lukeskywalker wrote:This is probably one of the more subtle choices each commander needs to make, and I am watching the results of my brothers base real closely given how difficult it is to change turret mix at the Prestige level. My maxed Prestige has a heavy burst and sonic turret mix, with a few rockets. The bursts are backed with the heat sink buff. My brothers base went from that mix to a full sonic farm as an experiment. He's in that black hole HQ10, 30K medal medal range. He gets fair matchups on Hoth, but does not see any dev bases on any planet regardless of time of day. Almost all of the bases not on Hoth, are Prestige. He can 3 star them, but needs a full load of starships. Mostly healers. He does not use squad center troops on attacks. A mix of buffed jets, MTT's and A5's. He uses Itho's, vans, hails, etc. as needed.
Defense is where it got interesting. He decided to start his Prestige HQ upgrade, given the current matchmaking situation. Since I warned him about the cost and bottleneck that is the Prestige level, he's testing the extremes of the burst, sonic, and rocket turret mixes and different combinations right now. I'm certain that there are differences being seen by rebel vs. imp bases, because of the range differences for key units. The burst turret farms were great vs. jump attacks, but had mixed results with MTT/ITT and long range units. The burst turret and sonic mix, with a few rockets helped, but still got rolled by MTT/ITT and long range unit Prestige loadouts. The sonic farm worked great against level 10 units and inexperienced attackers, but Prestige jump attacks rolled his level 10 base. His most recent switch was to a 2/3 rocket turret and 1/3 sonic mix. He eliminated the burst turrets. At first thought, the concern was the Prestige jump attacks. As expected, he's going about 50% in win rate vs. Prestige mixed Jump/MTT/ITT/Vehicle loadouts. Prestige vs. level 10, so 50% is not bad.
The unexpected part is the Prestige jump loadouts are maxing out at 80% vs. the 100% before and most are coming in at 60%. The 10 tile range seems to more than offset the modifier/buff gains that bursts have. The sonics mixed in seem to do enough damage to assist. His armory levels for gr are only at level 4, so that's promising if he can level those up to level 7-8. He wants to lock in a mix before he starts his Prestige turret upgrades for the obvious reasons. He does draw more attacks with rocket turrets than he did with bursts or sonics, so there's that added bonus if he can convert the losses to wins on defense. Just thought this was interesting, both from a turret selection perspective but also a perception perspective. Are rocket turrets seen as the lessor of 3 evils when attackers decide to hit a base? Is part of this faction based? Decepticon draws a huge number of attacks, with a heavy rocket turret mix and sonics.
Hope your brother gets it figured out. Also, what is his in game name? I would like to take a peak at his base.
mkenobi wrote:I agree with what Ghostie wrote. I no longer attack in PvP as Prestige, and after 5 years, I'm tired and lazy to create new strategies and adapt to new units. My retirement is very close, and the only part that still interests me is making the lives of the rebels attacking my Imperial Prestige base a living hell.
Sonics take too long to recharge. I would never use a full Sonics farm without a good layout. I don't like rockets either. Rockets are not effective against Jets/Jumps or brutes, and most still carry jets/jumps, and full truck attacks are still rare.
My Imperial base uses 12 Bursts (Heat Sink Level 8) with 10 Sonics, and the effectiveness of this base that wins 85-90% of defenses is neither Sonic nor Bursts, but the whole thing.
A layout where at first glance there is no weak point, everything is symmetrical to confuse the attacker. Noobs go bad because they hesitate and get lost in a meaningless attack.
Sonics are placed side by side with Bursts so that enemy troops enter the crossfire of the Sonics (98% immediate damage), and if they are close, the bursts and GR troops complete the service. If they attack with Jets, they die, if they attack with trucks they die, and before they go through the walls. Shields hold jets, reinforced walls stop the trucks. Unless they use healers to keep them alive a little longer.
Level 8 Rodians, with GR Sniper Level 9, plus GR Storms Level 10 spawning storms from 4 barracks at the same time, and GR MHCs Level 9 enclosed within the shields, plus a handful of Rodians within the SC located in the center of the fully walled base.
There is no way to trigger SC without having to go through the walls and all that said before. Unless the dekas are dead and the attacker uses a transport or other building as a reference for Kessen to hit the SC. Using eATTE to drop two shields early on is more effective than Kessen against SC. Any other hero is useless.
Rebels with 24 jets attacking in a straight line can hit the HQ, with luck and lots of air they get two stars. Anyone attacking with only SMTT/Trucks can't go far than that. This base suffered only one 100% defeat in more than 1 year as Prestige.
With the policy of having to 3 stars every attack to move ahead in conflicts, there's no sense in go against tough bases, only if you want to try your skills. That's not for me, not anymore.
strawman3125 wrote:I consider a 1-2 star attacking win to be a complete loss and a waste of the time that it took to cook the troops, so I am only looking for bases where it looks possible to get 3 star wins.
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