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Old 10-08-2008, 15:14   #1
TheTitan
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Default How, Why, When, Where and What to build in TG

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
  • Portables or Fixed
  • Four different Sizes – Small, Medium, Large and Special
  • Nine different types – 3 buff ups, 3 debuffs, Attack, Ressurect, Warp

Limitations while building:
  • You are not allowed to move while building
  • You are not allowed to use skills while building
  • You cant start building if you dont have the needed resources.( but they are not taken at start just checked)
  • The resources are taken only if you have successfuly created the tower at the end of the building process after its summoned.
  • You can use pots
  • You can be healed by healers near you
  • You can cancel the building process at any time you want.
  • If you are killed building is canceled.
Towers have no influence/effect on Guardians, Barriers, Doors, other Towers or the Sage Ensign

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:
  • SCP 100 points
  • MCP 200 points
  • LCP 500 points

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
  • Bases have 6 spots for towers ( the 2 spots above the stairs are taken by 1 ressurection and 1 warp tower at the start of each TG)
  • SCP have 1 spot near them (6 SCP on map)
  • MCP have 3 free spots near them (6 MCP on map)
  • LCP have 8 free spots near them (3 LCP on map)

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't choose size of tower if you are building fixed tower:
  • You can build only Large size or Special towers on free spots in LCP and Base
  • You can build only Medium size or Special towers on free spots in MCP
  • You can build only Small size or Special towers on free spots in SCP

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:
  • You can't build portable towers Near Sage Ensigns
  • You cant build portable towers near Legacy cores ( the central part of Control Positions)
  • You cant build more then 3 towers inside a perimeter limited by their size and position.

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 :
  • build time
  • build cost
  • effects of the Towers
  • Range of the Towers

4.1. Build time

Fixed towers:
  • Small – 20 seconds
  • Medium – 40 seconds
  • Large – 60 seconds
  • Special – 150 seconds
  • Portable Towers ( 20 seconds faster then fixed):
  • Small – Instant = 0 seconds
  • Medium – 20 seconds
  • Large – 40 seconds

4.2. Build cost
  • Small – 100 Build Points or 500,000 Alz
  • Medium – 150 Build Points or 700,000 Alz
  • Large – 200 Build Points or 1,000,000 Alz
  • Special – 500 Build Points or 1,500,000 Alz


4.3. Effects of the towers

Attack UP towers
  • Small 50 attack and 50 magic
  • Medium 75 attack and 75 magic
  • Large 100 attack and 100 magic

Defence UP towers
  • Small 20 defence
  • Medium 30 defence
  • Large 40 defnce

HP UP towers
  • Small 100 HP every 2 seconds
  • Medium 150 HP every 2 seconds
  • Large 200 HP every 2 seconds

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.
  • attacking a control point
  • defending a control point
  • attacking enemy base
  • defending own base
  • big fight in a open big field (those near LPCs and bases)
  • big fight in narrow area ( for example the paths between the MCPs)

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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Last edited by TheTitan; 10-08-2008 at 15:38.
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Old 10-08-2008, 15:14   #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
  • Red Square – Ressurection tower
  • Blue Square – Warp tower
  • White Square – HP DOWN tower
  • Black Square – This one could be used for different purpouses it rly depends on the individual fight, good ideas for those spots are ATTACK, ATTACK UP, ATTACK DOWN towers. The choice wich of them to build is made by the control point on wich you want to build it the situation in the current war. If you expect small groups to attack that position make an ATTACK tower, if you expect to have a group of your own nation defending that spot then build an ATTACK UP. If you expect large enemy force attack it could be better to build ATTACK DOWN to slow the destruction of the guardian.

