New World Cic
New World Cic
1. Make sure you understand the start time. I suggest that you use this
site: https://savvytime.com/converter/utc. Be ready to go at precisely 10:00 UTC on
January 29th!
2. Drop your base in the Southwest (SW) sector. IMPORTANT!! One of the things
that happens is a mad rush to get from the edge to the bases. Getting to the bases
quickly as a group is critical for us to grab a solid foothold. If we are spread out all
over, then we will never get a solid foothold. Better to get in early and focus on
growth rather than trying to find a place at the table!
3. Harry (our CiC) will be managing the main alliance - Rising Tide. I will
manage TidalSurge - the wing (to start). The wing is for sweeper accounts (accounts
used to look for good layouts etc) and then for overflow if we are lucky enough to fill
our main. Tim (TIB20Warrior) will be managing SunkenGhosts - the ghost alliance.
Tim has much experience with ghosting in the game - we all will learn a lot from him.
4. PLEASE PLEASE PLEASE! We need everyone to put in their account name etc. in
the spreadsheet. Several weeks ago we collected email addresses etc so we can
contact you if we get disconnected. This is different - we need your TIB 49 account
information so we can send out invites to you form each of the alliances. If you look
at the bottom of the spreadsheet, you will see a tab "TIB 49 Planning"
[urlhttps://prnt.sc/xojxzv[/url]. Click on the TIB 49 Planning tab and then fill in the
data for your account. We are looking for the account name, wether you want an
invite to the main, the wing, or the ghosts https://prnt.sc/xok7in. PLEASE ask if you
need help.
5. Read some of the first day/week info that we have posted in the forum - these are
written by master TA Players and are worth reviewing. Great advice that will definitely
get you to your 2nd base quickly.
6. We will have many accounts looking for good layouts for the team. PLEASE help
yourself and your team by selecting great layouts. A bad layout cannot be fixed or
replaced - one of the few things that can't be corrected in the game. If you have any
questions or are having any problems finding a really good layout, then please ask.
We will do a better job setting up available and reserved layouts in the forum.
7. FUN - above all, having fun is #1. You all know our creed - we are all brothers and
sisters together - we treat each other with dignity and respect. Eash of us has our
own style of play that will be respected as long as the needs of the whole are not
impacted. We are a learning and teaching group and understand that character, not
skill defines our greatness.
Scott
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https://drive.google.com/file/d/1YHmirAWo4lOOUcBjvIpCPTSV_DY26LG1/view?usp=sharing
This document was put together by some early Tiberium Alliances Master players. Theree is a lot of
stuff about the old economy and the new economy - focus on the new. Pay special attention about
the first 7 days. This is not a bible but some very good advice and an insight into a gameplay style that
works.
Scott
QuietAchiever
Ranking 450
This is indeed a good guide, I had it many many worlds ago but bare in mind, the scenario in this case
is a double 5 touch tib layout as a starter. I have started with same and also a 6 touch but it is the
rarety rather than the norm so please read the above guide but be prepared for anything for a base
layout.
CNC best start and maintain good growth and rank (2nd base in under 3 days.
Fast 2nd base
Set up attack in a way to do max damage to the defences per hit to gain max RP per hit.
Use at least one alt to soften bases for the kill with main and to help you get in to a good position
deep in forgotten without wasting CP on lower lvl bases. More alts the better of course.
Dont be tempted to farm tunnels early on as you need at least 5 people to activate them. Unless you
have 5 accounts to active yourself.
At the start kill only 1 x lvl 2 camp to get the mission reward until base lvl 7 then jump forward and
get to the bases asap. Do not hit any camps or Ops especially the low level ones. Just bases.
Upgrade all buildings at lvl 8 cy to get to lvl 7 base about 1.5 hours faster rather than going straight
for lvl 9 cy then lvl 7 base.
Do not spend any cp to start with wait until Lvl 10 CC for when you start to spend cp even lvl 9 is ok if
you using alts as well.
To get 2nd base in under 3 days you must have verts within 24 hours. Ideally 20 hours which is more
than possible.
Must have CC consistently to clock up RT. Have it at lvl 1 at first to free up the resources.
For RT it is best not to repair units after a run. Better to sell all units that need a repair and then re
build them. The 10% loss in resources for selling them is very minimal at low lvl. This way you have 3
days rt saved up by the time 2nd base lands giving good head start for 3rd. level 6 or 7 is ideal to
keep units at if they will be sold. Even lvl 8 at a push but this will mean losing more crystal when you
sell them. Only 2 Verts should be upgraded early on. No other units.
Set up your attacking line up according to the base you are hitting. For example, a base with lots of
structures, sell your venoms and swap them for militant rocket men. Again the 10% loss in resources
for selling them is very minimal at low lvls.
High power income is a must from start to end. Do not be tempted to sell of power income for credits
to get 2nd base faster as it is not worth it. Tested on recent server I worked out to sell of power
income and add refineries would get my new base 6 or 7 hours sooner however I would lose 300k
power in main for doing so. Based on the fact when upgrading power spend is usually about 25% of
the tib and crystal spend, then the new base 2 would have to make 1.2 + million in resources for it to
be worthwhile selling the power income. Better to maintain good power and have 2nd a little later.
more to follow.
Tib20Warrior
Ranking 301
part 2..
For upgrading the CY, sometimes it is better not to. Have a look at the cost of upgrading buildings,
refs for example, work out how many ref upgrades you could get for the cost of the cy upgrade and
then add the gain together. If this is higher in value than the amount of creds a single extra ref would
add to your total then better to upgrade the buildings not the CY.
For example cy lvl 11 costs 192k tib. This is the same cost as upgrading 11 refs from lvl 9 to 10. The
gain for the 11 ref upgrades is over 3k creds per hour were as an additional ref would only gain over
2k per hour.
