Enjoyed that buddy. If going full B2B, then I would try to awaken Angel and use instead of Vox. Swap back for base defence. Cheddar, You heard anything about potential skins for Infantry?
yeah, i hear bloom/angel is the best combo for that atm. but i need vox for the rotation sooner rather than later. i seen the battle reports from others with the bloom/angel combo, and its on the cards, i have others i need to get sorted as well. hopefully, it wont take too long. I havent heard anything about any skins for inf, i wouldnt mind some clown costumes though. just for the giggles
that depends on what artillery unit you have and what it is you are using it for. if you, for example are using and ATG, you MIGHT want intensity over skill so you can overcome the SH defensive resistance stats. on the flip side, you MIGHT want the ATG to roll skill damage for the similar reasons. Dont forget damage resistance effects all forms of incoming damage. honestly, it would be a case of trial and error on your part. for example, I have 1 artillery gun stacking skill and 1 stacking skill+intensity with intensity being trained in. defensive/offensive/field battle reports place each gun respectively at different damage outputs. The question really is, do you need it to destroy bases, or units. and are those units attacking your units in the field or attacking your base. then you can workout what you need from there. there are a few "all rounder" options available to you, like using Argent+Vent, one def and one att. but its not efficient. it'll hit really hard at everything. but it wont be specifically good at anything.
Yeah, I guess there's no right answer with so many different scenarios. What is the purpose of rapier skill training on artillery? Critical strike/ normal attack damage seems odd ! What am I missing . Once again, thank you for your video. Keep up the good work you big stud😂
Normal attack damage booster. So, attack damage booster works the same as damage intensity. But damage intensity is applied by all sources. Attack damage booster is only for standard attacks. It's just a way for me to levy more intensity over damage resistance, giving my normal attacks a tiny bit extra punch. However, it's more likely firepower would be more effective here. I'd need to test it. But I couldn't last L4, our opponents refused to leave their bases and it was 3 alliances Vs us. So, hopefully I'll get a more active L4 this time. So I should know in about 5 weeks. I hope
Hi, I hope you are well. You have emphasised on critical strikecso much and I have invested in critical strikes for training skills but realised that artillery doesn't do critical strike damage so had to scrap all the skills and re invest in other skills. 😂. Please clarify to the viewers so they don't do similar mistake lol😅
critical strike is only really viable on faster hitting units like fighters and tanks/helis. i have the stats on the artillery myself, its not not great. it fairly wasted as you say. i will try and remember in future to point out that crit rating isnt very good on artillery before it gets too far into a video next time [= ty for the heads up. on the bright side, if you needed a good crit build tank, you have the skills ready to go!
Hey I see you have Vox as a Aide on ur set up why is this ? As her tactical skill takes 8 seconds to go off but since she is an Aide it will be 9.5 seconds so by the time her skill goes off all the enemy lead officers tactical skills would have hit your base yeah?
I did, yes. I don't anymore. I was using her in that slot so I didn't have to keep fudging officers around when exiting the the base. I did have 2 captains with trained skills preset but it became too irritating to keep swapping out every time I get a attacked, logged in, needed to exit my base or logged out. The goal, was, originally to have my infantry support other players using an SH, using both the skills and the bunker to increase damage resistance, paired alongside tactic cards and first set of skills, I'd need her skill to deploy second. This over time eveloved into my pushing infantry to attack, resulting in the changes I made a few days ago, removing her from rotation in favour of angel. I may awaken her at a later date regardless, as she's a useful support officer to have. But as things stand currently for me, I haven't much use for her. A lot changes from one conquest to the next, I won't need her defensive abilities anytime soon
Great job, thank you. Like always
Cheers Alex. Hope this very long video helps in some way.
@TheSmokingCheddar very good very helpful information thanks
Thank you
i aim to please!
Enjoyed that buddy.
If going full B2B, then I would try to awaken Angel and use instead of Vox. Swap back for base defence.
