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The emitter in the game rules of war. Rules of war. How to capture the first emitter. what are raids in the game rules of war

Antigen. Mutation.

  • General information
    The Reptiles are under the control of Morgana, an artificial intelligence who wants to capture the Emitters and destroy humanity with their help. Therefore, the Reptiles will attack the Emitters of your clan.
    The victory over the Reptiles brings the clan Antigen, which accumulates in the Emitter. Antigen allows you to turn your regular army into Mutants for free, which outperform a regular army in terms of combat performance and consume significantly less credits for their upkeep. This means that by turning your army into Mutants, you can build even more troops.
    All Antigen obtained by the clan is located in the Emitter window and is available for mutation to each clan member whose troops guard this Emitter.
  • Emitter Upgrade
    Improving Emitters opens up new types of troops for transformation into Mutants:

    Emitter Level 2 - Infantry
    Emitter Level 3 - Armored Vehicles
    Emitter Level 4 - Artillery
    Emitter Level 5 - Aviation

    The higher the level of the Emitter, the more Reptiles will attack this Emitter, respectively, the clan will receive more Antigen for their elimination.

  • Transfer of Antigen
    The clan leadership can transmit the Antigen to other emitters, but only at a distance accessible for transmission. Depending on the distance between the Emitters and their level of development, a certain amount of Antigen is charged for delivery.
  • Creation of Mutants
    To create Mutants, send your troops in the form of reinforcements to the Emitter, on the Mutation tab, select the desired number of troops and click Mutate to transform. All mutations carried out by your clanmates are saved in the Mutation History in the Emitter window.
  • To start a war for the territory of the Wasteland, you need to join one of the clans in the Wasteland or create your own clan and start capturing Emitters.

    Players of a strong clan who want to stay at the top of the Clan Ranking, have the highest rank, as a rule, hold a number of Level 5 Emitters, backed up by Level 1 Emitters. With such an architecture, the radiation of one Emitter of the fifth level smoothly flows into the Radiation of another. Defender players fortify all level 5 Emitters with defensive troops, and attacker players ruthlessly and with lightning speed stop the slightest attempts of other clans to gain a foothold on their territory and upgrade the Emitter.

    From the history of Emitters

    Emitters are giant terramorphing installations that are able to change the biosphere and noosphere of the planet at the request of the operator. They were created by the brilliant inventor of the past, Valerius Ivanovich Thompson, based on the action of a rare breed of Aurora Crystals. The system of emergency revival of humanity "EDEM" was incorporated in each Emitter, which together form a network of life on the body of the planet and deep below its surface. The operation of the system allows you to create a planet anew, purify the soil and air, revive the oceans, form new continents, create flora and fauna, a second paradise, a diamond in the hand of the Creator - the owner of the Emitters. Half-living biomechanical organisms, the Emitters helped stop the Gray Plague. Their activation made it possible to launch the self-destruction of the active components of the Hades nanovirus and partially reversed the mutations caused by it. In fact, the installation of Emitters saved the infected planet from destruction: at the final stage of infection, Hades reached the core of the planet, which in 97% of cases led to its irreversible destruction. After Earth Zero was saved, the Emperor ordered the construction of Emitters throughout the Empire. The introduction of wartime laws, forced labor, constant attacks of Reptiles on the construction sites of Emitters led to heavy losses among the civilian population. Reptiles - mutants that arose as a result of the Gray Epidemic - were defeated precisely with the help of Emitters, but the Time of Troubles interrupted the cleansing of Earth Zero. Part of the Reptiles managed to survive. Ironically, they took refuge in the abandoned Emitters. The background radiation of installations attracts Reptiles: it allows them to maintain their shape without turning into shapeless biomass. Hiding in the darkness of the underground mines of Emitters, warmed by the warmth of the planet's near core, the Reptiles survived the Time of Troubles and the War that followed them. Today, clashes with the Reptiles, which have fallen under the control of Artificial Intelligence, are already taking place in the Wasteland, when the Clans and Morgana came together in a war for power over the EDEN system. The unique terramorphing radiation and network properties give those who control the Emitters the power of the Creator of Life, but this power can also be used with the opposite effect - to eliminate life in any area. Therefore, the battle for Emitters continues.

    Improving Emitters, controlling more emitters proportionally increases the controlled area. A clan's ability to capture, hold, and upgrade emitters is an undeniable factor that determines your clan's rating and influence in the Wasteland.

    Emitter Control Strategies

    Commanders adhere to various strategies for retaining emitters and high positions in the clan rankings. Much depends on the number of attacking and defensive troops in the clan, the presence of attackers and defenders. The strategy of the Center and its liaisons, for example, is to keep the Level 5 Emitter and Level 1 Emitters around the entire radiation of the main emitter. A clan that has many strong attackers constantly monitors its territory and suppresses attempts by other clans to settle in the controlled territory. Clans, which consist mainly of defending players, try to keep a few Emitters and place them on the border territories with other clans as outposts.

    Emitter Influence and Clan Rating

    The influence of Emitters is the area covered by their radiation. For Emitters of the same level, this area can be different, since it can be influenced by other, more powerful Emitters. The emission of two adjacent Emitters under the control of the same clan gives a bonus to Influence, so it is beneficial to capture and improve Emitters next to each other. The Influence Index determines the place of the clan in the Clan Ranking. The more Emitters a clan has and the denser they are grouped, the higher the Influence of the clan in the Wasteland.

