Turnip2k
Harvester
Has anyone else thought about how effective flakking actually is in lethal fights? It crossed my mind that this may not be as simple as I initally thought it would behave - and it turns out to be pretty nice. If anyone else has done this sort of thing, gimme a shout - I would like a chat.
Turns out, that in any fight you can work out what ratios of units will maximise the damage done to your attacker. The maths is pretty standard (I'll pass it around if anyone wants a look), but the results are pretty cool. I was looking at very very simplified cases - it will be possible to do more, but I couldn't be bothered to plug all the variables and coupled equations into maple.
Ok, so look at the case of CW's and shields VS RPG's (you can take armour stripping into account, but that just makes it a little more complex). For an equal value of units going into the fight, what ratio of CW and shields will give you the most damage done? I took the ratio of RPG's : CW as 1:0.6.
For 1 million RPG's incoming, the best ratio is
Number CW = 2.633162432*10^5, Number Shields = 6.007825166*10^5
For twice your value incoming, the values are :
N CW = 7762.243543, N Shields = 6.032478491*10^5 --> Very low CW number due to them getting zeroed if you have anymore and not firing at all
(so you only have 500k rpg value to use)
For half your value of incoming ;
N Shields = 3.449572367*10^5, N CW = 8.770629486*10^5
(so you have 2m rpg value to use)
Etc.... Also, I did a quick run for AD / TL vs PA as another little try.
Equal value : N Dogs = 1.370858186*10^6, N TL = 1.044371272*10^6
2x Value : N Dogs = 1.273911915*10^6, N TL = 4.339132128*10^5
1/2 Value : N Dogs = 1.077235594*10^6, N TL = 2.338414661*10^6
So the general trend is - if you want to do the most damage and the majority of enemy fires before your major killers, change your flak numbers in response to the size of the incoming or target. If they are bigger than you, a higher proportion of flak in your mobs is needed - the smaller, the less flak you should have. Kinda expected, but nice to have some numbers on it!
May be a slightly random post, but just somthing I found interesting! One of those things I had to work out because it was annoying me... I'll probably do some more work on this in the future, but thats all for now!
p.s. Kill ratio of your unit in this is irrelevant I think, since your just trying to maximise the number of units that survive - but anyone who has good relative kill ratios for stuff, I can probably try to expand this method to a more expansive form.
Turns out, that in any fight you can work out what ratios of units will maximise the damage done to your attacker. The maths is pretty standard (I'll pass it around if anyone wants a look), but the results are pretty cool. I was looking at very very simplified cases - it will be possible to do more, but I couldn't be bothered to plug all the variables and coupled equations into maple.
Ok, so look at the case of CW's and shields VS RPG's (you can take armour stripping into account, but that just makes it a little more complex). For an equal value of units going into the fight, what ratio of CW and shields will give you the most damage done? I took the ratio of RPG's : CW as 1:0.6.
For 1 million RPG's incoming, the best ratio is
Number CW = 2.633162432*10^5, Number Shields = 6.007825166*10^5
For twice your value incoming, the values are :
N CW = 7762.243543, N Shields = 6.032478491*10^5 --> Very low CW number due to them getting zeroed if you have anymore and not firing at all
(so you only have 500k rpg value to use)
For half your value of incoming ;
N Shields = 3.449572367*10^5, N CW = 8.770629486*10^5
(so you have 2m rpg value to use)
Etc.... Also, I did a quick run for AD / TL vs PA as another little try.
Equal value : N Dogs = 1.370858186*10^6, N TL = 1.044371272*10^6
2x Value : N Dogs = 1.273911915*10^6, N TL = 4.339132128*10^5
1/2 Value : N Dogs = 1.077235594*10^6, N TL = 2.338414661*10^6
So the general trend is - if you want to do the most damage and the majority of enemy fires before your major killers, change your flak numbers in response to the size of the incoming or target. If they are bigger than you, a higher proportion of flak in your mobs is needed - the smaller, the less flak you should have. Kinda expected, but nice to have some numbers on it!
May be a slightly random post, but just somthing I found interesting! One of those things I had to work out because it was annoying me... I'll probably do some more work on this in the future, but thats all for now!
p.s. Kill ratio of your unit in this is irrelevant I think, since your just trying to maximise the number of units that survive - but anyone who has good relative kill ratios for stuff, I can probably try to expand this method to a more expansive form.
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