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#1 |
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How, Why, When, Where and What to build in TG ?
So the builders guide, i'll try to answer all of the questions from the title in here, but first i'd like to warn your readers there are many different ways to fill the fixed tower spots. The 1 example you'll find in here is only that an example. So dont consider this the BEST way or the ONLY way, build with your heads and talk with your fellow nation players about it. LEGEND of used terms: Control Position A point on the map wich can be controled by one of the nations, it can be protected by barriers and guardians and it has spots on wich fixed tower can be built. Small Control Position(SCP from now on) Medium Control Position (MCP from now on) Large Control Position (LCP from now on) Force Tower (or just Tower) building that can be made by players ( more info in I. How to Build). I. How to build? 1.The basics Towers can be
Limitations while building:
2. Building resources: 2.1 Build Points your nation starts with 5000 build points and also gains them every 3 minutes (on timer 57, 54 ,51 and so on) the amount you gain depends on the number of Control Positions your nation has at the time the points are given, the amount of points also depends on the size of the control positions:
So for example if you have 3 SCP, and 1 LCP when the timer hits 57 min ( 3 minutes after the war has started) you'll get additional 800 Build Points Build Points are used to build guardians also, so be carefull how you spend them. Talk with your nation and make a plan when to build what spending too fast could result in lack of build points for guardians or special towers when they are really needed. Not building enough could result in lost war. So dustribution of the Build Points is cruscial. WARNING! Only party leaders can use build points. When forming a party allow ppl that want to build to take the leader position. 2.2. Alz alternative to build points is building with alz. You cannot build Guardians with alz, only towers. Every player can build towers with alz you dont need to be party leader. 3. Fixed and Portable 3.1. Fixed Towers Fixed towers can be built only on special locations on the map (60 total). You can find them in the main bases or near Control Positions
To build a fixed tower you need to find an empty fixed tower spot. When you click that empty spot you'll get the build window on the right side of your screen You can then choose what type of tower to build.
You can build Special towers only as fixed towers. There is no way to destroy your own towers and you can't build a tower over already taken spot. So plan carefully where and what you build on these spots. 3.2. Portable towers To build Portable towers you need to have Portable FT panels in your bag. FT panels cost 100,000 Alz and you can buy them from the Grocer NPC in lobby before the battle starts or from the 2 production towers inside the battlefield. Your nation must control the base in wich the production tower is located if you want to buy from it. If your nation doesnt control any bases you cant buy FT panels inside the battlefield. If you have unused panels after the war you can sell them to any NPC in game for the same sum of alz (100k) so fill your bags in lobby you won't loose any alz if you dont use the panels. To build a portable tower you need to right click 1 FT panel in your bag and a building window appears. Unlike Fixed towers you can choose size of the tower if you are making portable. But you cant build Special towers as portable. The FT Panel you right clicked will be used up. And you cant build anymore towers with it. So you need 1 FT panel for every portable tower you want to build. Portable Towers will stay on that possition for 3 minutes after building or untill destroyed by enemy nation. You can build Portable towers anywhere you want as long as they dont interfere with the distance rules. Distance rules:
The last part of the distance rules is a bit hard to explain as we dont have Range of Towers info. But as an example if you make 3 small portable towers next to eachother you cant build another tower near them ( lets say 1 dash distance). If the 3 towers are Large the distance in wich you cant build is larger ( for example 2 dashes away). 4. Size of towers. As previously mentioned there are 4 sizes of Force Towers: Small, Medium, Large and Special The size of the tower determins :
4.1. Build time Fixed towers:
4.2. Build cost
4.3. Effects of the towers Attack UP towers
Defence UP towers
HP UP towers
Buff up Towers add them to your stats, Debuff towers substract them from your enemy stats. Special Tower effects Ressurection tower you can ressurect at any of these after death. If your nation doesnt have any ressurect towers it will take you 40 seconds for ressurection, and you cant choose where it'll be Warp towers you can warp between them. To start warping you need to be near a Warp tower and then you can choose another warp tower to wich to move. If you are near a warp tower all Warp tower signs look bigger on your map Attack towers unfortunatly i havent managed to find a good enough formula for their dmg yet, so i cant tell how exactly their dmg changes with size. The only thing we know about them that is different from the other towers is they stack. If you have 2 def up towers u wont get dbl bonus, but 2 attack towers definetly do more dmg. 4.4 Range of towers No decent enough info for this section also soz . But you can see the range of the towers by their animations in game. Builders have to dash and try untill they find a free out of range spot to build.If you build a lot you can soon learn what distance you need to usualy be away from a grp of towers to try make a new tower. II. Why and When to build 1. Why ? Well from point 4 of the previous chapter its pretty obvious why - towers give great bonuses that can really turn around the outcome of a battle in TG. They really make a difference when build at the right time on the right spot. I'll try to explain some basics in the text below how to make the best use of towers. 2. Building fixed towers: This will be covered a bit better in the next chapter where to build. Important part to mention here is communication. Dont overbuild special towers this costs a lot of resources and builders can actually build other more usefull stuff instead of all waiting the long Special tower build time. 1 of each type of special towers is enough in 90% of the cases. Shouting to inform your nation you are building X special tower at Y position is very good idea. Dont be afraid to cancel building a tower you dont loose anything, instead you save time/build points and you can build something more usefull on that spot. 3. Building Portable Towers: The important part is to learn when and what to build that will rly have impact. There are 6 major situations in TG where you should build.
