ForumsGamesGeneral Colony Discussion

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firetail_madness
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firetail_madness
20,591 posts
Blacksmith

So, since my last competition was pretty much a discussion, I'll now close that and move over to this general colony discussion (the others are all specific)

TALK ABOUT ANYTHING RELATED TO COLONY (and beef burgers)

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dragonmelon
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dragonmelon
37 posts
Nomad

Since the range boost, can Spiders out range or tie with hovers?

Quicksmasher
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Quicksmasher
273 posts
Nomad

Since the range boost, can Spiders out range or tie with hovers?


They are between chronites and hovers, but its a very little space between them.

I just realized how awesome Sakata spiders are. They now out range Chronite tanks and are one of largest damaging unit to the base.


The second place after the sphinx.

i never use grods... there not that good. same with glads


Black queens (the rivals of glads) can get unstoppable with some other units, many scouts and a25 romans are enough (killing everything in secs, even the sphinx, but you need an ally whos pro and listening to you ^^). But not so glads. I have to say, combined with meds of your ally and (your own) scouts or other units of your ally who can block some weaknesses of glads, they can hold the line for a very long time and also bunch a big hole. But basically seen, isnt this the fact for many others, cheaper and/or stronger combos? I dont like glads either.
Quicksmasher
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Quicksmasher
273 posts
Nomad

Oh, thats far back, but...

Zeke and quicksmasher. Blackqueen's missiles does NOT do 9001 damage to composite and special. It would also be nice if you could list the heal increments of the meditec for each unit.


Ill do that, but today ill update other things (damage to base , building times and generally a building spreadsheet).
Quicksmasher
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Quicksmasher
273 posts
Nomad

"Even smarter colony spreadsheet" updated!

Vers. 4.4 - 1.5

https://spreadsheets0.google.com/ccc?key=tS1xts4-NKKXb2GnD0SDfDg&hl=de

Changes:

> The spreadsheet is a bit smaller now (also smaller laptops can view it completely)
> Added Building time for cap, com and mon as well as for fas in an extra row
> Added Damage to central base
> Changed rating of hp, attack etc. (less "good" more "avg&quot
> Changed Splash, range and fire rate stats (f.e. added between 'fast' and 'rapid' the category 'v-fast', cause the gladiators are not shooting as quickly as the prides)

Thats all... the next update (vers. 4.4 - 1.6) will be tomorrow. Also ill make a building spreadsheet.

C ya! ^^

Oh, lets have some debate before i leave:

Now, compare the hover tank with the bs (black spider, the sakata spider). Which unit do you think is better? What would you change? Which unit do you use more often? How do you use them? Looking forward to your responses, have a nice day!

~ Quicky

Quicksmasher
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Quicksmasher
273 posts
Nomad

You are forgeting the critical hit damage and the reduced hit damage. This game has critical hit chances and chances of reduced damage.


Not really no? If you get attacked while GOING you get double damage (this is when you go to reach your target: charge / normal attack), if you hold your place (hold / charge and attacking base / normal attack and attacking anything) you get normal damage. I THINK, there is no critical hit chance or a chance for reduced damage (i hope that this is the case). Maybe Zeke knows more.

Phantoms are a nice example! Base makes 30 dam to them and 60 when they go forward to reach the base.

Anyway, im here cause i actually was interested in the results of my research, how well the meds heal each unit. And the results are very interesting! So i updated my spreadsheet again ^^

Version 4.4 - 1.6

https://spreadsheets1.google.com/ccc?key=tS1xts4-NKKXb2GnD0SDfDg&hl=de

The changes are:

> Added how much each unit gets if the enemy base attacks it
> Added healing power of the meds for each unit: the normal HP-amount and the percents of total HP. For example:

Marine: 12 - 19,4%
Sphinx: 3 - 0.2%

Now, what i want to say: Generally low-hp-units (units with weak armor) get more hp back when a med heals them, so the per cents are A LOT more. Look at that:

Marine (62 HP): 12 - 19,4%
Roman (250 HP): 9 - 3,6 %
Groditz (340 HP): 6 - 1,8%
Sphinx (1300 HP): 3 - 0.2 %

So, weak armor type units can be glad to hear this. And here is something that i didnt expect: Not all Units with the same armor type get healed with the same speed, but units of one unit family do. So, if the weakest unit of a unit family has low HP, the whole 'family' get healed with the same speed.

A-25 Roman (titanium, 250): 9 - 3,6%
A-27 Pride (special, 380): 9 - 2,4%
A-28 Glad (special, 600): 9 - 1,5%

Same with the sakata family.

Now some untis with the same armor type:

Tank (Chronite, 310): 6 - 1,9%
Sakata Spider (Chronite, 330): 12 - 3,3%

Hmmm... the sphinx is for the sakata spider the same as the hovers for the tank - a flying, improved version of it.

At least the attack of each unit deal to each enemy with the same armor type the same damage, or the spreadsheets layout would be horrible lol.

Now look at the stats for yourself. I have to say, it was hard work: The sakatas are self-repairing so quickly, i tested it 100 times to get sure how well they get healed by meds. Maybe its not 12 hp, maybe 11 or 13 lol -.- Ill need to update it tomorrow again. This may will be the last update.

For now, have a nice weekend and good night ^^ (dont forget im not in your time zone!)
Quicksmasher
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Quicksmasher
273 posts
Nomad

ROFLMAO!

