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But what really matters is Kills per Second (KpS), which accounts for overkill. Against Rank 3/4 enemies, with Tower bonus, Range Arbs will take 3 shots to kill Lobbers and Wraiths, vs 2 shots for Damage Arbs. They SHOULD both kill Boomers in 2 shots, except there's something buggy going on with that right now. Against Giants, it's 61 shots to 37. Obviously, they both 1-shot everything weaker. So, Damage Arbs kill Wraiths and Lobbers 50% faster, and Giants 67% faster, and everything else they are equal.
In the earlier Waves, the limiting factor is how fast you can kill the Giants. Range matters to the KpS of Giants, since they are infrequent. Against Giants, Damage has a slight advantage (67% vs 45%). In the later Waves, limiting factor is the weaker units. You'll need so many Arbs to handle them that Giants will be handled by default. Against the riff raff, it's a constant stream, so Range doesn't affect KpS. As such, Damage obviously has the advantage. They'll die a bit further out with Range but you'll need more Arbs to handle the flow rate than with Damage.
Outside of Towers, the KpS advantage is even more in favor of Damage, though Range has advantages in clearing that aren't so relevant in Waves, since it's not a constant stream of enemies. Often the biggest concern is killing just 1 Wraith before it reaches you, or staying out of a Lobber's range. So I'd say which is best in clearing is a matter of circumstance and tactics.
I think why I found range upgrade better is that I often had 3 lineup of walls in front of defensive buildings...and with dmg upgrade I could lose up to 2 lineups while with the range upgrade I barely lose some walls because arbs would kill even the range magic freaks before they shoot at all.
Now, with the range upgrade, you literally force your arbs to be elite killers because they snipe them at greater range meaning more non-stop elite sniping and less rif raf sniping. That leaves the rifraf job to tier 2 ballista towers and catapults.
Also I think the difference in the giant sniping is correct pure numbers wise for the dmg upgrade but not as obvious context wise. If I remember correctly, will have to check it up eventually to confirm, range upgrade arbs will shoot the giant twice before he gets to them unlike the dmg upgrade arbs.
I should also mention that all my numbers are based on Vizargo units, and assume Emboldened. If they are not, things get even worse for the Range build.
That 1st upgrade is definitely the worst for Range. If you want to mix and match, that's the first to cut. The +25% will let you 1-shot Crawlers without a Tower, which will help with map-clearing. It will let you 1-shot Javelineers IN towers. And it will kill Giants in 15% fewer hits. It would help. Though, my points above still stand. Better just taking all the Damage ups, as far as Wave defense is concerned.
Ahhhh, now it's making sense. I long ago abandoned Grand Ballistae (and Catapults, sadly), when I found out Flamers are many times more cost-effective (followed by Sentinels; Grand Ballistae being the mostly costly of anything). I don't even use Walls anymore, just a few Flamers in front of the Arb Towers. Yeah, if you're using Ballista Towers I can see why you might want some more Range, since you pretty much have to take damage with them.
I can see why that would be important with your setup (though, if you have that many Wall layers it'll likely muddy the fact). Wave 3+ I always have enough Arbs that the Giant dies before reaching my Flamers, so it's not a concern. Wave 2 I build my Unit Towers to the side, with Soldiers dispatching the Crawlers in the middle, and retreat them to let the Giant munch on some diversion Walls when he arrives. And I usually don't have a significant number of Arbs by Wave 2 anyway.