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 Base Battle Mechanic Imbalance 
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I don't know if it's just me that feels this way, but I seem to have a hard time getting my point across to other people.

I worked hard to get my base to level 6. I dumped in energy refills, and bought a bunch of extenders. It's not only me that's worked on our base - many of us have.

So why, after all this hard work, should we be able to be dropped before the alert pops up? (That's how one leader described it.) Our base isn't the toughest, but it's not the easiest either.

I'd like to see the damage cap lowered. Bases aren't meant to be farmed, they're meant to be tough battles. I'd also like some sort of "build up" timer. We were locked and dead, likely before the alert showed up. Nobody was online, so we don't know for sure, but having a waiting period of 20-30 mins before killing a base would at least give us a chance.

Some of you might think I'm whining, but I'm just saying what I think is right. Top legions are farming the bases we've worked hard on and there's nothing we can do.

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Mon Apr 15, 2013 5:41 pm
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Apparently you haven't been working hard enough at raising your hull and shields with echo clamps.

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Mon Apr 15, 2013 5:45 pm
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KJReed wrote:
Apparently you haven't been working hard enough at raising your hull and shields with echo clamps.

This.

Other legions can respond to their base being locked in under 30 seconds, why can't yours?
If your legion isn't active enough on the legion comms to spot the alert well that is just your fault.

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Mon Apr 15, 2013 5:50 pm
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I don't think it's that the bases go down too quickly, it's that the damage caps still scale wrong. I spent AGES before our base leveled up running simulations in my damage calculator to find the most efficient set up. A maxed level 6 is about 2/3 of the strength of a maxed level 5, and leveling up should make it stronger - right?

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Mon Apr 15, 2013 5:59 pm
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There are pros and cons to going to level 6.
You have enough special space to have 60 members without sacrificing useful structures.
You have a weaker base if you don't fill those member slots.

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Mon Apr 15, 2013 6:18 pm
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Well its not like we don't earn those <2 min base disables, heck we even manage an extra 200k dmg against them too.


Mon Apr 15, 2013 6:19 pm
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kirkeastment wrote:
Well its not like we don't earn those <2 min base disables, heck we even manage an extra 200k dmg against them too.

I'll give you that. :P

I just feel cheated that my legion works hard on a base, only for it to all go to waste. Know dat feel, bro?

It' like building a 22x Mega-Colossal Oceanic only to have it stolen the moment you finish it.

Or invading Exotica only to have it stolen at the very last minute, for the medal.

Or being kicked in the nuts.

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Mon Apr 15, 2013 6:24 pm
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Tree7304 wrote:
There are pros and cons to going to level 6.
You have enough special space to have 60 members without sacrificing useful structures.
You have a weaker base if you don't fill those member slots.

And you still come out better off on resource output, unless you are disabled like every 2 days.

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Mon Apr 15, 2013 6:24 pm
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there is no issue with base battles. Tell ya what. lock a base with 20 fixers and 5 or 6 alerens. and then tell me how bases are to week. its our chose not to clamp or be the race/job to help the legion. The issue is not the base battles it's the people. your failing of a system that is strong as Heck! From what I hear many top legions have defended atks off from each other buy changing race or just by being the right race/job. they have members putting every silver in to clamps. and clamps make a huge dfferance. t5he system is fine .

When bases do it right people put millions of damage in to the base, hours of clicking. TMI , cubs refill. charg beams you name it. top 15 damager all over 500k damage top ten all over 1million damage each! lowering capts would absoloutly CRUSH! any hope you have to kill some of the thinker bases out there. and your right your fully extended but im sorry dexter thats only 1/3 the game. clamps and Race/job is the other 2/3. you need to do it all. change any thing to alow half Azzing and you kill base battles/ the ones who try to do it all will never drop any more. imagion droping those 15+million damage needed bases with a lower cap. it would be a desaster.

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Mon Apr 15, 2013 7:13 pm
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itsSoulPLayAgain wrote:
there is no issue with base battles. Tell ya what. lock a base with 20 fixers and 5 or 6 alerens. and then tell me how bases are to week. its our chose not to clamp or be the race/job to help the legion. The issue is not the base battles it's the people. your failing of a system that is strong as Heck! From what I hear many top legions have defended atks off from each other buy changing race or just by being the right race/job. they have members putting every silver in to clamps. and clamps make a huge dfferance. t5he system is fine .

When bases do it right people put millions of damage in to the base, hours of clicking. TMI , cubs refill. charg beams you name it. top 15 damager all over 500k damage top ten all over 1million damage each! lowering capts would absoloutly CRUSH! any hope you have to kill some of the thinker bases out there. and your right your fully extended but im sorry dexter thats only 1/3 the game. clamps and Race/job is the other 2/3. you need to do it all. change any thing to alow half Azzing and you kill base battles/ the ones who try to do it all will never drop any more. imagion droping those 15+million damage needed bases with a lower cap. it would be a desaster.

+1

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Mon Apr 15, 2013 7:20 pm
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Fixers and clamps are useless if the base is dropped before we can do anything. Tree's said it himself, they drop bases in just a few minutes.

