Thursday, December 27, 2012

Shield Enforcement Training Two

Shield Enforcement Training Two will operate under the same principles as the previous Shield Enforcement Training. The top reward for this time through is an SSR Spider Man which is a bit disappointing because the previous Shield Training had a Speed SSR as the top reward as well.

Bruiser players are totally left out in this event which can be either frustrating or wonderful for them. Since new cards tend to sell for a premium, players who are bruiser will get some nice cards to trade for the ones they want.

Since this event is so quickly following an event where players either depleted or gathered large amounts of PP, we can expect there to be some shake ups in the ranking depending on what players were able to accumulate.

Shield Enforcement Training v2

Individual Ranking
Individual ranking is based purely on the valor you attain during Shield Enforcement Training. It is common that more powerful opponents will give more points. Valor can also be increased if the player has the attack leader, defense leader, vice leader, and alliance leader rank within their orders. If a player is normally worth 100 valor, an alliance leader will be worth 150. You must win a battle in order to gain points, losses will yield nothing. If you are not powerful enough to attack alliance members for points, you can also attack the shield barrier for points. Look for members with 10 defense, these players are worth the full amount of points no matter how many times you attack them.

Alliance Ranking
Alliance Ranking is also based on the valor attained during Shield Enforcement Training. The major difference is that it is the team accumulation of points and there is an overall victory/defeat at stake. In order to rank highly as an alliance it is important to coordinate attacks so players can make the most of their attack power. You cannot carry alliance ranking solo to a high rank, it requires contribution from all members. Victories give additional points to alliance ranking, so it's important to win the wars you start.

Barriers
Barriers are built before the Shield Enforcement Training and cost silver, so donate to your order so they can build barriers. Barriers cut the points enemies receive in half. Once the barrier is down the opposing team will gain full point values. Because of the heavy difference, if your order does not have a barrier, it will lose almost every match. It is extremely important for barriers to be up. Barriers can be taken down rapidly through the use of assault cards.

Defense Leader
Before alliance members can be attacked, the defense leader must be defeated. Because of this it is important to test to make sure you can defeat an alliances defense leader. If you are unable to beat a defense leader, you should save your attack and power packs until the next Enforcement Training. If you want to defeat a defense leader easily, have everybody attack him. Normally his defense will drop rapidly and his defense points won't sustain his cards.

ISO-8 Shards
You will gain ISO-8 Shards for participating in battle, so be sure to participate every time to maximize cards packs. Even if you are only able to attack with a weaker deck once during a battle make sure to do it in order to gain shards for card packs. Shards are given out based on the damage you do, but you will gain a minimum of one no matter how much damage you do. Afterward be sure to share shards with people in order go gain extras.

Tips/Tricks
Here are some quick tips for this event that should hold true. They are taken from my experience in Rage and even if twists are added to the event should hold true here.

Tip 1: Defense for the win
If your defense leader is rocking a mammoth defense, most Alliances won't even fight back. The defense leader is the first experience they have battling your alliance and if they can't break through him, they just save their power packs for the next battle.

Tip 2: Kick inactives
It is better to have nobody in the spot in the alliance than an inactive player. Inactive players are just targets for the other alliance. They use them to accumulate points easily.

Tip 3: Take down the walls
The walls reduce point gains, taking them down doubles point gain. If there are no wall breaker cards this can be a daunting task, but is still easily accomplished through coordination. Lets say it takes every member of an alliance two Power Packs worth of attacks before the wall comes down. Once the wall comes down, they will receive double points. So each PP they use will be worth double the points. It only takes two until they break even, and then they gain double points per pack after.

A lot of people are hesitant to attack the wall, but if you have the juice, burn it to the ground. If the other team doesn't and you do, it's virtually impossible for them to keep up.

Tip 4: Coordinate
This is the toughest one for alliances to accomplish and are normally done through Line or Palingro. If the entire order attacks the wall, it goes down very fast and then you achieve double points from the opponents you're attacking. It also ensures that your team will be victorious since an alliance with 5 members on will have a tough time against an alliance with 20 members on.

Tip 5: Target the titles
Attack leaders, defense leaders, alliance leaders all have bonus stats as a result of their rank, but also give bonus points. If you are able to easily beat the leaders, farm them for points. Keep an eye out though because after being repetitively farmed they will be reduced in value and switching targets might be viable.

That's all I got on Shield Enforcement Training until it releases. These tips should work no matter how they decide to configure the event but I'd bet that this will mirror Holy Wars almost exactly.