    It is important to remember that when another clan captures the emitter, it will be lowered by 1 level and will have to be improved again.

    Experience Points

    An attack on the emitter is not always a clear and well-coordinated work of the whole clan. Sometimes individual players, having armadas of troops at their disposal, attack a fortified Radiator - and win. For such an epic battle, they receive rare artifacts, a huge amount of experience points and a Rating. As a rule, such commanders are consistently in the top 10 in all-time attack points or are near the top 10.

    Mutation of troops with the help of Antigen

    In order to improve the characteristics of your troops, they can be mutated using an antigen. Morgan's artificial intelligence sends his reptiles to attack the Emitters. Having successfully repelled such an attack, clan members can use the antigen that accumulates in the Emitter Storage to mutate their troops. Important to know: the higher the level of the Emitter, the stronger Morgana's attacks and the more antigen can be placed in the Emitter Storage. In addition, depending on the level of the Emitter, certain types of troops are available for mutation.

    wiki.plarium.com

    Emitters: general information

    After capturing the Emitter, it can be improved by investing resources or crystals by all clan fighters. As the Emitter improves, it allows you to control more territory and increases the defensive bonus of your garrison.

    Rules of war. How to capture the first emitter.

    Almost any clan formation in the "Rules of War", unless of course it is amorphous, or created for specific tasks. Always strive for one single goal, to capture the Emitter. And let's face it, for a young clan, little known on the sands of the Wasteland, this is almost impossible to do. As they say, the first task of such a clan will be survival, since dozens of stronger fighters will constantly check the strength of the sector, in the hope that one of the participants fell asleep and abandoned the game.

    Yes, and such fighters will have very little interaction experience in order to capture, and most importantly, keep the beam from monstrous attacks that want to fill more aircraft for medals. That is why, among young clans, the question always becomes how to take the first ray for themselves. And it's good if they understand their own strength and their capabilities, and if not. This leads to the fact that when distributing beams in the Wasteland, they tend to capture the beam on the coast of one of the strong clans, which naturally causes negativity among the owner of these lands. And the removal of protection from the beam by a strong clan, in this case, is practically guaranteed. Which leads to sad consequences in most cases, the fighters are disappointed in the game and some of them leave to play in the farm.

    But there is another option, diplomacy. It is not always easy for strong clans to hold their entire coast with a large number of beams. Therefore, they are quite willing to make an offer, to stand on their rays, however, in response they can determine their requirements. Kind of like the lack of beam pumping. But do not be upset about this, the rays in the game are heard quite often, which requires the coastal clan to constantly move after them. And if at the very beginning, it was impossible to pump the beam, now, it will absolutely not interfere, even if it is pumped to the maximum fifth level. And for beginners, there will be enough time to build up protection for the beam and saturate it. Otherwise, if the defense is less than 100,000 heavy aircraft or artillery, it will be taken out very quickly by someone.

    So, those who wish to master the beam, we can advise a few rules necessary for this operation. You should never climb on coastal beams, try to follow the distribution of beams and take them in the center of the map, if not by force, then by diplomacy. Promise loyalty and fidelity to the allied word, convince of your desire to help in difficult times. Don't be afraid to fight fellow rookie clans in the Rules of War Wasteland. Try to constantly increase your defense, do not burn it in small skirmishes and mines. It will come in handy in battles and traps.

    Emitters

    Emitters what it is? What is it eaten with? I will not delve into the fictional history of how they came about and what they were intended for. My destiny is a description of the emitters themselves, their properties and capabilities. I will also present to your attention: the tactics of the struggle for emitters, methods of their retention, and competent use.

    Emitter represents an object on the wasteland map with certain properties.

    It should be noted that they look quite beautiful and majestic. Note: emitters are only available to clan players. The main functions of the emitter:

    1. Providing the owner with the territory around the emitter. (The radius depends on the level of the emitter.) The territory, in turn, helps the clan to rise in the general ranking of clans of the Rules of War.
    2. Provides a highly valuable resource Antigen.
    3. Gives you a sense of self-satisfaction. It helps to believe in yourself and understand that your clan is ready to fight for a place under the sun in this harsh world of wasteland.

    Each emitter has an initial (basic) level of development for all beams 1 Level. By investing a financial component (titanite, uranium, credits), it is possible to increase the level of the emitter. Thus, in order to increase the level of your ray, you need: (All data is given in the table.)

    Previously, such a resource was mentioned as Antigen. What is it? Antigen is a substance obtained by keeping the mine from the attacks of the Reptiles. The higher the level of your emitter, the more Antigen he can store. But the aggression towards your beam from the side of the Reptiles will also increase. (Although in any case, these attacks are not terrible for a normal def.) A pleasant note is that mutated troops reduce their consumption of credits by 50%. (The main indicators of units also increase by a few percent) Important. It is worth mutating only defensive units, since the shock can feed itself through robberies, and the defense, alas, is not capable of this.