This whole game is imbalanced though, so nevermind.

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Mon Apr 15, 2013 7:37 pm
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XxDarthDexterxX wrote:
Fixers and clamps are useless if the base is dropped before we can do anything. Tree's said it himself, they drop bases in just a few minutes.

This whole game is imbalanced though, so nevermind.

We drop bases in a few minutes because their hull and shield are total crap.
Exo Clamps work wonderfully well when bought and used day after day after day by most of the legion.

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Mon Apr 15, 2013 7:45 pm
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You know, I'm less bothered about the fact that Dexter is referring to our base, the fact that bases are "balanced" and more by this:
thunderbolta wrote:
A maxed level 6 is about 2/3 of the strength of a maxed level 5, and leveling up should make it stronger - right?

It just doesn't really make sense to me that it'd become weaker. A minimum level 6 is about half the strength of a minimum level 5.

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Mon Apr 15, 2013 7:52 pm
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thunderbolta wrote:
You know, I'm less bothered about the fact that Dexter is referring to our base, the fact that bases are "balanced" and more by this:
thunderbolta wrote:
A maxed level 6 is about 2/3 of the strength of a maxed level 5, and leveling up should make it stronger - right?

It just doesn't really make sense to me that it'd become weaker. A minimum level 6 is about half the strength of a minimum level 5.


Rank 5's are for noobs and they are a bit protected. Rank 6+ the training wheels are off. and it your going to change any thing then make 5's easer to kill. Cause making rank 6's like rank 5's would be devastatingly stupid!

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Mon Apr 15, 2013 7:54 pm
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itsSoulPLayAgain wrote:
thunderbolta wrote:
You know, I'm less bothered about the fact that Dexter is referring to our base, the fact that bases are "balanced" and more by this:
thunderbolta wrote:
A maxed level 6 is about 2/3 of the strength of a maxed level 5, and leveling up should make it stronger - right?

It just doesn't really make sense to me that it'd become weaker. A minimum level 6 is about half the strength of a minimum level 5.


Rank 5's are for noobs and they are a bit protected. Rank 6+ the training wheels are off. and it your going to change any thing then make 5's easer to kill. Cause making rank 6's like rank 5's would be devastatingly stupid!

The cap goes from 260 to 600. It's too big a jump, and I strongly believe it'd do us all good lowering it.

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Mon Apr 15, 2013 7:58 pm
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Lots of clamps + fixers + aerlen = A base nobody will want to target

If you are getting locked more than twice per year your base is either weak, or you made somebody angry enough to target you despite how much it will cost them.

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Mon Apr 15, 2013 8:01 pm
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XxDarthDexterxX wrote:
The cap goes from 260 to 600. It's too big a jump, and I strongly believe it'd do us all good lowering it.

Bases are too easy for the the top base group so we should make bases even harder to kill?
Lower it to 400, you will make us click another 30 seconds
The majority of the galaxy will suffer, not us.

Dexter, you are being rather whiny today. Go do us all a favor and eat a snickers

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Mon Apr 15, 2013 8:16 pm
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XxDarthDexterxX wrote:
kirkeastment wrote:
Well its not like we don't earn those <2 min base disables, heck we even manage an extra 200k dmg against them too.

I'll give you that. :P

I just feel cheated that my legion works hard on a base, only for it to all go to waste. Know dat feel, bro?

It' like building a 22x Mega-Colossal Oceanic only to have it stolen the moment you finish it.

Or invading Exotica only to have it stolen at the very last minute, for the medal.

Or being kicked in the nuts.


I bet alot of the 3's and 4's you guys lock you can tear apart in a few minutes. even though those smaller guys worked really hard on them.
maybe we should lower the cap on those to 20 and 40.

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to be honest, I was rooting for you even while eating KVTs


Mon Apr 15, 2013 8:32 pm
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KJReed wrote:
XxDarthDexterxX wrote:
kirkeastment wrote:
Well its not like we don't earn those <2 min base disables, heck we even manage an extra 200k dmg against them too.

I'll give you that. :P

I just feel cheated that my legion works hard on a base, only for it to all go to waste. Know dat feel, bro?

It' like building a 22x Mega-Colossal Oceanic only to have it stolen the moment you finish it.

Or invading Exotica only to have it stolen at the very last minute, for the medal.

Or being kicked in the nuts.


I bet alot of the 3's and 4's you guys lock you can tear apart in a few minutes. even though those smaller guys worked really hard on them.
maybe we should lower the cap on those to 20 and 40.

Most of the bases we lock are empty, but I do kinda see it when you put it like that.

Still, disabling the base before the alert pops up, is, err... Very flawed.

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Mon Apr 15, 2013 8:35 pm
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i cant say there are any problems with it..
mass amount of STRONG players just waiting for those 2 minutes to drop a base, and theres going to be some FAST action on those bases.
having our level 6 base has garnered us what seems to be a lack of willing lockers... infinity did it once.. yup.. been a few months since that.

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Mon Apr 15, 2013 10:38 pm
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