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 Dysonian's first level 6 base kill! 
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Darklust wrote:
Lol well we did get cheated out of 1 repair as our regular repair ability failed... and we were testing a few theories out with points (apparently all base buffs/traps are cageable, f*ing waste of points) so that was 1-2 more repairs gone... but you did take it fair and square (not that you wouldn't have either way, just would've taken longer lol) grats to you :)


Yeah, It was fun. Thanks for giving us a real challenge, GP. ;) We could see some mistakes on both sides and it's just part of learning process of new feature in the GL. :)

Gee, I realize that ship defense became much more useful now cuz it chewed through lot of drones per ship just to finish off your base.. 50k attack against our ship defense. My defense is only almost 16k buffed so I got over 1k per hit damage on my ship with over 40k hull.. I only spent 1 energy refill to produce that damage. Well I did rank up once so it gave me free energy refills. All top damagers didn't spend much refills either. It doesn't cost much refill as readers here had assumed.. Lot of our ships had high attacks.

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Mon Aug 01, 2011 6:51 pm
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Its not the energy its the drones.....just think of how many it will be when you have to face 5 million hull(refill via ap points) EVEN you guys would only have enough for a hand full of tries

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Mon Aug 01, 2011 6:55 pm
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Grats on your kill.

May you max out your silver ship modules soon.


Bases are not easy and will only get harder over time as people clew into how to set them up right. Key points being lots of hull and def at the most basic. Learning how best to manage your base abilities/traps also helps.

This is also just the start, from what I read dan and crew will likely be adding more things as rewards for higher level bases.


Mon Aug 01, 2011 7:17 pm
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Darklust wrote:
(apparently all base buffs/traps are cageable, f*ing waste of points)
remote intrusion (instant debuff of -90% atk debuff for top 3) is cage-able... but from what i'm told some people haven't even noticed any decrease of damage from it (and thus don't bother caging)... so yes, completely useless

krionite minefield (trap) on the other hand...... is a one-time hit like a thetacron trap... with all the repairs needed anyway to take down a base, that has very little effectiveness as well.... completely useless

inverse energy vortex (trap) is slightly worth doing as it gives the base an extra +10% atk buff.... but that's the only one worth touching.... i wonder though, once that one triggers, can you use the trap again and have the triggered effect stack? (like triggered traps on planets)

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Tue Aug 02, 2011 12:45 am
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Lone.Lycan wrote:
i wonder though, once that one triggers, can you use the trap again and have the triggered effect stack? (like triggered traps on planets)

We're defending against an assault as I type this and can confirm, once it's tripped you can set another and when triggered again they stack. ;)

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Tue Aug 02, 2011 12:57 am
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Lone.Lycan wrote:
inverse energy vortex (trap) is slightly worth doing as it gives the base an extra +10% atk buff.... but that's the only one worth touching.... i wonder though, once that one triggers, can you use the trap again and have the triggered effect stack? (like triggered traps on planets)


That increases the attack by 10% of the ship's attack, not the Base's. It might be worth it if it stacks, but really it seems like too little of a difference to bother with, unless you don't have much attack and a particularly strong player is the next one to attack (but it could be their weakest player who hits it).


Tue Aug 02, 2011 1:05 am
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FerrusManus wrote:
Lone.Lycan wrote:
inverse energy vortex (trap) is slightly worth doing as it gives the base an extra +10% atk buff.... but that's the only one worth touching.... i wonder though, once that one triggers, can you use the trap again and have the triggered effect stack? (like triggered traps on planets)


That increases the attack by 10% of the ship's attack, not the Base's. It might be worth it if it stacks, but really it seems like too little of a difference to bother with, unless you don't have much attack and a particularly strong player is the next one to attack (but it could be their weakest player who hits it).
ah.. sorry, was reading the effect description wrong.... yeah, in that case, it's so little it's not worth adding...

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Tue Aug 02, 2011 1:09 am
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It also appears that the stacked Energy Vortex Charges receive the Battlestations multiplier provided they were tripped before the call to arms, but not afterward.

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Tue Aug 02, 2011 1:15 am
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Hull Makes all the difference... Pirates of the Cove lasted 6x longer than GD with a lvl 5 base because we have 90k hull and 20k shields... and i think during the attack we had something like 20-25k attack 52k defense... I was argueing to the idea that we should drop the shields and some of the defense and shift it towards attack to keep you all repairing more... Any idea if it'd have made a difference?

As for base AP: we did an auxilery fortification to increase hull, and we used battlestations right away... our main repair fizzled in a glitch so we had to rely on our ap repairs.. first few were only 20% until we got smart about it and a few of our members switched to fixers and we were repairing at 70%, but the damage was already done way before that point..