    The main characteristics of the emitter at each level of development are outlined below:

    Level I

    Range: 100 km

    Defense Bonus: 5%

    Antigen quantity: 1,000

    Mutability: NO

    Level II

    Range: 200 km

    Defense Bonus: 10%

    Antigen quantity: 2,000

    Mutation Ability: Infantry

    Level III

    Range: 300 km

    Defense Bonus: 15%

    Antigen quantity: 3,000

    Mutation Ability: Infantry, Armored Vehicles,

    Level IV

    Range: 300 km

    Defense Bonus: 20%

    Antigen quantity: 5,000

    Mutation Ability: Infantry, Armor, Artillery

    Level V

    Range: 400 km

    Defense Bonus: 25%

    Antigen quantity: 10,000

    Ability to mutate: Infantry, Armored vehicles, Artillery, Aviation

    (Note: I apologize in advance for possible inaccuracies. In the clan I am an attacker, the humanitarian life of the clan is not my responsibility.)

    Well, now let's analyze in detail the issue of capturing, holding and caring for the emitter.

    This matter needs to be taken seriously. To begin with, you should appoint 2-3 people who will be responsible for intelligence. (Each must have at least 500 scouts.) Their main task is to find potential prey. In my opinion, you should not rush into the beams of high levels. (since the bonus to the protection of the emitter plays an important role.) Therefore, we are looking for prey among the rays of the first level. The task of the rest of the clan is to increase the combat power of the army. This means that for a period of one to two weeks, all resources should be invested in army building. (The articles: How to Build a Strong Strike Army in Rules of War and How to Build a Strong Defensive Army in Rules of War detail how to do this.) Choose a target that is tough for you. (“The big spoon is tearing your mouth!”) Well, perhaps, now about the most important thing. It is necessary to attack the emitter as competently and thoughtfully as possible. First, we all make sighting shots together. (We send one dog to the beam.) The essence of this action is to find out the time of going to the emitter. Next, we make a collective calculation of who, when and at what time goes to the emitter in such a way that all clan troops come to the emitter at the same time. (A 15 second run is allowed after the first attack on the beam.) All of these actions will maximize your chances of capturing the emitter.

    Important. When capturing the emitter, all achievements of previous users are canceled. (This applies to sending resources to the emitter). Plus, the beam level goes down one step. (Of course, except for the first level.)

    If you managed to capture the beam, this is not the end of your actions. It is usually much more difficult to hold a beam than it is to capture it. At this moment, another group of the clan comes into action, which is engaged in the protection of the clan. For the shortest possible time, pour as much def as possible onto the emitter. Do not see the provocation! After capturing the beam, the entire clan can come under massive fire from the rival clan. Trust me, it's not that scary. It's better to partisan a couple of times and save the beam than to remove the defense from the beam and try to protect your sectors. (In a future article, I will detail the principles of building a def, what is profitable and what is not.)

    Pumping the emitter with a responsible approach to this matter is a fairly simple process. A clan of 90-100 people can pump the beam as much as possible in a week. When the maximum level is reached, you should appoint a monitor for the emitter who will create a schedule for the use of the antigen and will control the use of the "valuable resource".)))

    Dear reader, articles on the following topics are planned for the future:

    • Creating a strong defense.
    • Creating a strong impact.
    • Mines.
    • Clan. Organization of life in the clan.
    • Detailed sector analysis.
    • Secrets of the game. Tricks. Tricks.
    • F A Q from the user of the game.

    You go to the embassy and look at the emitters! They show what level they are and how much mutagen they have (Using it, you mutate troops). And how many troops are guarding them! Already smeared the number of troops, I can’t give out other people’s secrets in the rules of war))))! What can I say about the beams, it is best not to put a pegjota on the emitters! Since there is not much sense from it, The number of protective ones should be many, since the rays are tidbits. As a rule, emitters that are level 1 are most often captured, since their protection bonus is small. And for the rays they give a lot of experience, unless of course you send a lot of attacks there, you can jump 2 or more levels at once! I regularly drive troops onto beams to get more experience. You choose the furthest one and hit it.

    this is how the emitter looks inside, as you can see this level 3 beam, so to improve it you need to send 40,000 resources already, to reach the next level you need to send 100 times 40,000 credits. at the first stage, you need to send 20,000 resources. At a higher level, you can mutate stronger troops. On the second only infantry, on the third infantry and armored vehicles and so on!

    Another thing I want to say is that the higher the level of the emitter in the rules of war, the greater the defense bonus of the troops protecting this beam! From the second level, the bonus seems to be 10% - I don’t remember exactly, but in general it is.

    this is how the mutation in the emitter looks like, as you can see, it makes no sense to mutate snipers and so on, it’s better that they consume the same amount of mutagen for armored vehicles:

    The mutagen brings every day a morgan by attacking the emitter several times: Also, the higher the level of the beam, the more warehouses for the mutagen in the beam! The mutagen can be transferred from the emitter to another emitter of the clan, but at the same time, a certain percentage, then it is lost.

    Mutant Troops have better attack and defense indicators than simple ones and they consume less credits, for example, a mutant gladiator has an attack of 16 and not 15 like a simple one and defense 32 and not 30 (like a simple surface) from infantry 17 and not 16 from artillery and aircraft, and it consumes 0.5 credits per place 1 credit:

    cyberdog mutant

    war machine - mutant

    mutant armored personnel carrier

    snappiper mutant

    mutant infantryman

    valkyrie mutant

    rocket mutant

    mutant machine gunner


    mutant pyrotechnician


    mutant protector


    mutant scout

    mortar mutant

    pravilavojny.narod.ru

    Rules of War Nuclear Strategy

    So, you started playing and a lot of questions arise, among which “what to do” dominates. Sometimes "what's going on". I'll try to answer.
    The main task is to develop our own sector.
    Complete the tasks of Lapidus - this is the easiest way to develop the sector. Crystals that are given for completing tasks, try not to spend. Your goal is Bur. A very useful thing. If there are tasks that require the cost of crystals, complete them only as part of the task. This is a sampler, further it will be many times more expensive.