The other frequently happening situations like small fights ( 5-6 ppl or less) and dancing in the base are usualy situations where you dont want to spend the build points of your nation to buff ppl up. 4. Timing the start of the build A good advice when building fixed towers important if they are Large or Special size is to time your start. For example if you see your nation has 600 points atm it could be a bad idea to start a Special tower at random time as those points will probably be used up, watch the timer Special towers need 150 seconds so if you start them 25 seconds before you get points you know your tower will be ready just after the second point up time ( for example 54:25 start building, you get points at 54 and at 51, and tower is ready at 50:55 wich pretty much guranties you'll have enough points to finish it if of course many other builders didnt do the same or you control to few control positions). Timing the start of building a portable tower is important also. If you have recently taken important Control position like one of the corner LCPs and you see shouts of ppl starting building Special towers there, its a good idea not to build ( unless of course u have plenty of points 3-4 thousend+) Sometimes loosing a scrimish or even loosing a control point that is less important because you choose not to build could be much more profitable for your nation if u allow those points to be used for building a cruscial ressurection tower for example, or summoning a guardian at a LCP. A good builder always checks the clock and ammount of build points the nation has before starting to build. Its a good idea also to watch the map often ( could be done while building) so you can track the enemy forces and where they could come from. That will allow you to decide when and where to build.
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Knights Of Shadow - Serving up steaming bowls of delicious PWN one hungry noob at a time since 2002!
Last edited by TheTitan; 10-08-2008 at 15:38. |
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#2 |
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III. Where and What to build
1. Fixed towers Map time: So what is the above posted colourfull chaos A suggestion how to build Fixed towers. It is made from the Capella side perspective if you are a procyon copy it and turn it on 180 degrees
As i said this is just an example there are many other good ways to build for example a point that is too hot ( changes sides often) you may decide not to build warp tower but instead to build a buff up or debuff tower to help you defend it longer. There are some Fast wars when the enemy nation has a lot more lower lvls and your nation is moving fast forward pushing them quickly. You can even build ress every 2 control positions instead of on every control position. But these are rare occasions for most wars Ressurection tower on every MCP and LCP is a must. Building ressurection on SCP is usually bad idea as they change sides often and guardians are easy to kill. But as you may have noticed i marked the 2 SCP closest to the bases for good spots for ressurection. The reasons are simple near your base its great point to build res if your base is under attack and the Ressurection inside it gets destroyed i think its actually better to build it there instead of a second ressurection inside the base as you can use it even if the base is taken over. And the SCP near enemy base is just a must build if your nation is slowly progressing to attack the enemy base. 2. Building Portable Towers 2.1. Attacking a Control Point Since the towers have no direct effect on guardians or barriers the best way to speed up the attack on a control point is to build buff UP towers that increase your own and your partners stats. The size of the towers usualy depends on the size of the control point you are attacking and on the number of ppl with you. There is no real point in building buff up towers if 50 ppl are attackign a SCP that doesnt even have a guardian. Here are some rough guidelines that you can take into account when building on an attack of a control point.