Cheddar, You heard anything about potential skins for Infantry?
yeah, i hear bloom/angel is the best combo for that atm. but i need vox for the rotation sooner rather than later. i seen the battle reports from others with the bloom/angel combo, and its on the cards, i have others i need to get sorted as well. hopefully, it wont take too long. I havent heard anything about any skins for inf, i wouldnt mind some clown costumes though. just for the giggles
Awesome video thanks
No worries, glad you liked it
Let's gooo
please never make me do this again. it took me all day and i think i died a little bit inside
For one of your next videos. You should do how you use your recourses wisely for battle honour, like how you strategize
noodles with a hell a lot of cheese :0
two things i love, noodles and cheese
A swedish cheese called Västerbotten and västerbotten Pie :)
And.. I watched it twice
You utter mad man! Also, very good choice on cheese.
So what should be prioritized... skilled damage
or damage intensity on howitzers
that depends on what artillery unit you have and what it is you are using it for. if you, for example are using and ATG, you MIGHT want intensity over skill so you can overcome the SH defensive resistance stats. on the flip side, you MIGHT want the ATG to roll skill damage for the similar reasons. Dont forget damage resistance effects all forms of incoming damage.
honestly, it would be a case of trial and error on your part.
for example, I have 1 artillery gun stacking skill and 1 stacking skill+intensity with intensity being trained in. defensive/offensive/field battle reports place each gun respectively at different damage outputs. The question really is, do you need it to destroy bases, or units. and are those units attacking your units in the field or attacking your base. then you can workout what you need from there. there are a few "all rounder" options available to you, like using Argent+Vent, one def and one att. but its not efficient. it'll hit really hard at everything. but it wont be specifically good at anything.
Yeah, I guess there's no right answer with so many different scenarios. What is the purpose of rapier skill training on artillery? Critical strike/ normal attack damage seems odd ! What am I missing . Once again, thank you for your video. Keep up the good work you big stud😂
Normal attack damage booster. So, attack damage booster works the same as damage intensity. But damage intensity is applied by all sources. Attack damage booster is only for standard attacks. It's just a way for me to levy more intensity over damage resistance, giving my normal attacks a tiny bit extra punch. However, it's more likely firepower would be more effective here. I'd need to test it. But I couldn't last L4, our opponents refused to leave their bases and it was 3 alliances Vs us. So, hopefully I'll get a more active L4 this time. So I should know in about 5 weeks. I hope
Creme cheese, I like lol
Good choice tbh
Cheese pizza whit 4 kind of cheese 😂
Yes. More cheese for more glory!
Hi, I hope you are well. You have emphasised on critical strikecso much and I have invested in critical strikes for training skills but realised that artillery doesn't do critical strike damage so had to scrap all the skills and re invest in other skills. 😂. Please clarify to the viewers so they don't do similar mistake lol😅
critical strike is only really viable on faster hitting units like fighters and tanks/helis. i have the stats on the artillery myself, its not not great. it fairly wasted as you say. i will try and remember in future to point out that crit rating isnt very good on artillery before it gets too far into a video next time [= ty for the heads up. on the bright side, if you needed a good crit build tank, you have the skills ready to go!
Hey I see you have Vox as a Aide on ur set up why is this ? As her tactical skill takes 8 seconds to go off but since she is an Aide it will be 9.5 seconds so by the time her skill goes off all the enemy lead officers tactical skills would have hit your base yeah?
I did, yes. I don't anymore. I was using her in that slot so I didn't have to keep fudging officers around when exiting the the base. I did have 2 captains with trained skills preset but it became too irritating to keep swapping out every time I get a attacked, logged in, needed to exit my base or logged out. The goal, was, originally to have my infantry support other players using an SH, using both the skills and the bunker to increase damage resistance, paired alongside tactic cards and first set of skills, I'd need her skill to deploy second. This over time eveloved into my pushing infantry to attack, resulting in the changes I made a few days ago, removing her from rotation in favour of angel. I may awaken her at a later date regardless, as she's a useful support officer to have. But as things stand currently for me, I haven't much use for her. A lot changes from one conquest to the next, I won't need her defensive abilities anytime soon
Hello
hello! =D