    First of all, take care of the economy of the sector: mines, mines (up to level 12), residential complexes (up to level 20), a financial corporation, a smelter and a uranium enrichment laboratory.
    Until you build at least two thousand heavy defenses to protect the sector (gaussies, mortars, intercepts, orbits), troops always, ALWAYS. keep in a bunker. There is a hornbeam, occupation, or you just went to sleep - your troops should be hidden.

    The economy of the sector is the basis of the game. The main resource of the game, no matter how strange it may seem - time. You may have a bunch of all the resources, but at some point you will realize that you have a queue for troops for months, and at the moment there is no sense in this. As an option - the acceleration of production for crystals (real money), but this is not suitable for everyone. Another option is saving. Always and in everything. Do not get into conflict, let others merge, the more you save, the more it will be later.
    The main way to extract resources is to rob neighbors. You should not immediately rush to the attack, but you must be ready for action.

    About behavior in the game in general: in a word - politeness. Treat everyone who writes to you as your best friend. Regardless of what he writes. Trolling is as much a weapon as your army. You can be insulted on racial, national or personal qualities, far beyond the bounds of decency.

    Insults can force you to attack a sector in which def has already been collected from several sectors. As a result, you will lose the army and get nothing, and the enemy will gain experience at your expense. Never avenge a raid on your sector. Revenge is not allowed in this game. The return raid is calculated, perhaps even the meaning of this raid is in your answer. Personally, in my memory there is a case when one person brought down all the sieges in the area, including mine. When I wrote to him, he replied that this was a hunt for noobs and his entire clan was in danger in his sector. And according to him, they performed very well, their personal affairs improved noticeably.

    Fighting trolling - ignore or politeness. Do not answer or ridicule your opponent without overstepping the bounds of politeness. In fact, politeness is the same trolling. If the enemy sees that he cannot piss you off and he only makes you laugh, this is your victory.

    How to walk to locations

    Locations. Also quite an interesting thing that allows you to significantly increase your army. Let me explain by type:
    Imperial (Imperials) - locations with a fixed bonus (those with a skull on the emblem). Don't touch them. In general, even the 1st level. The fact is that to break through them you need a lot more troops than for similar quests. It is better to leave them for later, when you can break through them without much cost.
    Normal - all locations on the radar except quest ones.
    Quest - locations of the highest level for you, for which there is a task.

    It is more profitable to complete quests as late as possible, because at high levels it takes a lot more experience to get a new one.

    The optimal tactic is this - send infantry and maximum armored vehicles to locations. In order to always receive a bonus, after the previous bonus (for example, you received 100 cops), you need to calculate how many resources (titanite + uranium + credits) are needed to build these troops, and then merge troops in it for the same amount of resources in the next location. At the same time, as a rule, you will receive top-level troops with an increase of 50%. The whole point of locations is the exchange of your simple troops for stronger ones.

    In order to receive troops in the form of bonuses, you must try to open locations at the very moment when your warehouses and banks are full. For if they are empty, then the game is calculated in such a way that the probability of getting resources in the form of bonuses is greater precisely with empty storage

    Take your time with level 100 locations. Get to it and don't punch, do 80-99. After each “weave”, the balance shifts down, so you need to drain more than you took. So the location of the 100th level only needs to be broken once, take the maximum prize and don’t touch it at all anymore. Feed her well so that the prize is sure to be.

    Clan rankings in the Rules of War

    By themselves, clans do not give anything, by itself, a clan is a gathering of people who say: we are strength, we are a clan, they flatter themselves, in reality, a clan is a bunch of gopniks who have huddled together and terrorize passers-by (comparison from real life), hence the question: how many they can terrorize the people? Long enough if they are close; quite ineffective, if far away.

    The maximum time for troops to reach any sector is a day. In a day, you can finish building and collect def in the neighbors. Therefore, the main plus of the clan (the only one, moreover) is to collect a clan defense for an ambush and repulse the enemy. There are many more disadvantages - do not attack the sectors of the allies, listen to the requests, the main thing is to follow the orders of the commanders, no matter how stupid they are, in some clans there is also a def tax, which is allocated to the rays.

    What emitters give in the Rules of War

    Of course, capturing new emitters from Morgana is much easier than knocking out clans that have settled on them from old emitters.
    Knowing the date of the appearance of new emitters in the game Rules of War, you get a clear advantage. you will be able to prepare an attack for a successful capture, as well as the necessary number of defensive troops to further hold the emitter.

    So when do new emitters appear in the game Rules of War?

    I confess that only developers can know the exact date. But despite this, we can predict the date based on past experience with the emergence of new emitters.

    There is a fairly truthful opinion that new emitters appear on the official game server every 4 months.

    The first batch of emitters, which I personally found, appeared on December 14, 2012.
    The following emitters appeared on April 16, 2013 i.e. almost exactly 4 months later.