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Tue Aug 02, 2011 2:23 am
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yes the attack helps a lot....if they have to repair often thats the real deterrent not how much energy it costs

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Tue Aug 02, 2011 3:13 am
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I seem to remember Noci saying his legion could take out any legion base single handed. I thought i heard today that they were hitting a base and required the help of GP? How did that go for you Noci? Dont tell me your legion failed at Exotica and a base at the same time?

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Tue Aug 02, 2011 3:32 am
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our base gets 80% repairs hahaha so we got it made when we areattacked. plan tup our def to 50k and 10k attack. ( make them sink energy) thatway even if we lose, it we win :D

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Tue Aug 02, 2011 3:39 am
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25k/35k would be a lot more effective then 10k/50k

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Tue Aug 02, 2011 3:49 am
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jcwiggens wrote:
25k/35k would be a lot more effective then 10k/50k


Yeah, balance is a much more important thing in this game than people realize, it's built into all the equations for everything you do.


Tue Aug 02, 2011 5:19 am
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GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD work. cpngratz

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Tue Aug 02, 2011 6:03 am
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Currently Talonus Prime is holding out against the Dysonians, with only 2 hours and 58 minutes from writing this post.

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Tue Aug 02, 2011 10:49 am
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Jason wrote:
I seem to remember Noci saying his legion could take out any legion base single handed. I thought i heard today that they were hitting a base and required the help of GP? How did that go for you Noci? Dont tell me your legion failed at Exotica and a base at the same time?


That Pirate base? A legion shared that to us with ONLY 30 minutes left to expire. We joined in for a while but decided not to worth it so stopped cuz 30 minutes didn't cut it.. We could take it down if we have 8 hours to do so..

But I could say one thing is that I bet that we couldn't take level 7 base single handed. It might be possible but the cost would be way too much on our side for just little 7 badges? Ain't worth it.. It would be more cost effective with many legions against level 7 but many legions have weak ships that they couldn't help that well.. Level 7 farming will become easier as time goes as ship average strength will go up. Right now, level 7 is basically out of reach. Once any legions got level 7, they are pretty much safe from any assaults..

There were few attempts against our base (our base is maxed out with 140 space with all maxed out PVP modules except 4 missing attack modules..) and all were futile.. None made a dent to our hull. Only damaged our shield at best up to 40k then stopped.. To max out all PVP modules would require 148 space and level 7 can support 140 space.. Any legions with level 7 base is a beast in defense. I really think that silver badge reward should be upped for level 6 and level 7 bases.

Heck, level 6 bases are becoming a beast now all because of extenders..

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Tue Aug 02, 2011 12:21 pm
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and lvl 8 bases aren't far off (relatively speaking)... Hyper Logistics is just "a couple weeks" away

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Tue Aug 02, 2011 1:55 pm
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Nocifer Deathblade wrote:
Jason wrote:
I seem to remember Noci saying his legion could take out any legion base single handed. I thought i heard today that they were hitting a base and required the help of GP? How did that go for you Noci? Dont tell me your legion failed at Exotica and a base at the same time?


That Pirate base? A legion shared that to us with ONLY 30 minutes left to expire. We joined in for a while but decided not to worth it so stopped cuz 30 minutes didn't cut it.. We could take it down if we have 8 hours to do so..

But I could say one thing is that I bet that we couldn't take level 7 base single handed. It might be possible but the cost would be way too much on our side for just little 7 badges? Ain't worth it.. It would be more cost effective with many legions against level 7 but many legions have weak ships that they couldn't help that well.. Level 7 farming will become easier as time goes as ship average strength will go up. Right now, level 7 is basically out of reach. Once any legions got level 7, they are pretty much safe from any assaults..

There were few attempts against our base (our base is maxed out with 140 space with all maxed out PVP modules except 4 missing attack modules..) and all were futile.. None made a dent to our hull. Only damaged our shield at best up to 40k then stopped.. To max out all PVP modules would require 148 space and level 7 can support 140 space.. Any legions with level 7 base is a beast in defense. I really think that silver badge reward should be upped for level 6 and level 7 bases.

Heck, level 6 bases are becoming a beast now all because of extenders..


Well my base got disabled. It took the dysonians and the unknown to disable it.
Am i right?

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Tue Aug 02, 2011 2:23 pm
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ExSeaD wrote:
Well my base got disabled. It took the dysonians and the unknown to disable it. Am i right?
ah, the one that started 10 hrs ago... unfortunately i didn't get a screenshot of that one, or catch the damage list... but i think the Dy's did most of the damage on it,... i think i was at 19th when i went to bed, and woke up somewhere past 50th... T.U. was already pretty much pooped after a wasted effort on a 6, and then a successful yet exhaustive 5...

same goes for the lvl 5 just a few hrs ago... we only did 14% of the damage on Subspace Alpha's base

Besides... just because Noci says they could take out a legion singlehandedly doesn't mean he wants to do it that way everytime...

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