Battle Simulator: Option for turning of RF for both sides
Posted: Thu Jul 14, 2011 7:00 am
We all know that the new RF is killing both sides mercilessly. So i tried to find how extenssively i can use my bc fleet with certain levels of fodders.
the first round is always tricky when u are fleeting with bc and many a case u find RIPs sitting idle and when u try to sim it u are not sure what to send against them. the RF ranges from 1 to 14 against them.
on the first round if u are up against 10 RIPs and the RF puts up 14 hits it will sure act as if u are up against 140 RIPs. ur bc fleet must have that kind of shielding to sustain it else it will be a big mess
RIPs need wimping
for that reason alone players should be given a RF disable option to find a scalar number against say a fixed number of RIPs and how they will behave in the first round. (good old days)
hope this is logical.
the first round is always tricky when u are fleeting with bc and many a case u find RIPs sitting idle and when u try to sim it u are not sure what to send against them. the RF ranges from 1 to 14 against them.
on the first round if u are up against 10 RIPs and the RF puts up 14 hits it will sure act as if u are up against 140 RIPs. ur bc fleet must have that kind of shielding to sustain it else it will be a big mess
RIPs need wimping
for that reason alone players should be given a RF disable option to find a scalar number against say a fixed number of RIPs and how they will behave in the first round. (good old days)
hope this is logical.