    How to loot in Rules of War

    If your warehouses are pumped, 50% of the resources are taken (from each warehouse, but not more than 100 tons in total, this includes loans), then 5% of what is available is taken (this is perfectly described in the rules).

    Countermeasures: first and foremost: you should never have a lot of resources in your sector, no one needs an empty sector! Secondly, if you still get it, then do the same - rivet the infantry and send it to the enemy 10 times a day. 200 infantrymen can do quite a lot in the usual non-fortified sector (fortified ones are a separate conversation), where only offs are built. Thus, you will prevent the enemy from being built, and this is already a lot, and the infantrymen are riveted quickly.

    Intelligence service. It is enough to have 70-150 reconnaissance, for reconnaissance (most often) 5-10 scouts are sent: they either die or reconnoiter. If they die, it makes sense to probe - suddenly the feeder began to be built and has a bunch of troops, killing which, you can get experience. If they don’t die, then boldly go and rob the rivers.

    How to distribute nanopods

    Nanopods can be redistributed, but only 1 time for free. Then we invest real, so do not rush.

    I suggest that everyone initially study Recycle and Mutation Cost.
    You all have a lot of unnecessary loans at the moment, but believe me, there will come a moment that will not disappear anywhere when you will need loans all the time. It is credits that determine the size of your army. Recycling is your salvation. It takes a long time to study, but eventually you have to learn.

    Mutation cost- speaks for itself. The amount of antigen is limited and the number of your mutated troops directly depends on the leveling of this improvement.

    Further, for players who do not use the status of the elite, you can pump +1 robbery. Resources are not redundant.
    It is very useful to pump the number of mines, but in fact it is worth doing after the 75th lvl, otherwise you get sick of fighting back.

    The most profitable units

    We analyze which units in which situations should be built. I asked myself a question and calculated a table with the indicators of all units. By the way, the table turned out to be useful, I did not know this myself))
    Column 2 shows the cost of the unit, which is used when calculating the bonus on locations.
    Column 3: unit production time in seconds
    Column 4: unit's attack/defense index. The indicator is accepted when the status of the elite of the 10th level is on, but it does not affect the overall percentage of attack / defense.
    Column 5: Shows the ability to produce an attack/defense if enough resources are available.
    Column 6: affects the location bonus. If you need to remove the bonus from the location, follow these indicators.
    Column 7: all units eat. When there are a lot of them, they eat a lot. Consider the consumption of credits by your army.

    Next: what to build when.
    It all depends on your horns. How limited are you in resources and for what purpose are you building troops. The location calculation uses the unit's total cost. At the same time, column 6 should be used for the production of troops. In the end, this will give you a greater location bonus.
    In case of a lack of resources, the same column 6 should be used, but the smallest values ​​​​should be chosen. In this case, less resources will be spent, but there will be an increase in attack / defense. Well, if you want to quickly make an attack / defense, look at column 5. By default, this is an interceptor and an orbital cannon, and by the absolute leader, an infantryman.
    Therefore, I recommend for production (if resources are available):
    Infantryman
    chastener
    Mortar or Gauss Cannon
    Orbital cannon

    With an excess of credits during production, you should build troops with the maximum price for credits: Sniper, Heavy, Pyrotechnician, Rocketeer (these have almost half the cost of credits) Liquidator, Protector; Chastener; Orbital Cannon and Fighter.

    Emitters

    Emitters what it is? What is it eaten with? I will not delve into the fictional history of how they came about and what they were intended for. My destiny is a description of the emitters themselves, their properties and capabilities. I will also present to your attention: the tactics of the struggle for emitters, methods of their retention, and competent use.

    Emitter represents an object on the wasteland map with certain properties.

    It should be noted that they look quite beautiful and majestic. Note: emitters are only available to clan players. The main functions of the emitter:

    1. Providing the owner with the territory around the emitter. (The radius depends on the level of the emitter.) The territory, in turn, helps the clan to rise in the general ranking of clans of the Rules of War.
    2. Provides a highly valuable resource Antigen.
    3. Gives you a sense of self-satisfaction. It helps to believe in yourself and understand that your clan is ready to fight for a place under the sun in this harsh world of wasteland.

    Each emitter has an initial (basic) level of development for all beams 1 Level. By investing a financial component (titanite, uranium, credits), it is possible to increase the level of the emitter. Thus, in order to increase the level of your ray, you need: (All data is given in the table.)

    Previously, such a resource was mentioned as Antigen. What is it? Antigen is a substance obtained by keeping the mine from the attacks of the Reptiles. The higher the level of your emitter, the more Antigen he can store. But the aggression towards your beam from the side of the Reptiles will also increase. (Although in any case, these attacks are not terrible for a normal def.) A pleasant note is that mutated troops reduce their consumption of credits by 50%. (The main indicators of units also increase by a few percent) Important. It is worth mutating only defensive units, since the shock can feed itself through robberies, and the defense, alas, is not capable of this.

    The main characteristics of the emitter at each level of development are outlined below:

    Level I

    Range: 100 km

    Defense Bonus: 5%

    Antigen quantity: 1,000

    Mutability: NO

    Level II

    Range: 200 km

    Defense Bonus: 10%

    Antigen quantity: 2,000

    Mutation Ability: Infantry

    Level III

    Range: 300 km

    Defense Bonus: 15%

    Antigen quantity: 3,000

    Mutation Ability: Infantry, Armored Vehicles,

    Level IV

    Range: 300 km

    Defense Bonus: 20%

    Antigen quantity: 5,000

    Mutation Ability: Infantry, Armor, Artillery

    Level V

    Range: 400 km

    Defense Bonus: 25%

    Antigen quantity: 10,000

    Ability to mutate: Infantry, Armored vehicles, Artillery, Aviation

    (Note: I apologize in advance for possible inaccuracies. In the clan I am an attacker, the humanitarian life of the clan is not my responsibility.)