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.
  • 10 or less ppl attacking small guardian – Small Attack Up tower. If you think it'll take you some time to kill it ( low lvls or under 5 ppl) you may pop up a HP UP tower also to help with the potting
  • more then 10 ppl attacking a small guardian – it will usualy go down pretty fast unless u have more then 3-4 thousend points u may want to save some and dont build anything. If you have plenty of points make an attack up small to save some prescious seconds.
  • 10 or less ppl attacking a medium guardian – build medium Attack up and HP up if low lvls u may consider building a def up also
  • 10-20 ppl attackign a medium guardian – you can build small towers and join the fight faster
  • 20 or more ppl attacking a medium guardian – well u can pop an attack up small tower but it'll usually go down fast with 20 ppl on it so if u want to save the points dont build.
  • Attacking large guardians – those things hurt and got a lot of hp and def you should build all types of buff up towers and even consider dashing thru to the other end to build some debuff towers if you expect enemy nation activity soon ( this will both decrease their stats and wont leave them space to build their own buff up towers). The size of the towers you build obviously depends on the lenght of the battle you expect and if you think enemy nation will show up soon. If you have big numbers 5-6 parties or more you should build smalls and dash quickly to other side to prepere for incomming enemy nation attack. But if you have less ppl and you know the guardian will take some time to kill you may consider building Large towers due to their x2 bigger bonuses and bigger range – wich ofcourse limits the enemy to build in a much bigger area also.

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


  • The Black Squares are the defencive postions on the base walls that should have towers on them in case the doors get attacked
  • The Red Squares are good spots to build Buff Up towers incase your forces are advancing or to build Dmg towers ( HP down and Attacks) incase the enemy is advancing
  • The white Squares mark good positions for Lone Wolf Builders to quickly dash to and build DMG towers to attack the important positions marked with white circles. If there is a ressurection or warp tower on one of those white circles and a big fight is expected soon near the Control Point it could be a very resourcfull idea to build large HP Downs and Attack towers there. It is very good if you can start dmging your opponents before they even buff themselfs up. Some of them will dash out to a remote loacation to buff up wich will slow them joining the fight or the others will just stay inside the area to be DMG and when they join the actual fight they'll be on half HP or something like that.


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.
Attached Thumbnails
Tower Map.jpg   Portable Towers Map.jpg  
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Last edited by TheTitan; 10-08-2008 at 15:41.
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Old 10-08-2008, 15:15   #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
Attached Thumbnails
Cabal(Ver1217-080123-2045-0000).jpg   Cabal(Ver1244-080620-1918-0000).jpg   Cabal(Ver1245-080710-1917-0000).jpg   Cabal(Ver1245-080719-1914-0000).jpg   Cabal(Ver1245-080719-1917-0000).jpg  

Cabal(Ver1245-080809-1832-0000).jpg   Cabal(Ver1245-080809-1833-0000).jpg   Cabal(Ver1245-080809-1853-0000).jpg  
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Last edited by TheTitan; 10-08-2008 at 15:33.
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Old 10-08-2008, 16:36   #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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Old 10-08-2008, 18:19   #5
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Quote:
Originally Posted by Guajira View Post
u might wanna translate in several languages, most tg-goers i see dont seem to understand english xD
And the ones that don't are usually close to useless (read:cannon fodder). Someone has to absorb damage in tg too ... and dance in the base
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Old 10-08-2008, 18:25   #6
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and ill say Thank you TheTitan for nice work.
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Old 10-08-2008, 18:29   #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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Old 10-08-2008, 18:52   #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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Old 10-08-2008, 18:53   #9
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thx titan
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Old 10-08-2008, 18:56   #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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Old 10-08-2008, 18:57   #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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Actually increasing drop rates would only make you drop more FCH.
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Old 10-08-2008, 19:33   #12
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Very nice indeed, good job TT
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Old 11-08-2008, 14:31   #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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2008, August 5th: RatzaTM left Cabal
Jupiter Procyon Boycott - ended
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Old 11-08-2008, 23:49   #14
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Nice Thread - Very Helpfull
thnx
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Old 16-08-2008, 14:15   #15
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needs the bump even more
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Old 16-08-2008, 14:20   #16
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this helped me, there were a couple of thing i didn't know, thank you
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Old 16-08-2008, 20:07   #17
Quindecim
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learnt alot from this guide. thanks!
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Old 31-10-2008, 01:29   #18
Szysz
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Very very useful guide. Thanks and free bump. xD
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Old 31-10-2008, 02:14   #19
killer999death
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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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Old 01-11-2008, 10:58   #20
MaKo Leonhart
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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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Old 02-11-2008, 21:24   #21
hyzary
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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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Old 03-11-2008, 06:07   #22
ShaoZhan
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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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