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Post by ehnoymanoy on Feb 8, 2017 1:02:18 GMT
With gathered intel from fellow members, It seems a configuration with this will be good: Artillery setup: (These setups are yielded either for vs. aliens or/and humans, but mainly for aliens) Plain Fighting: Great surge to damage and more useful vs. others because of how common plain terrain are. Barrage: Upon the reduction of health, damage remains stable and can upkeep. Supply: Increase survivability and how long the gen can last. (especially for a long stand) Explosives: For taking cities easier and for smashing defenses, yes alien tower defense too. And last, I'm not sure for fifth skill which is what I need your suggestion for. (will edit) For final skill, I was thinking defense tonic at first, but seems rather weak compared to ace forces... or perhaps city fighting because of stacked damage(?) Armored (tank) setup: Plain Fighting: The usual, yet beastly needed. Tide of Iron: Like barrage (mentioned above) Supply: (mentioned above) Explosives: (Mentioned above) (Dilemma) Blitzkrieg: For chance to gain upper edge in an executed combat sequence by ignoring a counter from enemy, Ace Forces: To level up troop (regain health and increase survivability) and statistics also, City Fighting, or Defense Tactic Infantry setup: (although apparently less recommended especially for aliens later on) Plain Fighting: Plain Fighting stronk Bayonet: Like Barrage and Tide (above) Supply: (mentioned above) Explosives: (mentioned above) (Dilemma) Guerilla: For extra damage for infantry, Ace forces, City fighting (quite pointless especially if alien (and some human units) can snipe at 2 distance), or Raider: (like Blitzkrieg mentioned above) If the setup seems wonky to you (especially the skill ones in dilemma) and you'd like to better it, or you have any suggestions/your own setups, please leave your replies below. This thread WAS mainly made to help in the creation of EC's so please do speak so about it.
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Post by Max Otto von Stierlitz on Feb 8, 2017 2:04:51 GMT
IMO, assuming sooner or later your EC will be marshal with at least lv3 skills, he will be able to stay alive long enough to get enough exp for max level, especially for tank gen, whose damage in most cases is higher than art. Defense tactic saves you average 8% of health, with supply gained hp it can be around 15%. So it can be around 60 hp. Not so bad, but ECs in most cases don't die, so those extra hp give nothing. Also assuming against aliens (which is the hardest) artillery is much better and in many cases you have to protect cities, which makes street fighting very useful, especially if you have good supply tech too. That's why IMO street fighting is the best skill for art gen. Regarding tank, there's no need for street fighting just because art gens can protect cities much better (tank gen with street fighting don't have chance not to retaliate and art has it 60%) and blitzkrieg is a bit better than defence tactics. Regarding infantry, as you already mentioned, the best advice is not to make such gen, but theoretically guerilla will be the best. Just because in most cases infantry gen have to do some short task, during which he dies, so higher damage is most needed for him, also because of that he has no need for supply, raider will be better. And also this task is to attack not to protect city (which infantry gen can't do at all), so no need for street fighting too.
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Post by ehnoymanoy on Feb 8, 2017 4:07:01 GMT
IMO, assuming sooner or later your EC will be marshal with at least lv3 skills, he will be able to stay alive long enough to get enough exp for max level, especially for tank gen, whose damage in most cases is higher than art. Defense tactic saves you average 8% of health, with supply gained hp it can be around 15%. So it can be around 60 hp. Not so bad, but ECs in most cases don't die, so those extra hp give nothing. Also assuming against aliens (which is the hardest) artillery is much better and in many cases you have to protect cities, which makes street fighting very useful, especially if you have good supply tech too. That's why IMO street fighting is the best skill for art gen. Regarding tank, there's no need for street fighting just because art gens can protect cities much better (tank gen with street fighting don't have chance not to retaliate and art has it 60%) and blitzkrieg is a bit better than defence tactics. Regarding infantry, as you already mentioned, the best advice is not to make such gen, but theoretically guerilla will be the best. Just because in most cases infantry gen have to do some short task, during which he dies, so higher damage is most needed for him, also because of that he has no need for supply, raider will be better. And also this task is to attack not to protect city (which infantry gen can't do at all), so no need for street fighting too. Great information! Thanks!
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Post by Bismarck Jr on Feb 8, 2017 14:35:16 GMT
ACE Forces if you plan on keeping him low level, but if you want to max out I'd go for a tile based skill or defense art.
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Post by ehnoymanoy on Feb 8, 2017 15:49:46 GMT
Here's my revised EC setup that is recommended:
Artillery EC:
Artillery Barrage Explosives Supply Plain Fighting City Fighting
Armored (Tank) EC:
Tide Of Iron Blitzkrieg Explosives Supply Plain Fighting
Infantry EC (not recommended)
Guerilla Fighting Raider Explosives Ace Forces (Can be switched for supply for long term) Plain Fighting
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Post by ehnoymanoy on Feb 8, 2017 22:18:47 GMT
Made my first Eye Cover
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Post by Max Otto von Stierlitz on Feb 8, 2017 23:29:34 GMT
Made my first Eye Cover IMO there's no need to upgrade supply before you have at least some 100 hp. Just most likely your gen will not have time to use supply and extra hp will give better effect.
