Tuesday, January 13, 2015

Vega Conflict: Ship Weapon choice

Ships have three weapon choices:

Electrical dmg type, fast shot speed, and short range weapon
Projectile dmg type, slowest shot speed, and long range weapon
Explosive dmg type, slow shot speed, mid-long range weapon w/ damage spread and AoE.


Since I am still low level in this game, it is hard to determine which weapons are better.  Right now, the explosive dmg type "shotgun" weapon is the best as it damages multiple targets at once.

I have a feeling though, that as my technology increases, the projectile dmg type "sniper" weapons will start seeing more use.

Lastly,  when I start getting more heavy duty ships, and fighting heavy duty ships, the electrical dmg type weapons will start the shine, as they have a much higher dps for single target than the other dmg types


Predicted ship types that will work best for each weapon type.

Projectile dmg type:
Fast moving ships.  They need stay in range while also keeping the enemy out of their weapon range.

Electrical dmg type:
High HP, High Shielded ships.  These guns shoot quickly, so small fast targets can be eliminated if they get in range, and more dps can be applied to other high HP, high shielded ships.

Explosive dmg type:
All types.  These weapons are seriously always good to have around.  The AoE damage mows thorough small fast swarms of ships, which means equipping one to a corvette will leave lots of dead ships before the corvette itself is also taken out.  For heavy duty ships, it allows "crowd control".

Vega Conflict: My next Addiction?

This game is the combination of Clash of Clans and Eve Online (except not 3d dogfights).  You get to build bases, upgrade your defenses, income, and technology.  Additionally, you can build up fleets of ships and then go out and attack other people, of which, there are dozens of planets, all with dozens of players, per system.  There are 6? systems and the online community is pretty active.

I have been looking for something that could keep my interest for more than 5 seconds,  is this it?

Monday, January 12, 2015

Soccer Spirits: Stats and their purpose

So we have 4 major attributes that trickle down into 8 different stats used on the field.

the 4 major attributes are:
Power -
Technique -
Vitality -
Speed -

The above attributes trickle down into the substats below.  I have not found sufficient evidence online for how each plays a role in the below, but I will try to do some analysis and update when I find it out on my own.

The 8 stats are:
Dribble - Attack power on penetration and shoot
Steal - Attack power on a steal
Pass - Influences how much attack to increase the receiver of this player's pass
Action Speed - How fast this player can have their turn.
Defense - This influence how much damage to negate from an attack or counterattack.
HP - How much max health.
Critical - How often they will have a critical hit
Reflexes - Chance to steal the ball without a KO on a steal and the chance to not have the ball stolen on a penetration.

Soccer Spirits: Player Priorities

There is a definite priority when deciding which players to level up more quickly than others.  Here is a list of player types to focus on:

#1:  Your Striker
He is your main means of achieving those Ws.  The stronger he/she is, the more likely you will one shot the enemy goalie and end the match early.

#2: Your goalie
If he isn't strong, your bound to lose easily.  Make sure he is as strong as you can make him.  Due to long pass and forward pass skills, you cannot guarentee the ball won't reach the enemy striker.

#3-5: Midfield
You need a reliable team to get the ball to the forward line asap, or stop the enemy team from penetrating since they happened to start with the ball first.  Since you focused on your striker first, if you are able to get the ball to him/her, the game will be over in one or two shots.  Get the ball to your striker as fast as possible!

#6-7: Healer/totems in front and backfield
These two help keep your team endurance up and help you cope with longer games.

#8-9: Backfield
 Having a more solid backfield now makes sense.  You will probably start getting into more and more games that cannot be won immediately, and if they use pass skills to bypass your amazing midfield, then you need a strong backfield to support and get the ball back to your strong players

#10: Forward Assist
 He/she is only the support for the striker.  Maxing out this character won't receive as much benefit to your overall team until the very end, when you don't have anyone else to focus on. 

#11: Last Attacker
This is for your PvP team.  Usually, this player gets put into the middle of the midfield since they are weaker than your other midfielders.  You want your strongest players on the outside so they have less players to penetrate through.

Leave a comment on your leveling priorities and your reasons.  I always am eager to learn more. =)

Soccer Spirits: Good Formation discussion

So after playing the game a little bit, as well as doing some forum diving (like usual), I agree with the forums on what a good formation will consist of.

