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lv 10 turrets

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PandaFun

User avatar

Marquis

Posts: 492

Joined: Wed Apr 13, 2011 7:02 pm

Location: Pandaville

Post Thu Jul 21, 2011 8:24 am

Re: lv 10 turrets

No. if it's only turrets move 5k+ inf up with your cats and/or archers

If there are troops you have to make the decision to wait your troops, hoping they will attack or power through the turrets (Preferably inf forward as blockers)
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Ex-Expert s64 (116) and 86
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GeorgeAgd

Baron

Posts: 200

Joined: Tue Nov 30, 2010 10:36 am

Post Thu Jul 21, 2011 4:48 pm

Re: lv 10 turrets

but isnt the whole destroying turrets without loss a straight up BUG ? Its annoying as well and makes turrets useless.
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Puddleglum

Newbie

Posts: 1

Joined: Thu Jul 21, 2011 5:12 pm

Post Thu Jul 21, 2011 5:36 pm

Re: lv 10 turrets

What is the damage done by lvl 10 turrets to all units? Does range tech affect turrets?
SIMIANS!
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Xbeast70X

Baron

Posts: 246

Joined: Wed Apr 20, 2011 9:17 am

Post Thu Jul 21, 2011 5:43 pm

Re: lv 10 turrets

Level 10 turret attack is 38230, so divide that by the troops life. And no, turrets have their own range
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Nathan05

User avatar

King

Posts: 4618

Joined: Wed Oct 20, 2010 4:41 pm

Post Thu Jul 21, 2011 10:29 pm

Re: lv 10 turrets

Puddleglum wrote:What is the damage done by lvl 10 turrets to all units? Does range tech affect turrets?


So heres the basic stats for turrets
Turrets have a basic speed of 25 so shoot last usually
Attack/defense/range/life/
1. 450/150/600/450
2. 740/150/650/740
3. 1210/150/700/1210
4. 1980/150/750/1980
5. 3240/150/800/3240
6. 5310/150/850/5310
7. 8700/150/900/8700
8. 14260/150/950/14260
9. 23370/150/1000/23370
10. 38280/150/1050/38280
And here is what each turret will kill per round
Lvl-inf/cavs/arch/cats
1-3/1/4/1
2-5/2/6/2
3-8/3/10/3
4-13/4/16/4
5-22/6/26/7
6-35/11/42/12
7-58/17/70/17
8-95/29/114/29
9-156/52/187/52
10-255/77/306/85
So in terms of turrets and catapults I thought I’d add this, so for lvl 1-8 turrets you should be able to clear with no losses at all so here it is-
Lvl- minimum shooting range needed to kill with catapults
1-0
2-0
3-0
4-0
5-1
6-4
7-7
8-10
how do you let people know if your hot cakes are selling well?

Nathan05
S106
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Taem96

User avatar

Conqueror

Posts: 922

Joined: Sat Sep 18, 2010 12:37 pm

Location: Server 13

Post Thu Jul 21, 2011 11:39 pm

Re: lv 10 turrets

GeorgeAgd wrote:but isnt the whole destroying turrets without loss a straight up BUG ? Its annoying as well and makes turrets useless.


It is definitely NOT a bug, nor is there any reason to suspect that it is.

Does it render turrets useless? Not at all.

I have mentioned this in many posts in the past, but I truly believe that a general who relies on his wall for defense is doomed for defeat.

Consider this. An enemy may not attack target a turret if there is a troop within it's range. No matter your enemies speed, they can't attack turrets if you meatshield your turrets. Or if you field an army to defend, for that matter.

Consider this, as well. An enemy who possesses speed with which he may safely destroy turrets without losses puts themselves at a serious disadvantage for most situations, in terms of battlefield initiative (speed).
That is, unless their speed is still greater than their targets speed. Either way, it is just another strategy for you to deal with.

This is the problem....I'd say, in my experience, that 98% of all haypi generals consider max speed to be a necessity. This is actually not the case. The reason we all have the option to rearrange our attributes and equip different levels of equipment is to supply different strategies for us to attack and defend with. The general who locks themselves in the box that is thinking they have the perfect strategy, is the general who is doomed to be defeated. There are always ways to defeat someone, no matter their level, troop count or equipment enhancements, etc. To think that max speed is the end all of this game, would mean that everyone comes to an end to the road....a la alliance wars relying so heavily on cats (or so it seems ;)).

The thing is, there are sooooo many unexplored strategies, even to this day, if you just think outside the box. Hehehe one of my favorites is that people devalue infantry so much. Guess what? With my max speed enhancements, my infantry are JUST AS POWERFUL AS CAV WITH NO ENHANCEMENTS ON THEIR EQUIPMENT. That's right. They're just as strong and just as fast, anyone who disputes this is welcome to take on 150k of my inf any day of the week.

Tactics are really what sets the fine general apart from the poor general. There are those that take everything at face value, and follow others' ideas, and there are those who think outside the box, and develop strategies like the turret speed tactic. Which type of general are you?
Last edited by Taem96 on Sun Apr 28, 2013 11:24 pm, edited 1 time in total.
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Jimbob007

Beginner

Posts: 41

Joined: Fri Jun 03, 2011 2:25 pm

Post Mon Jul 25, 2011 3:52 am

Re: lv 10 turrets

to take down level 10 turrets you need the 99 movement. this is where all your techs are maximum and enhanced.

you will have to reset your speed to 68 and remove the manual and horse from your equipment. this should hit the turrets with no losses.
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