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some useful idea about KotH

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some useful idea about KotH Empty some useful idea about KotH

Post  basted Tue Mar 02, 2010 3:47 pm

Hello everyone. This post is a conclusion to yesterday King of The Hill even and the new strategy.

Introduction
King of The Hill is a special event of Three Kingdom Online that happens every week at 10:00:00 (AM at server time).
In the event, the kingdom is divide in 4 regions (east, west, south and north) and everyone will try to take a special city in those region.
Every citizen from the same region as the city will take 4 minutes to deploy (so 4 others to call back units). If you are not in same region, you will take twice that time (8 minutes deploy).
As a fact, the event in fact doesn’t last for 30 minutes, but for 26 minutes (as the 4 first minutes are useless).

The event of 23rd of January.
We use the principle of having planned assault on the city that would arrive at key moments:
- First assault arriving at 10:09:59.
- Second assault arriving at 10:14:59
- Third assault arriving at 10:19:59
- Fourth assault arriving at 10:24:59
- Last assault arriving at 10:29:59
Between each assault, we sent continuous supporting waves.

In fact, what happened?
1) 10:09:59 – we ensured the city with the first assault.
2) 10:14:51 – we lost city.
3) 10:14:59 – we get back city (second assault)
4) 10:15:xx – we lost city.
5) 10:19:59 – we got city back (third assault)
6) 10:2x:xx – we lost city.
7) 10:23:xx – we get back city (non-scheduled assault by Recul)
8 ) We keep city to the end.
During all the time we had continuous support from allies.

Conclusion
We still lost one tax: the slayer title. During the time he got city, he killed ALL our supporting waves…making him kill a LOT.

What we learnt?
1) The garrison in the city
Last week, the city could take only 500 soldiers at the time.
This week it could take only 600 soldiers at the time.
With speculation, we can say that the maximum he would be able to take next week will be 700 (and so on).
2) The power of assault
Last week the maximum number of soldiers you can send was kind of unclear.
This week I know it was at least 2000 soldiers and maybe there is NO limit at all.
3) Attack vs Defense
No matter how good your defense is, no matter how regular the support is…you can’t win with 600 soldiers against 2000 attackers.
Beside we learnt 2 things this week:
- Continuous support can be very bad for us (if we don’t have city at that moment)
- Waiting 5 minutes without assault was a bad thing for us.

How will we act from now on?
We forget about defending the city. We’ll focus on taking the city at every key time and regular attacks. Let me explain (I support everyone is in the same region as the city).
We saw that having few attackers (as long as they are above average) is enough to break the defense.
Thus all assault waves will be composed of 2 attackers. After as assault, there will be one supporter (that should send all support units 1 second after attackers). This way, the city can defend against little attacks.
There will be assault and defending wave every 2:30 minutes to ensure we don’t lose city for too long time.
Strategy is as bellow. Time stated are arriving time of assault, supports should arrive 1 second after. We’ll need for the city 8 strong attackers (around 1500 soldiers, more is better, but at least 1000) and 8 supporters (at least 700 defending soldiers).
The strategy is based on the fact, that attackers can call back their unit after fight. Indeed, as shown down, ideally the attacker can strike again 8 minutes later (but as it takes time to enter commands, it will be 10 minutes later).
In contrary, support need to defend city before next attackers arrive (so we don’t know when his soldier get back, thus their will be 1 supporter for each assault).

- 10:09:59 – Attackers 1&2 + Support 1
Attackers (sent at 10:05:59) and take city at 10:09:59. Support arrives at 10:10:00 to reinforce defense.
Attackers MUST call back their units RIGHT AWAY (going in command center and make call back), in order to get ready for next attack.
- 10:12:29 – Attackers 3&4 + Support 2
Same as above, attackers 1 and 2 call back after strike. City is reinforced by supporter 2.
- 10:14:59 – Attackers 5&6 + Support 3
- 10:17:29 – Attackers 7&8 + Support 4
- 10:19:59 – Attackers 1&2 + Support 5
- 10:22:29 – Attackers 3&4 + Support 6
- 10:24:59 – Attackers 5&6 + Support 7
- 10:27:29 – Attackers 7&8 + Support 8
- 10:29:59 – Attackers 1&2 + Support 9
This way we have continuous attack and good reinforcement each time. I use in this explanation only 1 support. But keep in mind that we need 700 defensive soldiers (so it could be 2 or 3 supporter for each wave).
Also the idea is have X attacking+supporting waves. But the number “X” depends on the number of player we have.

Good point:
- We need less player for 1 specific region
- We got city at each critical moment
- We make sure we don’t feed someone by sending little defending waves
- If we lose city, we get it back in a maximum time of 2 minutes and 30 seconds.

Bad point:
- Players need to be strong
- Players need to be accurate
- Players mustn’t screw (1 screwing = all strategy fails).

Bonus point:
Doing this, we need only 16 good players per region. Thus we can try to take 2 regions next time. If we are strong enough we can even try to take 3 regions.

National King of The Hill
There is only 1 city and we all arrive after 4 minutes deploy. Beside the garrison of city is higher. Solution is having 4 attackers instead of 2 at the same time (and 2 supporters instead of 1). If we are a lot we can attack more frequently (for instance every minute instead of 2:30).
Unfortunately we don’t have time now to prepare this for tonight.

Instead, I’ll begin preparing next week King of The Hill (regional). Go to this post:

Best regards,
Karcouri, Counsellor of the KamikazeLords
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