    Well, now let's analyze in detail the issue of capturing, holding and caring for the emitter.

    This matter needs to be taken seriously. To begin with, you should appoint 2-3 people who will be responsible for intelligence. (Each must have at least 500 scouts.) Their main task is to find potential prey. In my opinion, you should not rush into the beams of high levels. (since the bonus to the protection of the emitter plays an important role.) Therefore, we are looking for prey among the rays of the first level. The task of the rest of the clan is to increase the combat power of the army. This means that for a period of one to two weeks, all resources should be invested in army building. (The articles: How to Build a Strong Strike Army in Rules of War and How to Build a Strong Defensive Army in Rules of War detail how to do this.) Choose a target that is tough for you. (“The big spoon is tearing your mouth!”) Well, perhaps, now about the most important thing. It is necessary to attack the emitter as competently and thoughtfully as possible. First, we all make sighting shots together. (We send one dog to the beam.) The essence of this action is to find out the time of going to the emitter. Next, we make a collective calculation of who, when and at what time goes to the emitter in such a way that all clan troops come to the emitter at the same time. (A 15 second run is allowed after the first attack on the beam.) All of these actions will maximize your chances of capturing the emitter.

    Important. When capturing the emitter, all achievements of previous users are canceled. (This applies to sending resources to the emitter). Plus, the beam level goes down one step. (Of course, except for the first level.)

    If you managed to capture the beam, this is not the end of your actions. It is usually much more difficult to hold a beam than it is to capture it. At this moment, another group of the clan comes into action, which is engaged in the protection of the clan. For the shortest possible time, pour as much def as possible onto the emitter. Do not see the provocation! After capturing the beam, the entire clan can come under massive fire from the rival clan. Trust me, it's not that scary. It's better to partisan a couple of times and save the beam than to remove the defense from the beam and try to protect your sectors. (In a future article, I will detail the principles of building a def, what is profitable and what is not.)

    Pumping the emitter with a responsible approach to this matter is a fairly simple process. A clan of 90-100 people can pump the beam as much as possible in a week. When the maximum level is reached, you should appoint a monitor for the emitter who will create a schedule for the use of the antigen and will control the use of the "valuable resource".)))

    Dear reader, articles on the following topics are planned for the future:

    • Creating a strong defense.
    • Creating a strong impact.
    • Mines.
    • Clan. Organization of life in the clan.
    • Detailed sector analysis.
    • Secrets of the game. Tricks. Tricks.
    • F A Q from the user of the game.

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    Guide to emitters in the game rules of war nuclear strategy

    I decided to sketch a small reptile for those who still do not know what emitters are in the rules of war.

    The essence is actually painfully simple and is not much different from the principle of the wonder of the world in Travian, except that it is not the end of the game and the arrival of the Natars.

    The emitter (in the people simply - a beam) is captured by the clan and only by the clan from the bots - Morgan, or taken away from other clans (improvements are not lost).

    With the capture points are awarded to the clan, the more emitters and they are higher lvl - the clan is higher in the rating.

    The emitter can and even needs to be pumped up to at least level 2.

    Only at the second level does it become possible to use the antigen by mutating the troops.

    How the emitter works - it is attacked with enviable regularity by bots - Morgana. They hit very weakly, at least my def on the emitter does not lose a single soldier from these attacks (it costs 100 combat vehicles + small things like cyberdogs and machine gunners, even small things do not usually fall). after each repulsed attack, the enemies leave an antigen that can be directed to mutate their own troops. In itself, this is complete bullshit, the troops in the stats are added to gulkin hell, but the consumption of loans is halved. For example, when a cyberdog mutates, it gets 21 defensive stats (becomes 21-21-19-19), but only eats 0.5 credits. And since on average 1-3k antigen is mined per day, it looks so-so, especially considering how much it costs to improve the emitter by 2 lvl - 100 ups for 20k of each resource, in total, the clan loses more than 6 million resources for this pampering. At the third lvl, each ap already costs 30k of each resource - titanite, uranium and credits.

    They also give a minor bonus to the garrison.

    But the emitter has one mega-useful property for noobs - it is an excellent save for troops in case of an attack or if you are leaving.

    You just make troops and send them to the beam in the process and prevent you from farming by overstocking. And when there are already enough troops - just return the troops and give battle to the offender, and do not merge offensively in 50 cars. Of course. there is a number of BUTs in this scheme. Firstly. you should be in a good clan that holds the emitter steadfastly, because in the later stages of the game 10k cars and 1k interceptors break through with the forces of several top attackers.

    Secondly, it is often easier to ask neighbors for help.

    Thirdly, noobs who are not able to stand up for themselves are usually not accepted into normal clans with emitters. Although this item is entirely in your hands - you can always agree, if there is a desire, although this is a paramilitary game, ordinary people mostly play it.

