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the Temple

Member
510

Dec 14th 2015, 6:51:02

Something that seemed like a glitch this week, that I noticed once before. Special attacks as a TYR seem to reduce readiness at 4% regardless of size of force sent.

I was making hits with 1 troop, and losing 1% of readiness while i was F, but at the normal 4% when I swapped to T and made the same 1 troop hit. That pretty much wipes out any benefits of getting 1 attack per turn as T.

Edited By: the Temple on Dec 14th 2015, 6:58:02

silentwolf Game profile

Member
1197

Dec 14th 2015, 10:59:09

Thats why tyr tech is a viable strat. Also alternating with spy works well to get the readines up.


Its effective u plan ahead though

the Temple

Member
510

Dec 14th 2015, 12:00:45

I get on hit per turn is what makes tyr viable, but unless it's a balancing work around it seems odd that under all other strats you can send low attack numbers and lose 1% readiness, yet with Tyr it stays as 4%.



Celphi Game profile

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6330

Dec 14th 2015, 12:24:26

It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)
Resistance is futile. You will be assimilated.

the Temple

Member
510

Dec 14th 2015, 12:42:27

Ah, that explains it then.

silentwolf Game profile

Member
1197

Dec 15th 2015, 4:12:22

Originally posted by Celphi:
It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)


doenst it also take the % of units u send ? or is it purely based on the above u mentioned.

Cable Game profile

Member
1521

Dec 15th 2015, 4:22:08

Originally posted by silentwolf:
Originally posted by Celphi:
It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)


doenst it also take the % of units u send ? or is it purely based on the above u mentioned.


If you send 3 times the required minimum to break it lowers around the pace above. If you send the minimum it uses more readiness. Best guess is it uses around 10% + 3% per turn based? Give or take.

Cerberus Game profile

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3849

Dec 17th 2015, 21:15:39

Originally posted by Celphi:
It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)


+1
I don't need anger management, people need to stop pissing me off!

Cerberus Game profile

Member
EE Patron
3849

Dec 17th 2015, 21:15:39

Originally posted by Celphi:
It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)


+1
I don't need anger management, people need to stop pissing me off!

mrford Game profile

Member
21,358

Dec 17th 2015, 21:18:24

Originally posted by Cable:
Originally posted by silentwolf:
Originally posted by Celphi:
It's actually -7% lost per attack (minimum).

You gain +3% per turn.

That's why tyranny appears to be 4%

Demo takes 3 turns to attack (9% gained)
All others 2 turns to attack (6% gained)


doenst it also take the % of units u send ? or is it purely based on the above u mentioned.


If you send 3 times the required minimum to break it lowers around the pace above. If you send the minimum it uses more readiness. Best guess is it uses around 10% + 3% per turn based? Give or take.


uh, it is what you have compared to that you send. nothing to do with the targets break compared to what you send.

as long as you send less than 1/3 or less of your forces, you will incur the minimum readiness loss.
Swagger of a Chupacabra

[21:37:01] <&KILLERfluffY> when I was doing FA stuff for sof the person who gave me the longest angry rant was Mr Ford