Monday, February 29, 2016

The Hive




Why are people so tied to "hives"?  These large clusters of bases are supposed to provide mutual support during an attack, but in my experience, it doesn't work.  It is civil war tactics in a game where you are armed with machine guns.

Pros

  • Short distances for trade
  • Short response times for counter attacking invaders
  • Short gathering times for war rallies
  • Group attacking local rebel targets is easy
  • Close clustering provides a time buffer from attack by enemies, as they have no place to land


Cons

  • Hives are targets for players attacking to gather resources, which means you have to go further to gather
  • Hive members compete for local resources amongst themselves
  • Attackers have short distances, which increases the number of bases they can hit in a limited period
  • Hives are easy to track down

So it is true that you lose some versatility when trading, but the principal component of the game is collecting resources, not giving them away.  With that in mind, the economics sways to the con.

Collective defense in this game is a joke.  We are all individual defenders, and rely on traps and hospitals to counterbalance the attackers advantage.  Hives provide a mechanism for rapid counterstrike, but a well disciplined attacker can avoid counter punches with good timing and a stock of fallbacks and deploy speedups to vary arrival time deploy.  If you are constantly deployed, you are very hard to hit  (if there is nothing in your base to lose).

Even with very large hives, I've seen a pair of attackers be almost unstoppable, with one planted in the hive with shields up, one constantly rallied.  When they attack, they ravage the farms (up to their warehouse limits), rally their troops for protection, and ship the gathered resources to the shielded partner as a bank.  Its almost unstoppable.

With small hives, you have a perpetual target on your back.  Large players randomly teleport around the board, or site to site hop into the middle of small hives to collect resources.  Unless you have several level 21s who can provide round the clock coverage, these kind of attackers are hard to dissuade.

Hives put too many men in the same foxhole.  Five men are a juicy opportunity, one or two is a waste of bullets.  In my opinion, a more correct strategy is spreading your bases around a region, approximately one base per screenshot.  How does this help?  You trade a little bit on group war rallying and trading speed, but you don't provide a way for attackers to quick strike multiple bases.  Being spread out tends to give you better access to local gathering resources.  Spread out hives make it very hard to locate an alliance, and that kind of secrecy is a big win.  All together, I believe this is the appropriate strategy for the future of Mobile Strike.

Saturday, February 27, 2016

Gaming Extreme challenges with a new account

One thing to note about Mobile Strike is if you ever want to reach the top, you probably will have to spend some money.  Upgrading your "War Room", "Embassy", "Prison", and "Death Row" require specialty items that rarely appear.  But there may be some hope.  In the early game, extreme challenges will make items like "Golden Bullet", and "Tactics Manuals" more readily available.  The problem is you can rapidly outgrow this stage, where the challenges are still manageable.  Good players preach patience, so you can take advantage of this period as much as possible.

There is a way to extend the length of this period, if you have a lot of free time.  Many extreme challenges require to increase your "power" in order to receive higher tier prizes.  However, losing power doesn't actually hurt you.  For instance, if you are attacked, and lose some troops, your total for the competition doesn't actually go down.  The same applies for buildings; if you demolish a building, you are not penalized.  How is this important?

You can game this by maxing out your "free speed up" by improving your VIP, and increasing your construction speed.  Then, during such an extreme challenge, build a building only large enough that you can still auto complete it without using any additional speedups.  Once you reach that max size, demolish it, and repeat.  While tedious, you can effectively trade gathered resources for tier 1-3 prizes, which includes gold, XP, more VIP points, and those illusive specialty items that you will need to be a power player down the road.

I verified this only as a proof of concept... I myself don't have the patience to wait.  Let me know if you've had similar experiences in gaming the extreme challenges.

Wednesday, February 3, 2016

Tactics: the bear trap

Once state vs state kill events start, you have to be on your toes.  Players warp in, quickly probe for weakness, and lash out.  Since typically kills are the metric being tracked, small players can load up on traps and hospitals to get their fare share of points.  Large players have a harder time attracting medium sized attackers, because attacking can't be backed by hospitals, while defending can.  However, large players can set an ambush.  Here's how.

First, create a small force of tier 1 or tier 2 troops.  These are to be the bait at your base.  Second, create a large force of tier 3 troops, which will be used to ambush an attacker.  Ideally, you have enough hospital bids to support both forces. Third, send your main force on an 8 hour war rally.  This is the critical part, since these troops do not appear in your defense when scouted, so you can disguise your strength.  If you cancel your war rally, they immediately become available for defense.  Third, re-speck your commander to max out defensive capabilities, and equip him with whatever gear you have that will give him the biggest defensive bonus.

Now we wait for the kill event to start.  When you spot an enemy in your region, you should start by scouting them.  This is important, because it will tell you if your enemy is too strong to ambush, and often a mechanism to earn a counter scout.  If they have determined that you are an appropriate target, they may start a march towards your base.  Now, if your scout revealed that they are too big to ambush and the march is sufficiently far away, you should send a second scout to see how many troops they left behind.  If you determine that your large hidden force is sufficient to defeat him, wait until just before his march reaches your base, and cancel the war rally.  With the trap sprung, you can often defeat your enemy while taking significantly fewer casualties, especially if they have sent a smaller force based on an initial scout.  Suddenly, your opponent is surprised to find he has lost his force, and you are on the scoreboard.