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Post by Henri Winkelman on Feb 21, 2017 16:48:34 GMT
ehnoymanoy, Max Otto von Stierlitz, Bismarck Jr I am struggling against the aliens so I am considering to make an artillery eye-covered general or buy Konev. The generals I currently have are: Manstein, List, Badoglio, Guderian, Dowding and Ozawa. I also have a free general with 2 stars for tank and one with 3 stars, which I upgraded when I started playing this game a long time ago. So which one of those shall I choose and if it is smarter to choose the eye-covered general, how many medals shall I safe up first?
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Post by Bismarck Jr on Feb 21, 2017 22:13:50 GMT
ehnoymanoy, Max Otto von Stierlitz, Bismarck Jr I am struggling against the aliens so I am considering to make an artillery eye-covered general or buy Konev. The generals I currently have are: Manstein, List, Badoglio, Guderian, Dowding and Ozawa. I also have a free general with 2 stars for tank and one with 3 stars, which I upgraded when I started playing this game a long time ago. So which one of those shall I choose and if it is smarter to choose the eye-covered general, how many medals shall I safe up first? I would suggest Konev
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Post by Max Otto von Stierlitz on Feb 24, 2017 0:22:22 GMT
ehnoymanoy , Max Otto von Stierlitz , Bismarck Jr I am struggling against the aliens so I am considering to make an artillery eye-covered general or buy Konev. The generals I currently have are: Manstein, List, Badoglio, Guderian, Dowding and Ozawa. I also have a free general with 2 stars for tank and one with 3 stars, which I upgraded when I started playing this game a long time ago. So which one of those shall I choose and if it is smarter to choose the eye-covered general, how many medals shall I safe up first? Konev is not so useful against aliens. All he has for art is 5 art stars, 3 movement stars, art leader 4, art barage 3 and 170 hp. If we replace 5 art stars with 3 stars and 2 plain, we get 170 hp costs 1420, 3 art stars - 350, 2 plain - 290, 3 movement - 340, 3 art barrage - 730 and 1 more plain to get better effect than art leader - 400. That is in total 3530 (if I calculated correctly, if you're not lazy, you can recalculate with calculator), which is 420 medals more expensive than Konev. But we can take only 1 movement star, assuming he will be used in field art and in that case 3 movement star will have very rare effect, also we can switch some rank with supply, saving medals this way, 3rd plain can be switched with lv2 explosives, which are more effective and cheaper. So in general, assuming gen will not be used for infantry, EC, which costs the same as Konev, is better. But I would recommend you to buy Govorov first.
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Post by sacredelbrus on Mar 21, 2017 4:18:55 GMT
Would anti armor be a reasonable skill just to boost a EC general's max damage? I've settled on supply, explosives, plain fighting and tide of iron so wouldn't anti armor raise the damage more especially against rival tanks and vehicles? Either that or ace forces.
This is for a tank general.
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Post by Max Otto von Stierlitz on Mar 21, 2017 18:50:38 GMT
Would anti armor be a reasonable skill just to boost a EC general's max damage? I've settled on supply, explosives, plain fighting and tide of iron so wouldn't anti armor raise the damage more especially against rival tanks and vehicles? Either that or ace forces. This is for a tank general. Anti armor is useless against aliens, so it's not worth to take skill, which can be used only for easier levels.
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Post by Deleted on Apr 4, 2017 14:35:38 GMT
how about a carrier gen with decent skills in infantry, sounds odd, but it is not bad at all in my view. You can add him some skills like for offensive infantry.
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Post by Max Otto von Stierlitz on Apr 4, 2017 18:00:09 GMT
how about a carrier gen with decent skills in infantry, sounds odd, but it is not bad at all in my view. You can add him some skills like for offensive infantry. To make gen, which you can use in carrier, you can just add air stars to art/tank gen. 210 for 3 stars (which is not so bad and almost costless), 660 for 4 stars (good and cheap) and 1440 for 5 stars (the best and quite expensive). And besides that his air ability may be very useful, when you use him in tank/art (he's good for attacking and when captures city can bombard) . And regarding infantry gen - that's not worth to have such EC at all assuming you can have only 3 ECs. Art/tank EC will perform much better.
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Post by Deleted on Apr 5, 2017 3:09:27 GMT
how about a carrier gen with decent skills in infantry, sounds odd, but it is not bad at all in my view. You can add him some skills like for offensive infantry. To make gen, which you can use in carrier, you can just add air stars to art/tank gen. 210 for 3 stars (which is not so bad and almost costless), 660 for 4 stars (good and cheap) and 1440 for 5 stars (the best and quite expensive). And besides that his air ability may be very useful, when you use him in tank/art (he's good for attacking and when captures city can bombard) . And regarding infantry gen - that's not worth to have such EC at all assuming you can have only 3 ECs. Art/tank EC will perform much better. Maybe you are right but I found infantry generals quite useful in completing challenges, aren't they?
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