Forward line:      Striker  Assist   Leader

You only need one striker, and he should be your primary player to focus on before others.  The assist player is there to enhance the Striker, so having an in-line pass skill works really well here.  Lastly we have the Leader.  Most people on the forums say to have a totem (player with passive effects for the whole line) but I firmly believe that need to be a Leader type player.  Of course you want them to be a totem so that they enhance your Striker, but also having a heal skill can be very very helpful in keeping the ball here.  NOTE:  The striker must be either on the left or right sides.  If he is in the middle, then there is a chance that he will have to shoot against 3 defenders (1 goalie and two backfielders).  If the striker is on the outside, he will always only fact two defenders.


Midfield:      Assist  Defense   Attacker    (11th man: Attacker)

The assist player is to have a forward pass skill, should the other team's midfield prove to be really a pain in the ass.  Not to mention that their regular pass will enhance the defender and the attacker when they try to penetrate to the forward line, so that is a good choice.  Having the defense player in the middle helps prevent a middle penetration.  If the 11th player is put in the midfield, the defense player will have to defend against two player attacks, which makes choosing him a no brainer now.  The attacker on the right side is your method of getting to the forward line when receiving a pass from the assist player.  I also recommend having your 11th man be an attacker in the midfield, as really good matches will be decided by the midfield.


Backfield:     Attack    (Leader or Assist)    Leader

The Attack player is to, once again, have penetration power to get to the midfield and away from the goalie.  The two leaders are to provide totem benefits for the whole line, and really buff up the goalie.  If you can manage it, also have a healer back here as well.  You can always switch out one of the leaders for an assist player.  You will want as many totems back here as possible, but if you find you aren't able to get back out of the backfield, totems will only help so much.  Adding the assist player allows you to either skill buff pass to your attacker to penetrate, or to skill pass to the midfield or forward line.

Soccer Spirits: Types of Players

There are 5 types of players, and each has a specific role.  You will want to familiarize yourself early on with them because knowing each of their strengths will help you design a great team.

Attacker:
These players naturally decrease dmg inflicted on them.  20% when they have the ball and 30% when they are doing a penetration attempt.
Their skills are penetration oriented.

Striker:
These players are your shooters.  They have a 5% increase in shoot attack power and their skills are almost always shoot skills.

Leader:
These players are typically weaker than other types, but they generally have more passive skills that effect all players in their field, (Forward, midfield, or backfield).  They gain 15% bonus spirit with a  pass or attack and their active skills are strategy oriented.  This includes buffs, debuffs, and heals.

Assist:
These players are really good at passes and most of their passive skills go towards increasing their pass effectiveness.  They naturally have a 10% bonus to their pass effect and their skills are always pass oriented.  Something to note is that some active skills are passes to other players in position, making that player's turn come immediately along with increased power and penetration capabilities, but other active skills allow the assist player to pass the ball forward one field, or even pass all the way to the Forward position.

Defender:
These players are slower than other types, but they naturally receive 30% less dmg with an attack, +5% defense, and +10% recovery power.  These players have skills that are oriented around steals, but sometimes they have strategy skills as well.

Evolution: Battle for Utopia - Primary Weapon Discussions

There are three primary weapons types in this game:
Assault Rifle
Machine Gun
Shotgun

Assault Rifle does the least amount of damage of the three weapons (in ideal situations for each), but it makes up for that fact by having relatively cheap ammo costs and a secondary function that slows down an enemy.  This weapon can be used at all ranges, which makes it a pretty good choice for any PvE you might be doing that requires a little more power than your pistol can handle, or your armor for that matter. 

Machine Gun does the second most damage under ideal conditions.  For long range combat, it does the most damage, period.  With high damage and a very large ammo clip, this weapon is my preferred weapon of choice for PvP, as well as PvP defense (whatever weapon you have when you log out is your PvP defense weapon).  There is no secondary function to this weapon, but the sheer fire output is good enough.

Shotgun does the most damage under ideal conditions, but sucks at long range combat.  It does make up for that fact by having a grenade launcher as a secondary function.  This allows people to use their shotgun ammo to compensate for a possible lack of grenades when you need it most.

