DeletedUser39502
Guest
I'm a bit if a numbers freak and so I've done the maths, I've run the experiments, and I've spent over a year fighting through a turtled ocean. Here is what I find to be the truth to the above questions...
Pure nukes: always stronger than a mixed nuke. 2,000 ranged damage will kill more than 1,000 ranged + 1,000 blunt damage.
Pure (sling) nukes vs unknown defenses: sling nukes are the best way 90% of the time. Even when the defense is ranged heavy (swords, cerbs, etc...). Their attack power is radically higher than the horse or hoplite. Most defenses, late game and in stacked cities, are not so ranged heavy as to outweigh the slinger's extra attack power. And when they are, typically not by so much that you'd want to keep around a less efficient nuke just to gain what is typically a very slight edge. You can always turn a sling nuke into a horse nuke after the slingers die if you KNOW the next city you're attacking will be weak vs blunt but why bother? 90% of the time, you'll still want those slingers. Let's not forget slingers also leave behind wood and silver for LS, are produced quicker than the others, and cost less in total resources. Pure nukes = stronger nukes and slingers are ALMOST always best. Of course we keep a spare horse or manticore nuke around just to keep them honest...
Fast trans vs slow trans: of course it's all about speed but if you really think about it, it's about how many cities that speed allows you to use within a colony ship's TT. If your CS TT is three hours, you've got to be able to pack a punch within that time frame. Faster TT's for your OGT nukes means more cities can reach in time. That's the advantage. The disadvantage is the extra FS they eat up. Provided you've researched bunks, a 1600 slinger nuke will need either (and I'm doing this math in my head btw) 60 slow trans, or 100 fast trans. The difference in farm space is only about 140 or so in favor of the slow trans. I'd give that 140 FS up six times over to have six full nukes instead of three within range to clear before my Cs... Easy peasy japanesy. No question.
OGT and catapults: correct mix depends on what kind of nuke accompanies them. Since we are typically talking about slinger/cat nukes, I'll use them as the example. You want 10 catapults per 300 slingers (or 10 cats per 6,900 attack damage, regardless of sharp,, blunt, etc... BUT, if we then take into account that catapults are themselves defined as a ranged attackers, you'll also have to take into account that they naturally are more effective in conjunction with slingers because of this!). In pre 4th gen worlds, before all your fancy heroes and extra farm levels (not to mention the early 2013 update that added some breakthrough ability to all LS/TS combos) my typical nukes were about 50 LS, 1200 slings, and forty cats. Of course, I stopped using cats a LONG time ago because you're essentially just breaking a wall that would otherwise protect your Cs troops from a land snipe, myth snipe, or a full on siege break. Breaking walls after a certain point is worthless... My favorite are the guys that have been playing for years and still send cats along with their CS. As if once they land, having less wall could possibly be a good thing for them... Lol.
Think I've covered all the logic-atrocities I've read in this thread. Might have to go back and read some of the posts though. Do keep in mind that this info is only geared toward conquer worlds. I do not play revolt and won't waste my time trying to figure out how that changes anything, sorry.
Pure nukes: always stronger than a mixed nuke. 2,000 ranged damage will kill more than 1,000 ranged + 1,000 blunt damage.
Pure (sling) nukes vs unknown defenses: sling nukes are the best way 90% of the time. Even when the defense is ranged heavy (swords, cerbs, etc...). Their attack power is radically higher than the horse or hoplite. Most defenses, late game and in stacked cities, are not so ranged heavy as to outweigh the slinger's extra attack power. And when they are, typically not by so much that you'd want to keep around a less efficient nuke just to gain what is typically a very slight edge. You can always turn a sling nuke into a horse nuke after the slingers die if you KNOW the next city you're attacking will be weak vs blunt but why bother? 90% of the time, you'll still want those slingers. Let's not forget slingers also leave behind wood and silver for LS, are produced quicker than the others, and cost less in total resources. Pure nukes = stronger nukes and slingers are ALMOST always best. Of course we keep a spare horse or manticore nuke around just to keep them honest...
Fast trans vs slow trans: of course it's all about speed but if you really think about it, it's about how many cities that speed allows you to use within a colony ship's TT. If your CS TT is three hours, you've got to be able to pack a punch within that time frame. Faster TT's for your OGT nukes means more cities can reach in time. That's the advantage. The disadvantage is the extra FS they eat up. Provided you've researched bunks, a 1600 slinger nuke will need either (and I'm doing this math in my head btw) 60 slow trans, or 100 fast trans. The difference in farm space is only about 140 or so in favor of the slow trans. I'd give that 140 FS up six times over to have six full nukes instead of three within range to clear before my Cs... Easy peasy japanesy. No question.
OGT and catapults: correct mix depends on what kind of nuke accompanies them. Since we are typically talking about slinger/cat nukes, I'll use them as the example. You want 10 catapults per 300 slingers (or 10 cats per 6,900 attack damage, regardless of sharp,, blunt, etc... BUT, if we then take into account that catapults are themselves defined as a ranged attackers, you'll also have to take into account that they naturally are more effective in conjunction with slingers because of this!). In pre 4th gen worlds, before all your fancy heroes and extra farm levels (not to mention the early 2013 update that added some breakthrough ability to all LS/TS combos) my typical nukes were about 50 LS, 1200 slings, and forty cats. Of course, I stopped using cats a LONG time ago because you're essentially just breaking a wall that would otherwise protect your Cs troops from a land snipe, myth snipe, or a full on siege break. Breaking walls after a certain point is worthless... My favorite are the guys that have been playing for years and still send cats along with their CS. As if once they land, having less wall could possibly be a good thing for them... Lol.
Think I've covered all the logic-atrocities I've read in this thread. Might have to go back and read some of the posts though. Do keep in mind that this info is only geared toward conquer worlds. I do not play revolt and won't waste my time trying to figure out how that changes anything, sorry.