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Choosing Troop Specialty [Copy this link to quote]

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Bug Hunter

Post time 24-4-2012 08:16:17 |Show all posts
Well officers do the planning and strategy but your troops are the bread and butter of the campaign. Depending on the officers, it is advisable for you to just concentrate on one unit type.

Remember the weakness tree? Infantry eats Artillery, Artillery pulverizes Tanks, and Tanks makes ketchup out of infantry well this is the time you break the tree and create your own.

Lets say you have this general:


The first skill is Harass which has the ablility to deal damage and a chance to make the targeted unit skip his turn, The second skill is Accuracy which makes your infantry deal more damage than normal. Now this will only tell you that this general has a thing for any unit it comes in contact with and specially for Artillery. To boost up your army's efficiency in combat just specialize in researching one unity type. In this case the best will be infantry because the general we are using infantry specialized.



As you can see I've only researched on infantry and i already have a 4% bonus to infantry attack and a 6% bonus to infantry defense. And the best part about this is that if you keep on specializing on a single troop research you get to unlock higher ranking tier units like the ones you see in your production.



Now lets do the math. (Not including generals and items because thats way too much math for me (T-T) ) your heavy infantry tht has an 8%attack and defense bonus versus a light tank that has a 2%attack and defense bonus (because the player reasearched on all unit types), Who do you tink will eat who?

And that my friend is one of the key tips how you win battles and hopefully the entire war as well.

Happy hunting
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General Lieutenant General Major General Brigadier General Colonel Lieutenant Colonel Major Captain First Lieutenant Wise Lord Doomsday Savior Capable Governor Legendary Talent The Love Bunny

Post time 25-4-2012 20:26:01 |Show all posts
hey friend, thanks for your nice guide, may I know your IGN that you are going to use in S1? I will send you the reward to your account there later. Looking forward to your earliest reply!
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Post time 25-4-2012 20:52:57 |Show all posts
Thanks GM im looking forward to the game in full throttle...


See you at the battlefront!

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General Lieutenant General Major General Brigadier General Colonel Lieutenant Colonel Major Captain First Lieutenant Wise Lord Doomsday Savior Capable Governor Legendary Talent The Love Bunny

Post time 25-4-2012 23:06:36 |Show all posts
548894916@faceb replied at 25-4-2012 19:52
Thanks GM  im looking forward to the game in full throttle...

Your IGN in S1 please
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Post time 28-4-2012 00:10:04 |Show all posts
Sory Its "FMarcos"

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Post time 29-5-2012 07:41:27 |Show all posts
"Now lets do the math. (Not including generals and items because thats way too much math for me (T-T) ) your heavy infantry tht has an 8%attack and defense bonus versus a light tank that has a 2%attack and defense bonus (because the player reasearched on all unit types), Who do you tink will eat who?"

With all due respect, you didn't actually do any math.  As my teacher used to say, "You must show your work."  :-)

I haven't been able to find anything that explains the actual combat resolution mechanics in Checkmate.   What I do know is that units have the following apparently combat-related attributes:

- Tier Level (light tanks are T1; Heavy infantry is T2)
- Research Bonus for unit (+2& and +8% in this example)  (RB)
- Unit Type (Infantry, Tank, Artillery, Transport)
- Attack Factor (ATT)
- Defense Factor (DEF)
- Hit Points (HP)

The "weakness tree" (Tank > Infantry > Artillery > Tank), which I'll call the RPS (Rock,Paper, Scissors) factor, gives bonuses or penalties as well.
There may be a similar bonus/penalty for combat between Tiers: that is, a T2 unit may get a bonus over T1 units.

From this I deduce that the combat formula is probably something like this:

Damage =ATT *  RBa * TBa * RPSa -  DEF * RBd

Where ATT = attacker's attack factor
            RBa = attacker's research bonus (so an 8% bonus means RBa = 1.08)
            Tba = attacler's tier bonus (> 1 if higher tier, < 1 if lower, 1 if there's no bonus)
            RPSa = Rock, Paper, Scissor's bonus for attacker v. defender (> 1 for tank vs infantry, < 1 for infantry vs tank)
            DEF = defender's defense factor
            RBb = defender's research bonus

That formula says how much damage a single attacking unit does.  Multiply it by total number of attackers (Na) for total damage done.  Then probably, number of kills is total damage divided by the hit points of the defender's unit (HPd)

Now, http://forum.koramgame.com/thread-61585-1-1.html tells me this:

ATT(HI) = D-
DEF(HI) = D
  HP(HI) = D+

ATT(LT) = D
DEF(LT) = D+
  HP(LT) = F

And so I'm stuck.  Unless I can guess at actual numeric values for these, I can't be sure if the tanks kill more infantry, or vice-versa.  And of course, my entire combat equation was just an educated guess.

Now, FMarcos is an experienced player so I tend to trust his claim that the Hvy Inf at +8% will beat the light tanks at +2%.  But without REALLY doing the math, he hasn't proved his point.  And there are more subtle questions, too, like "How do I spend my next research point?  Is Hvy Inf with +10% ATT and +8% DEF better in this fight than Hvy Inf with +8% ATT and +10% DEF?