My opinions:

I have already written a little bit about each, except the shotgun, but I will write it down again.

I use an AR for whenever I am doing some PvE related activities.  Usually I don't need it, but sometimes when I rob the merchant I need that extra dps.  I also take this along when I am doing a PvP Attack (isn't very often) as the secondary function helps a considerable amount.

I use a MG for my PvP defense.  This is because the longer I keep the enemy supressed with my MG fire, the more damage they will take from my partners, as well as partial damage from my MG.  Unless then enemy uses up grenades, they cannot attack while holding up their shield, so I always consider this a win.

I currently don't have a Shotgun, but that is because I don't really see the need for it.  I have seen many PvP defense with the shotgun, and I definitely have to say that it is a force to be reckoned with, but I am always able to kill off the user before they can get too close.  Perhaps it really is a good option for PvP, but using my MG seems a better strategy imo.

Leave a comment if you think the Shotgun is a better weapon, because I want to like it, just don't want to spend the resources for a weapon I probably won't use...ever...

Evolution: Battle for Utopia - Weapon upgrading

There are three things you should think about when upgrading your weapons:

1. Pistols have a different upgrade scheme than primary weapons
2. Weapons are only useful to be upgraded if  you use them
3. Don't scrap your partially upgraded weapons.  You cannot make them again once you scrap them (learned the hard way)

Okay so, lets talk pistols.

They are your main source of damage for low level free players, and can honestly be used even for plowing through level 4 missions without needing medkits if you do it correctly.

Pistols:
max out their damage and ammo at the same time, then their crit chance

why that order?
You want your pistol's max DoT to be higher asap.  The less time you spend reloading, the more damage you are going to do in a shorter period of time.  Once you max out dmg and ammo, then crit chance just adds the icing on the cake.

Primary weapons:
max out their damage, then their crit chance, then their ammo.

why that order?
You want to max out how much damage each bullet does, so you use less of it.  The surefire way for that is to max damage first, then go for the crit damage.  Once those are both maxed, then increase that clip size so you don't have to reload as often.


Evolution: Battle for Utopia - Ammo or Medpack Kits

Since this game is very hard to play if you want to play without any money investment, it makes sense to avoid all items that have a gem cost.

These are something to look back into.  Well....at least for the AR or MG ammo.  The grenade or medkit don't seem like good choices.  Thats just my opinion though so evaluate it for yourself.

From the information I have gathered about this game from the wiki and other sources, AR ammo costs are as follows

produces 40 ammo, costs:
Biofuel - 50
Magmatite - 100
Steel - 200

With the ammo kit, you produce 100 ammo and it costs:
Biofuel - 88
Magmatite - 175
Steel - 350

If you like to burn through your AR ammo, like I often do sometimes, this may be a good solution for you.

Still though, don't buy one of these with gems unless you already have all possible turrets.  You are going to need those later.


TL;DR

Use gems to buy turrets first, then consider these and only buy if you use premium ammo a lot.

Boom Beach: Powerstone Receive Chance on Attack

I did some research because I wanted to know if I should keep my Dark Statues that increased my Powerstone acquisition chances.

tl;dr - Dark Statues aren't really worthwhile until later in the game.  idols and guardians just don't have enough benefit to warrent the space they use.


Without statues, you have a base change of 25% to receive a powerstone when you destroy the Headquarters and a 2% chance on all other buildings.

Except for when you raid a blackguard HQ, here is the percentage breakdown for receiving power stones:

85% chance to receive a Fragment
12% chance to receive a Shard
3% chance to receive a Crystal

Here is the kicker!  Dark Statues apply a multiplicative increase in drop chance, not an additive.

This means if you had +100% drop chance from Dark Statues, you would only have the following:

50% chance the headquarters will drop a power stone
4% chance on all other buildings.

O_o

I think I will stick to the other three types of towers for now.

Boom Beach: Base Design level 14

Now that I am getting back into Book Beach again,  I think it is time that I gave my base an overhaul.  Here is what I came up with. =)

Notice that I took my designing a step further by added a new column to defense buildings, their attack ranges.  This range is circular and is counted from the middle edge of the building and then I counted full squares.  It isn't perfect, but hey, it is better than nothing right?