Good communication is very important factor when building, if you attack together with parties that you know who is leader/builder it could be a good idea to say what you are building. Lobby is perfect for such conversations. If 3-4 parties stick together they could be a realy good force inside TG and if their builders have agreed who builds what its much faster and deadlier. 2.2 Defending a Control Point Same as attacking a control point - the towers have no effect on your guardian so building debuff towers to reduce the fighting ability of the enemy nation is the better option in this situation. It all depends on the numbers of course, if you have even number of your own nation and the enemy build HP Down (if the control point has a fixed HP Down build ATTACK Down because HP Down doesnt stack), Def Down and ATT UP. So you can both decrease their stats and increase your groups dmg to kill them quicker. If its a lost battle huge force attacking not defended control point or defended by much lower number of your nation that will get killed fast you may want to increase the dmg dealt to the enemy by the towers instead of buffing the few ppl there, a good combination is HP Down ( DEF down if there is a fixed hp down on the control point) and 2x ATTACK Towers ( yes ATTACK Towers stack). The reason to do that is the ammount of HP players have in the war. If the control point is lost its lost a solo builder cant defend it. But maximising the dmg from towers while he is there will mean on the next point that same enemy party attacks they'll be at half HP or something like that just because of the amount of time it takes for ppl to heal up themselfs. If the builder dies its not a bad idea to ressurect on the nearest point you expect them to attack and build some HP downs and ATTACKs on the way between the 2 points so you can decrease their HP even more before they reach the next guardian. ( or alternativly you can build some Large debuff Towers near that next guardian) 2.3 Attacking Enemy Base This is a tricky situation as the enemy usually is able to ressurect fast inside it and the doors slow your progress. Do not attack an enemy base unless you are confident you control the rest of the battlefield ( or will control it very soon). The base doesnt give points over time. It just gives 1 time bonus of 5k points and thats it. Taking 1 LCP and 1 MCP gives the exact same points and they also give 500+200 build points every 3 minutes, and they are usualy much easier to take down. So forget about even attacking the enemy base in the early stages of the battle it is a Waste of time. However if the time has come to attack the enemy base build Towers near the Gates preferably Large so they give you better bonus and have a good range that would reach inside when you break down the gate. Build Buff UP towers to increase the time your people fight there and to increase their dmg. When you get inside target the ressurection tower first ( if you attack when you should after you control the rest of the battlefield) they wont have other ressurection towers and will take 40 seconds for them to respawn wich is a lot and will allow your forces to take down the Sage Ensign. Building inside the enemy base is usualy hard as they already spammed all the towers they could or there are the range restriction not lettign you build too close to the sage. If there is some space left building Attack UP and HP UP could help a lot near the Sage Ensign but if there is no space left you can try building near the Stairs a large groups of the enemy nation will run up and down all the time so building HP Down and Attack Towers there could help a lot to dmg the enemy players. 2.4 Defending Own Base One of the hardest situations in TG is when it has come to the point to defend your base. If its an early rush it should be easy to push them bk with few towers build on the right spots, the base walls are perfect for building before they break down the gates. Build Attack Down, HP Down and Attack towers, to increase the time they stay at the doors and to dmg them while they are there. If they breach the doors spam towers inside the base use small towers for their faster build time and try to build in a way that will not let the enemy build inside the base spamming loads of ATTACK towers could be a good idea as they stack and if a lot of them you can use the secret weapon enemy players PC lagging . Your first mission would be to keep the Ress tower alive build debuff and buff up towers near it. REPAIR IT ( after the last patch repairing is cheap and keeping an important RESSurection tower working could be cruscial). Dont forget the mentality of the crowd even if both back doors are down the majority of the attack forces usually will spend their time running around outside the base chasing blinking wizards or will try to attack the main doors. Building Towers on the walls near the main doors will usauly help a lot to keep most of the enemy forces out of the base.2.5 Big fight in an open big field (those near LPCs and bases) These situations should be avoided - fighting in those places usualy slows down a lot your nation progress and its hard to win specially if both nations have ressurections near that field. A good Idea will be to lure the enemy to your nearest guardian and use its help to win the battle. Building towers in an open field battle is usually a waste of points as forces move around a lot and they could easily avoid small towers. Starting to build Medium or Large will usually flag you as main target. Try to Build behind the wooden fences that are near the Control Points or try to get on higher ground and build there. Alternativly when killed dont ressurect on the same place your nation does try to find a different spot and to build on the path the enemy uses to move ( HP Downs and ATTACKs) this will both damage your opponents and some of them will start hitting the towers wich will allow your own groups to fight lower numbers and thus move forward. Dont forget TG is build in such a way that there are atleast 2 ways to get to a spot sometimes more, if if that means passing thru a control point owned by the enemy it could actually be safer then trying to rush thru the enemy lines. In any case try to avoid these battles lure them bk to your nearest guardian or push them forward near theirs ( kill the ressurection on that control point and so on) 2.6 Big fight in narrow area ( for example the paths between the MCPs) These are usually much easier to control and are perfect for high lvl melee chars with their gm and comp skills that could dmg most of the enemy forces. Build all types of small towers try to block the ability of the enemy to build their own towers ( the 3 in range rule) build buff ups from your side dash in to build debuffs or dmg towers. If the enemy has much bigger numbers try to build on the whole path dmg towers keep their helth low and let them loose some of their ppl attacking your towers. IV. The Lone Wolf builder This could be a very interesting and important role inside TG its best played by Wizards due to their ability to move very fast. The role of the lone wolf builders is to find the strategic enemy positions and build towers on the way to hit the enemies so when they finaly get to the nearest fight they get a lot less HP. Such good strategic points are near Enemy ressurection towers or on high ground near important paths that are used a lot. I've marked some of these loacations on the enxt map
I think its time to end this Guide it got a lot larger then what i expected. I hope its usefull and makes the wars a bit more interesting. Dont forget these numbers and maps are just examples and could actually be bad idea to follow them 100% on some wars, but in general I believe they provide good basic Strategies. Dont forget the 2 most important rules for builders: Communication talk with your nation so you all can plan when and whats most needed Build with your head think before starting to build, think what to build and when exactly to start building it.