Are the equations and numbers published anywhere?  Are the even static, or does Koramgame change them sometimes to adjust play balance?

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Post time 30-5-2012 09:08:18 |Show all posts
conclusion, the higher the grade of the unit, example A or S, the higher the damage given. Plus a very good (purple or blue) officer with the unit. I don't think a game should be that complicated as to calculate here and there.
Those who fear nothing, loves nothing.

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Post time 3-6-2012 10:29:23 |Show all posts
PhilSheridan replied at 29-5-2012 07:41
"Now lets do the math. (Not including generals and items because thats way too much math for me (T-T ...


I agree... When I created the guide i was clueless with several facts like:

1.) Converting the general/unit skills into mathematical figures (ex: how much damage/defense does the officer's skills add up to the total when activated)
2.) Convertion of General's stat points and therir effect in numbers
3.)The calculation of the terms "additional", "High", and "severe" in the general's skill sets and their conversion into figures.
4.) And yes as you mentioned the grading system. (for this I've been thinking that if this follows the grading system in the US educational system A+ should be 100. The difference between A+ to S- however is hard to determine)
5.) General's stats and their effect to units bonus in terms of attack and defense
6.) Yes the tier sets. The question here is is there an additional bonus if you are higher tier or is it just the grading system that is considered.
7.) The weakness tree values in numbers.
8.) Research bonus is given but still many parameters missing to complete the equation.
9.) Item bonuses wont matter because they are added to officer's stats
Hopefully someone can help us out with this guide in terms of numbers. Like what i said, i hate math(T-T). But for the love of this game as a theory i guess we can say:

[[(OVB+OCB+OAS+SSB)*RB] + (UAV+USAV+UAVS)  + (TAA+TTA+RBa)] *UC = attack value
        officer                                   unit                                           Bonuses                    
[[(OTB+OCB+ODSV+SSB)*RB] + (UDV+ USDA+USDAS) + ( TDA+TTA+RBd)] *UC =def value
        officer                                   unit                                           Bonuses   

NOTE: UC is applied after because the bobuses should be given per unit.

Simplified calculation (attack value + defense value=damage)
                                 unit count*HP of the unit=total life
                                   (total life-dmg)/unit hp = troops left

RB=Rank bonus
OVB=Officer's Valor Bonus
OCB=Officer's Cpmmand
OAS=Officer's attack skill bonus
SSB=Skill severity bonus (if the damage is huge,sever etc.)
UAV=Unit attack value
USAV=Unit skill attack value
USAVS=unit skill atack value severity
TAA=Tier attack advantage
TTA=Tier tree advantage
UC=Unit count
RBa = attacker's research bonus (so an 8% bonus means RBa = 1.08)
OCB=Officer's tactics bonus
ODSV=Officer's def skill value
UDV=Unit Defense value
TDV=tier defense value
USDA=Unit skill defense advantage
USDAS=Unit skill defense advantage severity
TDA=Tier defense advantage
RBb = defender's research bonus

This is just a theory though im still testing it till now... Hope this helps...
BTW this is my other accout here... FMarcos (^-^)
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Post time 14-6-2012 00:43:20 |Show all posts
Can you make for us a google doc table?
Eagles Rule!

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Post time 1-7-2012 08:01:39 |Show all posts
Very nice!

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Post time 2-7-2012 18:14:13 |Show all posts
Well, you guys are pretty impressive with hating math. I would like a guide to show that a T1 tank is still effective in the game and not a complete waste of a good Officer. If its all about building the biggest unit then the game is effected by the biggest bank roll. Strategy is no longer at play three weeks into the game and all units bellow T5 become meaningless. Please give me some unit effectiveness advice and tell me T4 and bellow are not a waste of time and effort three weeks into the game.

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Captain Checkmate Mod

Post time 2-7-2012 19:45:42 |Show all posts
loucrane replied at 3-7-2012 09:14
Well, you guys are pretty impressive with hating math. I would like a guide to show that a T1 tank i ...

T3 can still put up a decent fight, but me personally I would not build anything lower then t4.

As you get 3 weeks+ into the server the NPC get harder and are t4, and most are building t4 themselves, so anything below usually gets cleaned out pretty fast.

I have noticed this in s1 as we fight against players with t3, and more then 3/4 of my coalitions army is t4+, so it does make a big difference in the outcome of the battle.


Thanks,

SweetPuff

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Post time 2-7-2012 21:53:42 |Show all posts
Nice Guide line, now i understand to play it

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Post time 8-7-2012 01:15:51 |Show all posts
What I manage to notice playing with prisoners battles:
-First strike damage is directly linked with troop number. 1000 troops make twice as damage as 500 troops.
-damage/troops ratio is not fixed, it raise as troop is dieing, or as round pass.
-I don't believe command have any other influence on damage except who will fire first (which is extremely important in PB)
-Valor increase damage, but I am not sure does it as percentage, or 200 valor just mean +200 damages.
-And every bigger tier seems to be 50% stronger than tier before it. So t4=1.5*t3...

But u can attack somebody in prisoner battle while u vary on single stat (like valor or command) and see what will happens.

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