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 base setup 
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Joined: Wed Nov 02, 2011 1:22 pm
Posts: 140
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What do you guys think is the best setup for a lv 4 base? We have null turrets, trans-temporal, neutronium, and meta-chron available. Upkeep isn't a problem. 40 spaces (no extenders or anything)
(I know this isn't gonna hold off any top legions, but maybe some of the 50-100 legions if its well built)

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Sun Dec 04, 2011 6:04 pm
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Joined: Sat Jan 29, 2011 10:13 am
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12 def modules and 6 hull.

Turtle build.

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Sun Dec 04, 2011 6:06 pm
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Joined: Sun Jan 16, 2011 5:31 pm
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Location: basildon uk
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being brutally honest...having a level 4 base is your best defence lol...for the extra energy and repairs needed to disable a level 4 over a level 3 versus the useless rewards, most would opt for the level 3.
decent rewards start with level 5's

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Sun Dec 04, 2011 7:08 pm
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Joined: Sat Jan 29, 2011 10:13 am
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328mark wrote:
being brutally honest...having a level 4 base is your best defence lol...for the extra energy and repairs needed to disable a level 4 over a level 3 versus the useless rewards, most would opt for the level 3.
decent rewards start with level 5's

Very true, we tend to skip lvl 4's if they get scanned, cos they vary so much and most arent worth the res for only 20/40 ctp with the odd rare.

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Sun Dec 04, 2011 7:14 pm
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Joined: Fri Nov 26, 2010 10:38 pm
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i cant remeber we didnt just skip level 4's no good drops we want to be able to whine about more tri-phase cutters :P

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Sun Dec 04, 2011 7:28 pm
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Joined: Wed Nov 02, 2011 1:22 pm
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bobdebouwer wrote:
12 def modules and 6 hull.

Turtle build.


well, our base just got disabled by a top 50 legion (plus allies i assume)
now if i can convince them that 4att, 8def, 2shield, 2hull doesn't work... :roll:
lol

sucks being the little guy sometimes in this game. we struggle to take out lv 3s.

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Sun Dec 04, 2011 11:02 pm
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Joined: Mon Dec 05, 2011 4:46 pm
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If you guys are having trouble taking out level 3s not sure trying to protect from top 50 legions should be first priority


Wed Dec 07, 2011 6:56 pm
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Joined: Tue Dec 06, 2011 11:42 pm
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Turtle build works pretty well at all base lvl's except against the Triumvirate, but you shouldn't have to worry about them till lvl 5+.

I have generally found attack modules to be pretty much worthless; they may discourage a single player from hitting too much, but a good base battle involves dozens of players spreading out the damage any single player takes.


Wed Dec 07, 2011 8:58 pm
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Joined: Tue Feb 22, 2011 12:44 pm
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Location: Western Australia, Australia
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Kronecker wrote:
Turtle build works pretty well at all base lvl's except against the Triumvirate, but you shouldn't have to worry about them till lvl 5+.

I have generally found attack modules to be pretty much worthless; they may discourage a single player from hitting too much, but a good base battle involves dozens of players spreading out the damage any single player takes.

GRRRRRRR No level 5 can stop us!!



Except Evans bloody base hehee

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Thu Dec 08, 2011 8:34 am
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Joined: Thu Nov 25, 2010 6:49 pm
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MitchellN wrote:
Except Evans bloody base hehee


Only when they get their AP during the battle...

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Thu Dec 08, 2011 3:01 pm
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Joined: Tue Feb 22, 2011 12:44 pm
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Darth Flagitious wrote:
MitchellN wrote:
Except Evans bloody base hehee


Only when they get their AP during the battle...

Soo Trueee

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Fri Dec 09, 2011 5:15 am
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Joined: Thu Jul 22, 2010 7:41 pm
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MitchellN wrote:
Darth Flagitious wrote:
MitchellN wrote:
Except Evans bloody base hehee


Only when they get their AP during the battle...

Soo Trueee

we didnt need it, u had little time left and we had over 2/3 of our ap left

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Fri Dec 09, 2011 11:09 am
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