malicewolf wrote:
HuoFire wrote:
I have tried cheating damage for range eras. The problem? That the main challenge in BD is fighting stronger players in the era. Higher tiered players will be able to outnumber your squads easily. As a solo world player, I often encounter this situation. The best deterrent is a strong range build. No matter what hits the troops, nukes, spy, etc; my range will always get a hit. Stronger players will spam your troops, see the BR and walk away. There is nothing more painful than 150 anti heavy veh range troops.
Another important concept, these equal battles that occur a couple times in the era. As an active player, I look for players who use damage, despite the possibility of them being stronger. I will sit, plant a few agents or nuke them and destroy their units with NO losses. This cannot be countered. The 1 tick between range of damage will create battles that offense has no losses.
Whenever I counter a player with damage, I make easy exp for my troops.
When I encounter a player with range, I make a friend.That being said, I have tried the 3 3 4 build. Despite any statistics, the likelihood of ANYONE getting in an equal fight is nonexistent. Such battles are bad for both players and will result in mutual destruction. Overwhelming wins are the only viable options. Damage troops will also be hit before range, which means in these theoretical EQUAL fights, you would lose your troops before the range troops, thus dealing less damage than the ranged troops.
I hope this helped
Half true. You seem to be fighting worlds in which there aren't active damage build users. Of course a nuke and some well placed spies will even the odds. That's why the 3-7 build is considered better. When you make the odds in your favor, range is no doubt better. In an EVEN battle when there are no other circumstances, if you have the sufficient armor to protect your dmg units (why dmg builds usually do 5-5) then the dmg will dish out the damage, but usually at the cost of your army. But also usually for both sides.
I agree w/ you; and this is a fact. Damage is not USELESS by any stretch WHATSOEVER. (Sorry for grave digging but let me go on for a moment).
All the pros argue by saying that its best to kill off the enemy as soon as possible. Captain obv. by doing so they will limit there casualties. This is great but very rarely does this happen. As stated above the chances of the squads being equal in numbers are very VERY remote; not to mention the X factors (Nukes; Spies). But if we were to play by the rules (being that they were number-wise equal) then there are some things to go over.
Excluding all outside factors:
Player A has 999 INFANTRY CONCLUSIVE RANGE.
Player B has 999 INFANTRY CONCLUSIVE DAMAGE.
Many will say that; the damage will lose; this is 100% true under ANY CIRCUMSTANCE if you exclude the X factors and exclude defensive units; yes the range does enough damage to weaken; (this is assuming the damage survives to begin with) the damage units therefore the damage units do not do enough damage to wipe out the range by the second round.
& this is why raw range will ALWAYS beat raw damage. Again not including experience, nukes, spies, list goes on forever. But you tell me pro-builders, how many battles have you seen were there were absolutely NO defensive units?
Play around with battle simulator.
Player A has 10 INF CON RNG Player B has 10 INF CON DMG
Again player A will win. Let us add 4 INF CON DEF.
10R + 4D = player A 10DM + 4D = player B
Now what happened?
Draw. Let us do the same exact thing with vechs. mechs. infs. It does not matter at ALL!
Lets say the weapon that the chassis uses is 100% effective. BEAM does 100% damage to Vechs therefore BEAM VECHS do 100% to each other catch my drift?
Same with Mechs and explosives. It will always come out as an draw.
As long as there are a total of 14 units on both sides and they both have 4 defensive units and they both use weapon types to combat there own chassis types it will always be a draw.
4D + 10X [Chase type identical & weapon type identical] = Draw.
Damage is less however. Therefore you could make up the cost by doing lets pull a number out of my [Bad word here].
10R + 4D VS 10DMG + 8D.
This is literally ground breaking news; and for every person that sees this.. And tries this excluding X factors it has a 100% success rate.
As long as the damage is the SAME chase type and with that chase type identical weapon type to combat its chassis type it will ALWAYS beat range.
What I mean is..
Player A has 999 INF CON RNG and Player B has 999 INF CON DMG.
They BOTH have 999 INF CON DEF.
Player B has a MUCH cheaper army when overhead is included and will lose LESS UNITS and WIN.
BUT if Player A has 999 INF CON RNG and Player B has 999 INF CON DMG.
And they have 10 INF CON DEF.
Player A will cripple the damage before it has a chance to actually use its effectiveness.
Put into a mathematical formula.
C=Chase type [If mech is stated then its explosive; infantry conclusive;vech beam]
W=Weapon type
If they have the same environment (Very remote). X=Number of units.
10[DAMAGE](MECH/INF/VECH)+4[DEFENSE]
Mathematical formula:
Xcw + 4/10Xcw - 5 = DRAW
There you go formula is above anyone who feels to correct me please do I am literally just trying to aid you.
If you have 500 units take 40% of the number of units you have and subtract them by 5.
500 DMG + 200 - 5 = 500 DMG + 195 DEF
500 DMG + 195 DEF VS 500 RNG + 195 DEF
Draw. Anything higher than 195 defense will win.
This is under 3 conditions. All X factors are excluded. The weapon types and chassis types are EXACTLY the same and the odds are the same. What are your chances of this happening? Literally next to none.
D for Damage DF for defense and R for range.
D * X + DF * X will always beat R * X + DF * X.
X means the SAME exact thing in this equation whatever you multiple one to you have to multiple the other.
10 DMG + 10 DEF VS 10 RANGE + 10 DEF.
X * DMG + X DEF VS X R + X DEF.
The defense is a constant variable. The damage and range numbers are the same.
AS long as there aren't any outside factors involved; and you have the same chase type and the same weapon type and if this formula is involved were you have 300 defensive mechs (explosive for everything range damage and defense).
300 DEF MECHS 300 DMG MECHS VS 300 DEF MECHS 300 RNG MECHS.
The damage will always win if its numerical values are equivalent to the ranges values. Remember C= CHASE SAME W= WEAPON TYPE SAME
Damage side| Xcw + 4/10X
Range side| Xcw + 4/10X
Range will lose every single time.