All SP to be spend on CP apart from two clicks very early to lvl up CY to get to lvl 7 quicker to be able
to jump forward.
Need to make sure you will have over £200,000 credits with in the 20 hours to get verts. Ideally after
20 hours you would be closer to £300,000 creds after killing some bases as well.
Once verts have been achieved then all buildings should be sold apart from power income and refs
added.
Remember that getting the RP is not an issue using all the above. The timing of 2nd base Is totally
down to when you can get the credits so add refs asap and really make the most of your cred income.
Decide what time you will be ready to start hitting bases. Calculate how many hours it will be until this
time and then calculate how much credits you will need to hit the 200, how much tib you will need to
hit 138k which is what you will need for lvl 10 CC. Also, make sure you have small crystal income so
you can upgrade army to low level once you hit lvl 10 CC.
Maintain great growth and rank.
Spend all SP on CP, do not spend on resources. The gain you get from killing bases is a lot higher than
you get from clicking resources.
Maintain a number of low level units throughout the server that can be sold cheaply and re added as
different units. This gives you much greater flexibility when killing bases and will get you more base
kills for less runs meaning more resources.
Power in main base is priority. This must be high enough that you can spend all resources gained
without needing to click the power button.
Repair buildings in main base is next priority. These have to be high enough level to allow all CP from
SP and normal cp to be spent killing bases.
Credits are the next priority. RP from bases is so high now that getting your next base or upgrade is
largely down to how much creds you generate.
Tib is next priority. Each base should have at least a 5 touch tib plus ideally another 4 touch tib. Lots of
4 touches, tib or mixed is good however every silo you use is one less Refinery that you can place.
more to follow...
part 3..
KILL EASY BASES. Dont kill a base just because you have enough cp to do it. Look around for bases
that can be killed in the fewest hits. All top rank players do this.
All bases to have false armys. The other benefit of this is that your low armys spawn camps around
you reducing the chances that you will be hit by a base. Also the increased account score means you
reach the next level sooner meaning your SP production is incresed sooner. Also having false armys
means you have reserve cystal in case you run out. This can be significant esspecially during pvp.
1 of each type of Base or OP killing units should be at much higher level than your offence. E.g.
offence lvl 30 should have 1 vert/hawk lvl 36 and commando 36.
This will save you a lot of CP as you will not need to do an extra run on every base or OP to kill the
buildings. This is a large saving of CP and not to be underestimated.
Multiple power rings in farms. Power is king, not just in main base. 2 or even 3 power rings in farms
give very good growth. Less refs per farm but the fewer refs are on the prime spots and can be
upgraded much faster with the higher power. This also means you dont have to spend a ridiculous
amount of resources to up power in main base as tib can be moved out to farms leaving main power
for attack and defence
Patch which stops multi accounting
Loot distribution -
If 2 players attack a base, then one player must have done under 20% total damage for the other
player to receive the full resources. This is the full base combined, buildings and defences.
It seems that the Patch when calculating the 80% does not take in to account any repairs done by the
DF to get the player killing the CY to over the 80% needed for full loot.
You would assume that if the base is damaged down to 78% for example on the first run then the DF
would repair the defences getting the base to over 80% health and grant the full loot to the next
player finishing the CY. This is not the case.
Using TACs combat simulator at the top left of the attack info box there is a section titled Enemy base
This gives the total damage done to the base for buildings and defences combined. In theory so long
as a player hitting first keeps this number above 80% then full loot should be rewarded to the player
killing the cy.
However, it seems the way the patch calculates the 80% base damage is slightly different to the way
TACs and other simulators works it out. I have received full loot at 79% base damage and lost the loot
at 81% base damage according to TACs so to be certain of gaining full loot it is best to keep the base
damage according to TACs at 81% or above.
If one player is doing more than one hit prior to another player finishing and wants to stay below the
20% damage so loot is not lost, then it is best to look at the combat reports after each hit.
more to follow...
Posted: 24. 01. 2021. 04:26:24
Tib20Warrior
Ranking 301
part 4..
http://prntscr.com/xj2uzh
The -5% shown in Red is the number you need to tally up, the total damage done to the base. So, for
example I could have done 4 of these runs at 5% each and then another player could finish the base
and still receive full loot. However just be aware that this number is rounded up or down to the
nearest full number. So this hit could have been 5.4% for example meaning I could have only done 3
of these hits without the next player losing the loot.
Worth making a note as well that 20% base damage when hitting mainly defences on the first run
does a significant and worthwhile amount of damage to the defences. Over 50% damage to the
defences is possible while remaining above 80% total base damage.
One thing I have noticed is that killing defensive structures, even walls seems to count a higher %
towards the base damage than killing crystal defences.
Also hitting base buildings seems to count the most towards the 80% compared to the defences,
however the % for this is not shown on the Enemy base section of TACs and I think this is a part of
were the patch calculates things differently to TACs. However, currently there is no way to measure
this. Best to stay well above 80% total base damage if you are hitting the DF for example on the first
run or risk losing the loot.
I have run tests on TACs, TABS and the built-in simulators to see which one gives the most accurate %
when it comes to base damage and have found both TACs and TABs are pretty much as accurate as
each other but strangely the built-in simulator is quite inaccurate.
All preliminary attacks on bases receive the usual amount of loot no less, the loot restrictions only
apply to the final hit to kill the CY.
With this in mind, if two people have teamed up to kill a base and find that the DF is dead along with
the defences it is better at this point to kill the base buildings before killing the CY last to gain most of
the loot from the base.
I hope this gives another alternative...both posts were from exceptionally good commanders.
This one from Bobblemon...he could start 2 weeks late and catch up in a week .
tim