so is the formula still for when it was 11 attacker wins as max? because no reason with less than half attacker wins should an attacking faction be defending.
Planet Below 50% And Defend... Defend... Defend...
Started by w0lv3rin3, Dec 24 2014 08:01 PM
6 replies to this topic
#1
Posted 24 December 2014 - 08:01 PM
#2
Posted 24 December 2014 - 08:18 PM
I had a nice run of Eighteen defences in a row...that was a fun couple of days.
At least I got to shoot lots of robots. Attacks take a third of the time, as well as being more effective.
At least I got to shoot lots of robots. Attacks take a third of the time, as well as being more effective.
#3
Posted 24 December 2014 - 09:52 PM
It's got nothing to do with the number of Attacker Wins (except in edge-cases where there are zero or 15 attacker wins), and it never has.
The way it works (pre and post patch): Whichever team has a full 12 in queue first is going to be attacking/counter-attacking.
Protips: If you really want to get a true defense:
1. Look for planets you can defend that have more attackers waiting in queue than defenders
2. Look for planets you can attack that have more defenders in queue than attackers
3. Look for planets you can defend that have zero Attacker Wins
4. Look for planets you can attack that have 15 Attacker Wins
Doing these things won't guarantee that you'll get a defense, but it'll make it significantly more likely.
The way it works (pre and post patch): Whichever team has a full 12 in queue first is going to be attacking/counter-attacking.
Protips: If you really want to get a true defense:
1. Look for planets you can defend that have more attackers waiting in queue than defenders
2. Look for planets you can attack that have more defenders in queue than attackers
3. Look for planets you can defend that have zero Attacker Wins
4. Look for planets you can attack that have 15 Attacker Wins
Doing these things won't guarantee that you'll get a defense, but it'll make it significantly more likely.
Edited by DEMAX51, 24 December 2014 - 09:55 PM.
#4
Posted 25 December 2014 - 01:14 AM
Demax the Demystifier strikes again!
#5
Posted 25 December 2014 - 11:43 AM
It's a grinding out process, so it is what it is.
The probability that you'll attack decreases the closer you are to 50% and over.
Just hope you have enough attackers to overwhelm as needed and just keep playing persistently.
The probability that you'll attack decreases the closer you are to 50% and over.
Just hope you have enough attackers to overwhelm as needed and just keep playing persistently.
Edited by Deathlike, 25 December 2014 - 11:43 AM.
#6
Posted 25 December 2014 - 12:20 PM
DEMAX51, on 24 December 2014 - 09:52 PM, said:
It's got nothing to do with the number of Attacker Wins (except in edge-cases where there are zero or 15 attacker wins), and it never has.
The way it works (pre and post patch): Whichever team has a full 12 in queue first is going to be attacking/counter-attacking.
Protips: If you really want to get a true defense:
1. Look for planets you can defend that have more attackers waiting in queue than defenders
2. Look for planets you can attack that have more defenders in queue than attackers
3. Look for planets you can defend that have zero Attacker Wins
4. Look for planets you can attack that have 15 Attacker Wins
Doing these things won't guarantee that you'll get a defense, but it'll make it significantly more likely.
The way it works (pre and post patch): Whichever team has a full 12 in queue first is going to be attacking/counter-attacking.
Protips: If you really want to get a true defense:
1. Look for planets you can defend that have more attackers waiting in queue than defenders
2. Look for planets you can attack that have more defenders in queue than attackers
3. Look for planets you can defend that have zero Attacker Wins
4. Look for planets you can attack that have 15 Attacker Wins
Doing these things won't guarantee that you'll get a defense, but it'll make it significantly more likely.
This.
The exception to the "first to get 12" rule is when there's a possible combination of 12 available on each side when matchmaker begins to look.
The tie breaker in this case seems to be that the faction who won the last fight gets the next attack.
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