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Nightwish
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How to become a good mayor - 2007/03/04 21:02 First thing is to have a design or an idea of how you want your city to look.

For starters use Iggy's strategy for building. Remeber to stay below 11 buildings until you have all research done and all defences placed so you don't make an easy prey.

Iggy's fast building method

1. Build housing and laser and turret research.

2. Build Laser and turret fact then demo laser res.

3. Build Timebomb res, plasmas res, med res, mine res.

4. Build those 4 factories and demolish the timebomb, medical kit, mine researchs.

5. Build Zook, walls, sleep res.

6. Build those factories as soon as they ready.

By then you should have enough factories to give you some serious money growth +++ and all the while you wait for factories to be ready to build, you should be dropping defenses.

7. Build the rest

The key to this is to do it fast, like as soon as laser fact is built, demo laser res. As soon as timebomb fact built, demo it's research...etc.

the research centers drain money while the factories generate cash flow.



How to design a good city?

This is the Buckand I made for the city design competition. Allthough I finished last it might help to give you some ideas.




I seldom use designs ingame but I follow a basic setup where ever I build.


1. The Bazooka Factory

Commandos respawn without items. Make sure they are ready for battle as soon as possible. Therefor I always place Bazzoka factory north of the Command Center so a respawning teammate are ready to help defend as soon as possible. I use to keep the mines close to the bazookas to make sure all defenders have a couple of mines too.

PS: Make sure you have the lazer factory in another part of your city than the bazookas so attackers can't take out both your guns at once leaving your city without defenders.

2. The turret factories

Try to keep greens and one of the other turretfactories close to CC. I usually use theese to box in the CC so attackers need to blow up buildings to orb me. The reason for keeping them near CC is that you can have your whole city being hammered to pieces by a tripple team and still have 2 sets of turrets and the zooks at hand til the bitter end.

PS: Make sure to put the turret researches in the inner layer of housing and researches so they are hard to get to. If an enemy get your turret research your factory wont reproduce them when they are shot.

3: Offensive factories

Speed is essential in battlecity. Try to make it easy for your attackers to pick up theirs stuff, meds, bombs, cougars, orb and dfgs (nevermind lazers and walkies).

PS: The most important in attacking is not to drop bombs and die it is to wear out your opponent by constantly being at his base. A good design will help your commndos achieve just that.

4: Housing and researches

Theese buildings fills many purposes. First of all they power and populated the factories, but they should allso function as a wall around your base. The easiest way is to make a double layer of buildings around your base so you have atleast 3 or 4 buildings between an attacker and the CC.

I like to alter them around a bit to create hard turretangles. More on this later.

PS: As most of you know the hospital drains money so you might have to demo it when under attack to prevent running out of cash. The second most expencive building is the bomb research. The bombs costs a lot of money to reproduce so demlishing the bomb research will help you prevent going broke in a fierce battle.

Expert tips: Each house populates two other buildings. As you get better you should attempt to make the eastern houses populate the western researches and factories and vice versa. This prevents attackers from blowing a house then shooting the next research and facory because they are unpopulated.

5. Movement and entrances

When defending your ability to move inside the base is vital. Make sure you are able to drive all around the CC creating a "circle" inside. This is lethal when you have to move quickly from defending one side of the city to defend another side.

The entrances is important so your commandos are able to leave the base to attack or drive out and duel attackers or shoot enemy bombs. The optimal number of entrances depends on your design and the terrain around your city but normally 3 - 5 entrances will give you a balanced city.

PS: The entrances is alsoo a way in for attackers so make sure you protect them well with turrets and/or mines.

6. Walls

Allways have 3 walls cover your CC. The other two can be used to fill gaps in the outer wall, protect an important factory, or additional protection of CC. (the last two suggestions is shown in the screenshot).

7. Turrets - placement and angles

How you place you turrets is very important when you get attacked.
Near entrances it is good to have a turret that will shoot the attacker without the attacker being able to shoot back.

Inside you want turrets that are hard to shoot for attackers but easy to avoid for defenders so you dont get shot by your own turrets.

There are quite a few angles that makes this possible. To learn about his ask a veteran ingame or practice turretshooting with a friend and build one city each.

Try to balance your turrets inside and outside. I usually have 60 or 70% inside the base but there are a lot of different opinions on this subject.

PS: All entrances on the screenshot is protected by nearly undestrutable turrets, as all of them can hit the attacker before the attacker is close enough to shoot back.

8. Mines

When playing as mayor make sure your have a couple of mines at hand. Theese can be used to mine the attacker by dropping them in his way, or simply buying time if you have to run in for health. You should NEVER carry a med as mayor.

PS: Attackers often shoot for mines so dont put them infront of them. Put them behind when they are backing out to take a new aim or under them when they stand still.