    That's all in a nutshell, good game and more emitters :)

    Emitter

    From the history of Emitters

    Emitters are giant terramorphing installations that are able to change the biosphere and noosphere of the planet at the request of the operator. They were created by the brilliant inventor of the past, Valerius Ivanovich Thompson, based on the action of a rare breed of Aurora Crystals. The system of emergency revival of humanity "EDEM" was incorporated in each Emitter, which together form a network of life on the body of the planet and deep below its surface. The operation of the system allows you to create a planet anew, purify the soil and air, revive the oceans, form new continents, create flora and fauna, a second paradise, a diamond in the hand of the Creator - the owner of the Emitters. Half-living biomechanical organisms, the Emitters helped stop the Gray Plague. Their activation made it possible to launch the self-destruction of the active components of the Hades nanovirus and partially reversed the mutations caused by it. In fact, the installation of Emitters saved the infected planet from destruction: at the final stage of infection, Hades reached the core of the planet, which in 97% of cases led to its irreversible destruction. After Earth Zero was saved, the Emperor ordered the construction of Emitters throughout the Empire. The introduction of wartime laws, forced labor, constant attacks of Reptiles on the construction sites of Emitters led to heavy losses among the civilian population. Reptiles - mutants that arose as a result of the Gray Epidemic - were defeated precisely with the help of Emitters, but the Time of Troubles interrupted the cleansing of Earth Zero. Part of the Reptiles managed to survive. Ironically, they took refuge in the abandoned Emitters. The background radiation of installations attracts Reptiles: it allows them to maintain their shape without turning into shapeless biomass. Hiding in the darkness of the underground mines of Emitters, warmed by the warmth of the planet's near core, the Reptiles survived the Time of Troubles and the War that followed them. Today, clashes with the Reptiles, which have fallen under the control of Artificial Intelligence, are already taking place in the Wasteland, when the Clans and Morgana came together in a war for power over the EDEN system. The unique terramorphing radiation and network properties give those who control the Emitters the power of the Creator of Life, but this power can also be used with the opposite effect - to eliminate life in any area. Therefore, the battle for Emitters continues.

    Emitters: general information

    To start a war for the territory of the Wasteland, you need to join one of the clans in the Wasteland or create your own clan and start capturing Emitters.

    After capturing the Emitter, it can be improved by investing resources or crystals by all clan fighters. As the Emitter improves, it allows you to control more territory and increases the defensive bonus of your garrison.

    Improving Emitters, controlling more emitters proportionally increases the controlled area. A clan's ability to capture, hold, and upgrade emitters is an undeniable factor that determines your clan's rating and influence in the Wasteland.

    Emitter Control Strategies

    Commanders adhere to various strategies for retaining emitters and high positions in the clan rankings. Much depends on the number of attacking and defensive troops in the clan, the presence of attackers and defenders. The strategy of the Center and its liaisons, for example, is to keep the Level 5 Emitter and Level 1 Emitters around the entire radiation of the main emitter. A clan that has many strong attackers constantly monitors its territory and suppresses attempts by other clans to settle in the controlled territory. Clans, which consist mainly of defending players, try to keep a few Emitters and place them on the border territories with other clans as outposts.

    Emitter Influence and Clan Rating

    The influence of Emitters is the area covered by their radiation. For Emitters of the same level, this area can be different, since it can be influenced by other, more powerful Emitters. The emission of two adjacent Emitters under the control of the same clan gives a bonus to Influence, so it is beneficial to capture and improve Emitters next to each other. The Influence Index determines the place of the clan in the Clan Ranking. The more Emitters a clan has and the denser they are grouped, the higher the Influence of the clan in the Wasteland.

    Players of a strong clan who want to stay at the top of the Clan Ranking, have the highest rank, as a rule, hold a number of Level 5 Emitters, backed up by Level 1 Emitters. With such an architecture, the radiation of one Emitter of the fifth level smoothly flows into the Radiation of another. Defender players fortify all level 5 Emitters with defensive troops, and attacker players ruthlessly and with lightning speed stop the slightest attempts of other clans to gain a foothold on their territory and upgrade the Emitter.

    It is important to remember that when another clan captures the emitter, it will be lowered by 1 level and will have to be improved again.

    Experience Points

    An attack on the emitter is not always a clear and well-coordinated work of the whole clan. Sometimes individual players, having armadas of troops at their disposal, attack a fortified Radiator - and win. For such an epic battle, they receive rare artifacts, a huge amount of experience points and a Rating. As a rule, such commanders are consistently in the top 10 in all-time attack points or are near the top 10.

    Mutation of troops with the help of Antigen

    In order to improve the characteristics of your troops, they can be mutated using an antigen. Morgan's artificial intelligence sends his reptiles to attack the Emitters. Having successfully repelled such an attack, clan members can use the antigen that accumulates in the Emitter Storage to mutate their troops. Important to know: the higher the level of the Emitter, the stronger Morgana's attacks and the more antigen can be placed in the Emitter Storage. In addition, depending on the level of the Emitter, certain types of troops are available for mutation.

    rules of war emitters

    emitters in the game rules of war

    You go to the embassy and look at the emitters! They show what level they are and how much mutagen they have (Using it, you mutate troops). And how many troops are guarding them! Already smeared the number of troops, I can’t give out other people’s secrets in the rules of war))))! What can I say about the beams, it is best not to put a pegjota on the emitters! Since there is not much sense from it, The number of protective ones should be many, since the rays are tidbits. As a rule, emitters that are level 1 are most often captured, since their protection bonus is small. And for the rays they give a lot of experience, unless of course you send a lot of attacks there, you can jump 2 or more levels at once! I regularly drive troops onto beams to get more experience. You choose the furthest one and hit it.

    this is how the emitter looks inside, as you can see this level 3 beam, so to improve it you need to send 40,000 resources already, to reach the next level you need to send 100 times 40,000 credits. at the first stage, you need to send 20,000 resources. At a higher level, you can mutate stronger troops. On the second only infantry, on the third infantry and armored vehicles and so on!