This just wrote a person who tried to find out how to hack:

/system /kick Fastsmasher

XD

DaSickaJ
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DaSickaJ
98 posts
Nomad

Not really no? If you get attacked while GOING you get double damage (this is when you go to reach your target: charge / normal attack), if you hold your place (hold / charge and attacking base / normal attack and attacking anything) you get normal damage. I THINK, there is no critical hit chance or a chance for reduced damage (i hope that this is the case). Maybe Zeke knows more.


there is. Your units are most vulnerable when they fall back. Like tanks there is a big factor when you fall back. If you fall back and dont hold to take the shot you will get double the dammage. Its just like real life to. Tanks are weaker in the back because that is where the engine is placed
AircraftCarrier
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AircraftCarrier
145 posts
Shepherd

So, can groditz withstand a missile now?
P.S. I think the next update should be on gladiator.

KrackerPacker
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KrackerPacker
144 posts
Nomad

seriously all of you fail
too complicated i just think:
Marines Med go same speed
sniper glad same speed almost
chronites sphinx same speed
bq has shorter range than saint
romans have slightly smaller range than marine
mod sakata have shorter range than regular ground sakata but heal much faster and move much faster
bq kill any infantry and weak armored tanks such as mod sakata
glads kill prides
prides have longer range than glad but glads attack does more damage
meds heal units about 10-30 health each time they attack (heal)
saints heal themselves quite slowly if they are nearly dead its pointless to have them for a while
snipers do lots of damage to nearly every unit besides romans, saints, and and phantoms
the green shot hovers, saints, and snipers shoot have the most damage than any unit in the game next to sphinx
sphinx only survives for so long because of its enourmous health but now it takes more damage in version 4.4 and dishes out less damage
romans have strongest armor so they take the least amount of damage than any other unit
mod sakatas move the fastest across the field
it takes 2-3 shots with a AA-sakata to kill infinite amounts of scouts
ground sakata and mod sakata die in 1-2 shots against bq
chronites deal the most splash damage next to bq
missiles deal only 50-100 damage to sphinx and other missile resistant armor units
marines got stronger in version 4.4 with stronger AA shot
grods got pumped up too and they go slightly faster than chronites
marines die in one shot no matter what hits it besides a scout shot and/or other marines
spc marines have fast heal rate and kill sphinx the most effectively and also can take out saints and scouts if there are meds helping them

KrackerPacker
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KrackerPacker
144 posts
Nomad

.00198493175
too complicated numbers just play the game lmao

Quicksmasher
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Quicksmasher
273 posts
Nomad

So, can groditz withstand a missile now?
P.S. I think the next update should be on gladiator.


Missiles kill any unit but Pride, Glad, BQ, Hover, Saint and Sphinx. With its giant splash area missiles allow you to kill endless weak armor units. Good players send one or two cheap units away from the heart of their army to make it difficult for the enemy to destroy so many units with one missile ... But still, its possible that a groditz survives a missile through a lag, glitch or so (this happened to me once ... i send a missile to ~20 grodtiz, all survived)

there is. Your units are most vulnerable when they fall back. Like tanks there is a big factor when you fall back. If you fall back and dont hold to take the shot you will get double the dammage. Its just like real life to. Tanks are weaker in the back because that is where the engine is placed


I did some research. Each unit has other behaviors. For example, saints get always the same damage, phants get more when they go forward, and tanks when they fall back. Kinda strange ...

@Krackerpacker: Your text has many errors man. An Overview needs to be a table not a story.

@Vincentpopp: Ty but i already have the time for each action, also i used a timer to get the walking speeds (i had just the chronite tank so far lol). Thank you man for this!

Gonna to update my spreadsheet again after all this more information ... cya guys!
Quicksmasher
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Quicksmasher
273 posts
Nomad

Update finished!

Vers 4.4-1.7

https://spreadsheets0.google.com/ccc?key=tS1xts4-NKKXb2GnD0SDfDg&hl=de

Changes

> Changed stats & ratings again a bit
> Finally, added Building spreadsheet!

Well, i guess you all know how to read it. You can switch between building- and unitspreadsheet at the bottom Border.

Of course you can read how much each building cost, and for example, you can also read the productions of the buildings (coloured in the spreadsheet):

Building _____| # | Prod | #/min | ! | ...
- - - - - - - - - - - - - - - - - - - - - - - - -
Forge: _______| E | 2/5s | 24/m. | - | ...
Bank: ________| $ | 3/5s | 36/m. | ~ | ...
War sanctum: _| M | 5/4s | 75/m. | + | ...

Contact me for any errors you find, or just if you want to tell me your suggestions!

Well, have a nice day! C ya!

Quicksmasher
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Quicksmasher
273 posts
Nomad

Oh You put them on that side. lol


Sry, but shall i put in the exact numbers? i just thought it would be enough to write 'fast', 'slow' etc.

Pls contact me if you think the layout should be changed!
Quicksmasher
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Quicksmasher
273 posts
Nomad

Tomorrows update will include capitalists ressource gain. Ty to Vincent for the hint i forgot it :S

See you tomorrow, i have no time for today sry.

sinuscontrol
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sinuscontrol
118 posts
Nomad

too complicated numbers just play the game lmao


yea, getting good at the game takes creativity, not a bunch of data
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