Expert tips: Protecting a turret.

You need: a hospital a cougar and a shitload of mines

When defending one on one smack up a hospital between the attacker and the turret. Stand on the hospital and shoot like mad. The attacker cant kill you when you are on it. Most attackers will eventually run in to steal health from your hospital. When they do drop all your mines on the healint tiles and wait for the blast, demoing the hospital at the same time boosts the effect. NOTE: does not work north of your city.


9. Demoing

Demoing a base to deprive attackers of points is lame. However demoing is one of the most effective veapons you have as mayor. Good attackers will look for sweetspots inside your city where your defences won't hit them. Often the best way to kill them is to demo a nonvital building nearby if you have turrets on the other side that can finish him off.

Your ability to use this depends a lot on the lay out of your city.

10. Rebuilding

Priority number 1 when mayoring is rebuilding damaged parts of the city. Speed is utterly important here as the faster you manage to rebuild the more times attackers have to blow up the same buildings.

You should allso replace defences. Good players will normally let you do this all the time or put turrets back where they came from. Never put up random turrets. Have a plan and follow it. If east is hit hard and you spam all the turrets there you will only end up with blocking your rebuilding and lacking turrets in other parts of the city.

As long as you keep this up your commandos are free to defend and attack knowing the base is in good hands.

Good luck

If anyone has anything to add please let me know and I ll put it in. Once I get my new computer I ll get in some more screenshots for better illustration.

Post edited by: Weebo, at: 2007/03/04 20:49
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Weebo
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Re:How to become a good mayor - 2007/03/05 02:23 Great post!
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zhantrim
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Re:How to become a good mayor - 2007/03/05 14:16 Nightwish wrote:
You should NEVER carry a med as mayor.

This is wrong. I advocate that the mayor should ALWAYS carry a med. The mayor is the most important person in the city, bar none. The only way a mayor should die is by dfg. If you have a med, you can often escape a dfg. If you are on a dfg, the ability to build a hospital is useless.
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vindkast

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Re:How to become a good mayor - 2007/03/05 17:01 Nice post nw! I agree with zhan though... then again, I use DFGs when I mayor
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Weebo
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Re:How to become a good mayor - 2007/03/05 19:37 I think the med for mayor depends on your opponent.

If your team is on the defensive, everyone should have 1 med. If its pretty back and forth, then it depends who your mayor is. If your team is on the offensive, give the orber that extra med!
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zhantrim
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Re:How to become a good mayor - 2007/03/05 20:03 Weebo wrote:
I think the med for mayor depends on your opponent.

If your team is on the defensive, everyone should have 1 med. If its pretty back and forth, then it depends who your mayor is. If your team is on the offensive, give the orber that extra med!


Kind of disagree here too. If my team is on the defensive, as in 3 or 4 back, the mayor should have at least two meds. In a defensive position, the mayor is even more important than before (he/she was already the most important). If my team is on the offensive, as in 2 or 3 forward, I keep one med as mayor, but only take it after my offensive people use their first one.
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IGGY

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Re:How to become a good mayor - 2007/03/05 20:34 no wonder we can never kill/orb his ass =p
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Weebo
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Re:How to become a good mayor - 2007/03/05 22:46 zhantrim wrote:
Kind of disagree here too. If my team is on the defensive, as in 3 or 4 back, the mayor should have at least two meds. In a defensive position, the mayor is even more important than before (he/she was already the most important). If my team is on the offensive, as in 2 or 3 forward, I keep one med as mayor, but only take it after my offensive people use their first one.

I agree the mayor is definitely important, but I find that if I'm under heavy attack, im usually running around rebuilding rather than dueling and so 1 med is more than enough. My defenders who are dueling the attackers more directly than myself can better benefit from the extra med.

I personally like when everyone takes a max of 1 med, I just find that helps create better team-work and I know that way if im mayor or defender and there is no hosp that I can use my med, then at one point run in and quickly get health if needed, which is better than dying and respawning.
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CMB
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Re:How to become a good mayor - 2007/03/28 01:55 Here is what I think about Mayor.
I learned this long time ago.I
Agreed With Zantrim in many points.
1.When you are MAYOR of your city you have the most important responsibility in your team.
1.you can use any technique you want it, in order to protect you city against attackers is all depend of you and who is attacking you, that’s mean u can use everything you want, but some player think.. this is unfair and gay......most of the attacker comes with 2 or 3 sometimes 4 meds plus dfg, so when you are dueling 1 vs 1 or 2 vs 1 you have to time to duel with you attacker ,so you have to kill him fast in order to defend to other one if is 1 vs 1 is all depend of you, if you attacker is good player you have to be better than him no matter what you have to do this is very simple rule if he is smart he no will let you build a repair next to you. He will try to kill you before you kill him, so. Is like he have more advantage when you are fighting 1 vs 1,sometimes you are defending vs 2 or 3 and you need run inside of your base and refill you vita so you attacker have enough time to set bombs or dfg around the area he is attacking, you need split you defenses technique dropping mines etc.
2.In my own defend technique I adapt myself depending who is attacking me, most of the time always change turrets locations or even mines, everything depend how many people are attacking you.
3.If you taking med or dfg you have to be careful in not be in that way of you attacker taking his DFG or meds, you have to find the right moment when you are under attack, you should have skills to reach that part of you defend skills.
I learned this techniques from many attacker styles like Chris, Jross,Twixx,KightHawk.Warlord,Boc,RoadRunner,Cloudy, and many more.
In my opinion you have to learn what technique you have to use against any single attacker.
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CMB
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Re:How to become a good mayor - 2007/03/28 02:01 BTW hi!
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nemises