    Another thing I want to say is that the higher the level of the emitter in the rules of war, the greater the defense bonus of the troops protecting this beam! From the second level, the bonus seems to be 10% - I don’t remember exactly, but in general it is.


    this is how the mutation in the emitter looks like, as you can see, it makes no sense to mutate snipers and so on, it’s better that they consume the same amount of mutagen for armored vehicles:


    The mutagen brings every day a morgan by attacking the emitter several times: Also, the higher the level of the beam, the more warehouses for the mutagen in the beam! The mutagen can be transferred from the emitter to another emitter of the clan, but at the same time, a certain percentage, then it is lost.


    Mutant Troops have better attack and defense indicators than simple ones and they consume less credits, for example, a mutant gladiator has an attack of 16 and not 15 like a simple one and defense 32 and not 30 (like a simple surface) from infantry 17 and not 16 from artillery and aircraft, and it consumes 0.5 credits per place 1 credit:


    cyberdog mutant


    war machine - mutant


    mutant armored personnel carrier


    snappiper mutant


    mutant infantryman


    valkyrie mutant


    Emitter level 5 in the Wasteland. General form.

    content

    From the history of Emitters

    Emitters are giant terramorphing installations that are able to change the biosphere and noosphere of the planet at the request of the operator. They were created by the brilliant inventor of the past, Valerius Ivanovich Thompson, based on the action of a rare breed of Aurora Crystals. The system of emergency revival of humanity "EDEM" was incorporated in each Emitter, which together form a network of life on the body of the planet and deep below its surface. The action of the system allows you to create a planet anew, purify the soil and air, revive the oceans, form new continents, create flora and fauna, a second paradise, a diamond in the hand of the Creator - the owner of the Emitters. Half-living biomechanical organisms, the Emitters helped stop the Gray Plague. Their activation made it possible to launch the self-destruction of the active components of the Hades nanovirus and partially reversed the mutations caused by it. In fact, the installation of Emitters saved the infected planet from destruction: at the final stage of infection, Hades reached the core of the planet, which in 97% of cases led to its irreversible destruction. After Earth Zero was saved, the Emperor ordered the construction of Emitters throughout the Empire. The introduction of wartime laws, forced labor, constant attacks of Reptiles on the construction sites of Emitters led to heavy losses among the civilian population. Reptiles - mutants that arose as a result of the Gray Epidemic - were defeated precisely with the help of Emitters, but the Time of Troubles interrupted the cleansing of Earth Zero. Part of the Reptiles managed to survive. Ironically, they took refuge in the abandoned Emitters. The background radiation of installations attracts Reptiles: it allows them to maintain their shape without turning into shapeless biomass. Hiding in the darkness of the underground mines of Emitters, warmed by the warmth of the planet's near core, the Reptiles survived the Time of Troubles and the War that followed them. Today, clashes with the Reptiles, which have fallen under the control of Artificial Intelligence, are already taking place in the Wasteland, when the Clans and Morgana came together in a war for power over the EDEN system. The unique terramorphing radiation and network properties give those who control the Emitters the power of the Creator of Life, but this power can also be used with the opposite effect - to eliminate life in any area. Therefore, the battle for Emitters continues.

    Emitters: general information

    To start a war for the territory of the Wasteland, you need to join one of the clans in the Wasteland or create your own clan and start capturing Emitters.

    After capturing the Emitter, it can be improved by investing resources or crystals by all clan fighters. As the Emitter improves, it allows you to control more territory and increases the defensive bonus of your garrison.

    Improving Emitters, controlling more emitters proportionally increases the controlled area. A clan's ability to capture, hold, and upgrade emitters is an undeniable factor that determines your clan's rating and influence in the Wasteland.

    Emitter Control Strategies

    Commanders adhere to various strategies for retaining emitters and high positions in the clan rankings. Much depends on the number of attacking and defensive troops in the clan, the presence of attackers and defenders. The strategy of the Center and its liaisons, for example, is to keep the Level 5 Emitter and Level 1 Emitters around the entire radiation of the main emitter. A clan that has many strong attackers constantly monitors its territory and suppresses attempts by other clans to settle in the controlled territory. Clans, which consist mainly of defending players, try to keep a few Emitters and place them on the border territories with other clans as outposts.

    Emitter Influence and Clan Rating

    The influence of Emitters is the area covered by their radiation. For Emitters of the same level, this area can be different, since it can be influenced by other, more powerful Emitters. The emission of two adjacent Emitters under the control of the same clan gives a bonus to Influence, so it is beneficial to capture and improve Emitters next to each other. The Influence Index determines the place of the clan in the Clan Ranking. The more Emitters a clan has and the denser they are grouped, the higher the Influence of the clan in the Wasteland.


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