no attack, the attackers can simply attack without having to stop to repair and you will see your shield / hull disappear very quickly with only a couple motivated attackers. You need some atk to slow down the attackers, even just a little bit, so you can have defenders be able to watch the base and use the ability points wisely.
Being able to effectively defend and use your ability points will make the attackers use much more energy than any amount of shield modules will. (this also requires a bit of discipline and training for your members to defend well)

** Fixers are much more valuable to have than physicists because they boost the Auxilary Fortification as well as the Emergency Repair abilities

Any base can be disabled, it is all about making them decide it is not worth it.

Thanks, we are actually going for a middle of the road approach. I would like to point out that all our officers are well trained in how to defend the base, just ask Stormkyn ;).
We also have a fair few fixers to our name. Hull, and defense was maxed out a long time ago.


Sat Oct 27, 2012 6:43 pm
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Attack Attack and more Attack... You can never have enough attack.

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Tue Oct 30, 2012 7:44 pm
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neither go high defense its not like having a high attack will stop any one for long nano or repair and they are back in the fight, where as if you get them to waste more energy the less likely they will want commit to it.

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Tue Oct 30, 2012 9:33 pm
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neogoterra wrote:
neither go high defense its not like having a high attack will stop any one for long nano or repair and they are back in the fight, where as if you get them to waste more energy the less likely they will want commit to it.

We have max defense and max hull.


Tue Oct 30, 2012 9:35 pm
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shields would be best imo.

Most legions don't buff shields because the bonus is so little it's a waste of AP. Attack on the other hand is usually buffed and the difference between having 60k buffed attack and 80k is not much to most attackers. (It is very high the additional attack is doesn't do much extra damage).

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Tue Oct 30, 2012 9:44 pm
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Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack, and more Attack

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Fri Nov 02, 2012 7:14 am
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Hawkeblade wrote:
Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack,Attack, and more Attack

Care to elaborate?


Fri Nov 02, 2012 10:35 am
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