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Re:How to become a good mayor - 2007/03/28 07:28 I agree that it is hard as hell to kill a mayor with meds, but a mayor with meds is not always the best policy. If your attackers don't have the resources to get anything done against the opponents city, you may just get t-rushed. I am at the point in my battlecity career where I get pissed because I see so many evenly matched teams and so many people who are afraid to take risks because they really dont like to lose. To them, losing is much worse than the sensation you get from winning. I just get bored when two teams have the propensity to defend.

In my opinion, there are several situations in battlecity where offense is the best defense. I disagree with weebo that everyone should have 1 med. I know it doesn't look good on paper, but due to the simple mechanics of city building, an attacking formation where one dominant attacker has 3 meds and the other 2 attackers have 0 or 1 med is generally more effective than a "well balanced attack". However, this depends on how cities are built. The further that one attacker is able to penetrate into the city, the more likely that damage is going to be done.

For example, take two teams, one is all D and one is all Offensive. If every player has 1 med, each defender should theoretically be able to take out every attacker on a hit by hit basis due to the defenses advantages like proximity to new supplies and availibility of mines and turrets. All that the attackers would be able to do is distract, and if one attacker does kill a defender, he probably won't be able to get very far and do much damage to the city. However, the "blow all of the housing technique" may work in this situation.

Now take two teams, one is all D and all meds are evenly distributed for this team, and the attacking team has meds spread out to where one attacker has 3 meds. If that attacker kills the guy defending him, which he will have the upperhand in doing, he can potentially do some lasting damage to the defending city. However, this is based on the assumption that his teammates are distracting and are staying alive.
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nemises

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Re:How to become a good mayor - 2007/03/28 07:28 I agree that it is hard as hell to kill a mayor with meds, but a mayor with meds is not always the best policy. If your attackers don't have the resources to get anything done against the opponents city, you may just get t-rushed. I am at the point in my battlecity career where I get pissed because I see so many evenly matched teams and so many people who are afraid to take risks because they really dont like to lose. To them, losing is much worse than the sensation you get from winning. I just get bored when two teams have the propensity to defend.

In my opinion, there are several situations in battlecity where offense is the best defense. I disagree with weebo that everyone should have 1 med. I know it doesn't look good on paper, but due to the simple mechanics of city building, an attacking formation where one dominant attacker has 3 meds and the other 2 attackers have 0 or 1 med is generally more effective than a "well balanced attack". However, this depends on how cities are built. The further that one attacker is able to penetrate into the city, the more likely that damage is going to be done.

For example, take two teams, one is all D and one is all Offensive. If every player has 1 med, each defender should theoretically be able to take out every attacker on a hit by hit basis due to the defenses advantages like proximity to new supplies and availibility of mines and turrets. All that the attackers would be able to do is distract, and if one attacker does kill a defender, he probably won't be able to get very far and do much damage to the city. However, the "blow all of the housing technique" may work in this situation.

Now take two teams, one is all D and all meds are evenly distributed for this team, and the attacking team has meds spread out to where one attacker has 3 meds. If that attacker kills the guy defending him, which he will have the upperhand in doing, he can potentially do some lasting damage to the defending city. However, this is based on the assumption that his teammates are distracting and are staying alive.
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IGGY

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Re:How to become a good mayor - 2007/03/28 08:46 Supply = Demand
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zhantrim
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Re:How to become a good mayor - 2007/03/28 13:41 nemises wrote:
To them, losing is much worse than the sensation you get from winning.

This is well put and probably true in a lot of respects. Some players do derive a significant amount of joy from defending their base, but I think it is often misplaced. I only allow myself some joy if I'm lasting vs. a double team or a 4v2 situation. City v. city is usually kind of boring and in the current BC, is extremely difficult to win without an overwhelming advantage in player quality.
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cseow

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Re:How to become a good mayor - 2007/03/28 16:32 hey! u guys are trying to discourage people from joining 4d4life!!!
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