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Αναφορά προβλήματος μετάφρασης
But you've done all of that and they cant get under the map. well you see they will just slowly march up bullet sponges, expecting them to die until they can get a golem next to the wall and either block the turrets for a player to rocket or just nose through the wall and throw a rock at your wires..... cause you see if you turn your render down to low, you can see the generator and all the wires before the base ever loads so now youre not guessing where you need to attack you know exactly where.
So if youre online and you have a decent base you stand a chance at defense. This is why the majority of the community offline raids.... because its low risk high reward
Not at all, The system doesnt screw anyone. It simply would provide both the attacker and the defender the opportunity to chose which timezone was best for them to fight. The attackers get the initial chose, the defenders get to choose the time to defend or die... now it cant be a perfect decision because then there is no chance the attackers can win thats why you put a random element in there so even if they pick there perfect up time it may roll earlier or later than the peak...
The irony in what your saying is tangible... because the current system favors the people with odd sleep schedules compared to their community. They have the freedom to raid at will with very little defense....Which means you just want to maintain the status quo because it favors you currently....
umm what are you talking about? have you seen the base of a large tribe?
it takes like 7 c4 or 5 rockets to destroy a single metal wall, a single metal wall costs 25 metal and 7 cementing paste, that's a small fraction of what the rockets and c4 cost. not to mention you can build metal walls at like level 30 and you can't build rockets until like level 60
it's far easier to defend against a raid than it is to raid, unless you're on a server where every tribe is small or where the rates are way too low for anyone to build a decent base
building a base from scratch costs a lot and takes far longer than it does to build the resources to raid a base, but once your base is setup it takes an enormous amount of resources to crack a well made base
how is it easier to raid a base than it is to build a base?
and with an ascendant launcher that 7 -8 rockets per wall drops to 1-3
furthermore with turtles being a day to breed and raise..... its not hard once you get the genetics in place to mass produce bullet sponges
Not to mention the time required to make an indi forge... chem bench.... turrets bullets wires generator......
Are you serious?? you never took out some stront to make sure the pos didnt go max timer and instead came out in your timezone? You know there was pos planners that helped you with the calculations too..... literally as easy as taking out some stront to reduce the reinforced timer from max to w.e was needed to land in the middle of your tz. plus or minus the time to RF it
That was like 0.0 beginners class... like seriously http://wiki.eveuniversity.org/POS_Warfare
I've never seen a snail, so you have to take into account the amount of time it would take for them to find a snail
the best rocket launcher I've ever seen came from a red drop and it was apprentice with like 130% damage (lost it in a raid), don't forget to take into account how long it would take to raid caves and underwater drops to find an ascendant launcher
well yeah, but if a base that big only requires you to blow through like 2 walls to get all the loot it's poorly designed.
my old tribe had a base entirely made of metal that would require you to blow through like 5 metal walls, find the hidden vault(through a metal trapdoor, down a ladder), blow through the metal windowframe around the vault, then destroy the vault itself, and none of that is taking into account the numerous auto turrets all over the base
so a sufficiently large base that is also decently designed will take at least 100 rockets to get through even if everyone is offline.
size alone doesn't mean much unless it comes with good design.
https://www.reddit.com/r/playrust/comments/307fr1/base_tips_honeycombs_airlocks_elevators/
Best launcher ive seen is 600% damage from a fishing blueprint and snails are pretty easy to find around the swamp and in the caves....
You are correct honeycombing is annoying but thats why most raiders use low render to see exactly where the vaults, generators turrets and such are inside the base before they start hitting it....
i'll slow it down for you...
The original post isnt about looking for ORP servers its talking about how all pvp servers need some form of mechanic similar to ORP.
ORP is not the answer because it basically makes your base invincible from any type of assault as long as youre not online. That is not at all what i was recommending. Just a simple 2 timer system where the defender could have some input in when their base becomes vulnerable again...
You see ORP is not a two attack system, it does not have any kind of randomness to it. On ORP servers you can only attack when the enemy is online. What im proposing, allows the attackers to attack in their prime, and if noone is online to defend the base could become vulnerable in their timezone as well. But at least the defender has the chance to try and mount a defense. The current system does not provide the defender any chance to defend... If your online great, if your not... wiped..
Lol, you clearly don't know anything about pvp in this game. There is no lines of defense in game at all. There is no structure or game mechanics to prevent or even make raiding more difficult when offline...
Every base, no matter how many turrets you got, how thick walls you have, how many dinos you have is raidable with in 2-4 hours of offline time.
Yep. I live in bases with hundreds of turrets, with literally millions of bullets. It's how I know exactly how weak they are against people who have resources and time equivalent to mine.
Rockets and C4 aren't the expensive part. Neither are Walls.
The actual relevant part of the discussion is Bullets vs Turtles. One is gathered at a linear rate. The other grows at an exponential rate.
It's easier in the sense that "Well, I can't do anything to stop this, so I guess this base is gone. time to Evac". It is easy in the sense that you will get buried if you defend, as opposed to attack.
Oh. It does. However it will take you literally an enormous amount more resources to defend the base then it would be to attack them.
Here's an exercise.
How many Bullets can your tribe make in a day?
I'll tell you how many I can soak, in a general manner.
When at war, I can, solo (Without any tribe mates helping me), breed around 150-200 turtles per clutch. These turtles come out with about 9k base health. When they go on raid, they're somewhere around 15-20k health. They take about 20% damage, due to passive mitigation, from bullets.
So let's do math;
15,000 (Health on turtles)
150 (Turtles per clutch)
2,250,000 (Health in Turtles)
11,250,000 (Effective Health before Saddles)
22,500,000 (Effective Health After Saddles)
Auto Turrets do 154 Damage per Shot
146,103 Bullets to kill all of these turtles, with the "Low" of what I hatch on a regular basis, 25 Armor saddles and less then 20 levels in Health on said turtles.
Now, the fun part is, if I *need* more turtles, I can do it. I have about 400 turtles in my front lawn. I get about 200 turtles per hatch. If I need to, I'll ramp up production. 24 hours after, I'll have 600 Turtles and around 300 in the next hatch. Then 900 and 450.
Meanwhile, you're still only gathering bullets at a linear rate. While my ability to soak them, is expanding exponentially.
That is why Bases are undefendable in Ark. Perhaps it's better in the lower pop servers between tribes of 1-3 people. However, you asked me. This is the reality I live in.
Let me finish your quote with my first sentence
Seriously though, offline raiding although a legit tactic is not PvP (player vs player), its
Player v Structures & AI... Hence why people shouldnt call it pvp...