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 Base shield vs attack 
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Joined: Wed May 02, 2012 4:37 am
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Which is better for a level 6 base--obviously defence is maxed already, maxed attack or maxed shield? Which is more annoying to the top legions? It is assumed the base is being defended fully. Also tac extenders maxed out, as well as all gp extra items.

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Mon Jun 03, 2013 5:47 am
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Joined: Wed Jan 18, 2012 3:00 am
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If you had the money to do this, I would go with shield and when your base is locked as soon as they go trough the shield, max the attack instead (the regeneration won't do much after the shield are depleted).


Mon Jun 03, 2013 12:01 pm
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Joined: Tue Jun 28, 2011 3:02 am
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The problem with that suggestion is that for best value, your shields should be 100% upgraded which requires 10 Resitor Overcharges per module, so you need not only a good supply of credits. I would refrain from swapping out any that you can't re-upgrade. Maxed attack isn't really going to be much of a deterrent to anyone who's not bothered by max hull and max defense.


Mon Jun 03, 2013 3:31 pm
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Joined: Thu Jun 23, 2011 4:30 am
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High def/shields I think is the best over all. 50 Alaren Phys should stop most legion locks. then have 10 Alaren fixers and your set.


300% def boost and a 500% shield boost even with only 600k unbuffed shields you should be ok.

If you don't have that go for atk over shields. Shields are largly pointless in numbers under 1.5mill. and your atk will slow littler guys down alot. I think a lot of mid strength legions will skip over if they know your buffing to around 100k atk. add full hull max def and like 7 fixers or more to that and you should be ok. Read up on topics when bases combat 1st came out. High atk is a pain for more to deal with. Go DEF/hull. then ATK > shields. and clamp alot.

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Mon Jun 03, 2013 7:48 pm
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Thu Jun 13, 2013 1:21 am
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Darky wrote:
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Because even a level 8 base doesn't have space for all the attack and shield modules.

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Thu Jun 13, 2013 1:48 am
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Tree7304 wrote:
Darky wrote:
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Because even a level 8 base doesn't have space for all the attack and shield modules.

Oh, heh.

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Thu Jun 13, 2013 2:00 am
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Yea, really looking forward to level 9 so we can put those last 2 attack modules on the base.

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Thu Jun 13, 2013 2:02 am
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There's the answer, just upgrade base to level 9 and you don't have to choose.

What about a mix of both? ie. most attack modules and a couple of shield mods. - are there any particularly negative issues with setting a base up like that?

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Thu Jun 13, 2013 3:26 am
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not4use wrote:
There's the answer, just upgrade base to level 9 and you don't have to choose.

What about a mix of both? ie. most attack modules and a couple of shield mods. - are there any particularly negative issues with setting a base up like that?

I'd say it depends on if you have any of the holiday modules on your base.
Q-Pedd Field Generator Effect : Shield +12%
Hallows Bane Turret Effect : Attack +10%
Add modules depending on what you have, if you have both I'd probably go for shield.
At least have one shield module that isn't fully upgraded to let your members continue to upgrade with the shield drop from that one blockade.

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Thu Jun 13, 2013 3:36 am
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