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Knights Of Shadow - Serving up steaming bowls of delicious PWN one hungry noob at a time since 2002!
Last edited by TheTitan; 10-08-2008 at 15:41. |
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#3 |
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Some examples:
Picture one - Building towers on the walls near the gate that is going to be attacked soon Picture two - Building Large towers near the enemy base gates Picture tree - Building DMG towers above the ressurection tower of the enemy before a big fight for that control position starts Picture four - Building Large towers behind the fence before an attack on an enemy LCP Picture five - 3 quickly build small towers before a clash for a SCP Picture six - building buff UP towers inside the walls of a SCP before an expected enemy attack Picture seven - building 3 small buff ups before attacking a MCP Picture eight - Building Large Buff UPs (behind a wall) before an attack on a LCP
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Knights Of Shadow - Serving up steaming bowls of delicious PWN one hungry noob at a time since 2002!
Last edited by TheTitan; 10-08-2008 at 15:33. |
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#4 |
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u might wanna translate in several languages, most tg-goers i see dont seem to understand english xD
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#5 | |
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Member
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Quote:
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In the land of the blind, one-eyed man is the king. |
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#6 |
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and ill say Thank you TheTitan for nice work.
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Fatal | Praetor To all the hackers out there: The Ceiling Cat is watching you...
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#7 |
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This must be a sticky.
I've read it globally now but will come back later to read it again. It's a nice guide. I hope a lot of people will read it through.
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#8 |
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yeah would be great if ppl would read it
btw if you build really much with ft panels, sometimes you get some back, so even if you loose, you have lost less Alz
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#9 |
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thx titan
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#10 |
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Good work mate
Now, if only the ones that need to read it actually read it...Oh, and that is -so- a Capella based map ^^ I smell an anti-Procyon conspiracy here
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#11 |
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you know if you are capella then you make maps from Capellan View
![]() that's just natural :P
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#12 |
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Banned
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Very nice indeed, good job TT
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#13 | |
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Would be nice if everyone have to read such a guide, before they can enter TG^^
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Quote:
Jupiter Procyon Boycott - ended |
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#14 |
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Nice Thread - Very Helpfull
thnx |
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#15 |
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needs the bump even more
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#16 |
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Banned
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this helped me, there were a couple of thing i didn't know, thank you
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#17 |
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Tierra Gloriosa
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learnt alot from this guide. thanks!
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Quindecim |
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#18 |
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Very very useful guide. Thanks and free bump. xD
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#19 |
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Banned
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....this guide should be seen by everyone in the lobby (mars 95~129 channel) cuz they build ''trash towers'' when we dont need them.
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#20 |
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great guide. Now anyone can learn the basics of TG.
Nice job. This should become a sticky.
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![]() My Part-time "Jobs" Boyfriend | PC Gamer » Cabal & Others | Home/Friends IT Technician » (CompTIA A+) | Student » Informatics & Business Management |
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#21 |
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hyz
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what a shame i didnt saw it before.
finally ive got all basics to TG ![]() rest is xp ^^ rrly good job. |
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#22 |
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Great Work TT as always^^
you shud really talk to GMs n make people have a Quiz on it for Nation quest:P I have to say thow everything i know about TG i all learned from TT's n Cylen's guides!! |
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