25 comments:

  1. Got a question about wall.
    My alliance leader claims having wall up is a waste of silvers and also free valor points for opponents. Feels a bit extreme to me.

    What's your take on that?

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    1. Your alliance leader is an idiot. That's me being nice about it by the way. With no wall the other alliance can just attack the core if they want those same points. The wall also serves as a target players waste attacks and PP on to take down.

      If you attack somebody in an order that doesn't have a wall up, you get double points. This means they will be earning points at twice the rate of you, and your PP will be earning 1/2 the points they could if their wall isn't down.

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  2. I think it's fine to put up one, maybe two if your alliance has a big surplus of cash. Thing is they are gone after the fight so if your alliance goes up against a badly organized group then it is a waste cuz you would have owned them anyway...

    Bottom line is it's a gamble/insurance. Only my two cents.

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    1. Its always worth it to put one up. At the least it ensures the enemy team will have to waste PP taking it down. At the best it ensures they earn 1/2 the points you do once you take theirs down.

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  3. I'd put a wall up everytime mate! I'm sure undefeated walls carry over, stock up on on the max (I think its 6) otherwise you're giving away free double valor everytime someone attacks you making it twice as hard for your team!

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    1. Happy Christmas to everyone BTW! A bit late Lol

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    2. Merry Christmas as well. And yes, walls go up every time. If your order is having issues contributing silver because they are broke, tell them to farm operation 2 for feeders and donate 100% of their treasure. It adds up fast.

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  4. We have more than enough silvers... just the leader is actually not running with his main account... hence our frustration... Damn we were getting slaughtered wall-less.

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    1. I mean, this should be obvious but...if your leader doesn't believe enough in the order to have his main account there, why should you stay in the order?

      I would bounce.

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    2. Ok his rationale for not having walls is 1) high end alliances don't do it (even tho we aren't high end... yet) and 2) using wall breakers on wall yield higher valor per power than on player, with wall or not. I tried testing but I still believe in the benefit of having wall.

      And yeah we are still here because we hope to change it... hopefully he will be tired to take care of it and transfer to us.

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    3. I'm in a top 20 atm and we build walls. My friend is in top 5 and his build walls. I don't know who isn't building walls. They may have high points, but they would get double points from players if its not there and have extra attack available for them.

      I get that the wall will go down no matter what, but it still took them attack points and then PP to replenish to take it down. That is the goal of a wall, to make them spend.

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    4. Yep. My experience from last training event matches the points above on how hitting the wall with assault cards definitely gives more valor than hitting the core with same cards for same pwr costs. Also, hitting the wall with assault cards guarantees high valor as the wall has no defence unlike players. So even if they can't defeat your def leader, hitting 5 walls guarantees hundreds of valor points for them. Not sure though whether for this 2nd training event, core hits reward equally to wall hits. Developers might have fixed that loophole. If things have not changed, I think it is best to have 1-2 walls up in 1st and maybe 2nd day of event as not everyone has the high end wall breakers yet and definitely not maxed them. But after that, with many high end breakers out there, might actually be a disadvantage to have many walls up. Especially since it looks like the new event cards may be auto maxed and mastered by the developers as they have same issues as the hawk eye cards earlier, i.e when boosted they went negative. Caveat though, my alliance not high end so maybe my observations don't necessarily apply to high end battles. Cheers and happy holidays!

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    5. Thinking about it more, I now think that for high end battles where valor points reach tens and even hundreds of valor points, having max walls up would be beneficial for the reasons already stated by wiser heads above. But for lower end battles where less than a thousand valor points can win the battle, having many walls up for assault cards to hit cheaply can be a disadvantage for reasons given in my post above and other posts by others, especially from 3rd day onwards or even from 2nd day onwards. But on 1st day, good to have some walls up regardless. Just my opinion. Cheers.

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  5. And merry Christmas and happy New year!

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  6. If u loose a training session does it affect the valor points your alliance has gained before that session? Is it important to win every time

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    1. Yes and no. You get a bonus for winning so that makes your PP worth more by that perspective, but you do not actually lose any points you had before the match began. It is viable, especially in low level orders, to constantly battle to gain points. But if you do this don't expect to take down walls or your defense leader to last.

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  7. I have about 250 attack power. each time I attack (about 125 attack power), I get about 270 to 300 valor. those the amount seem light or is that normal? and that's attacking the title individuals.

    If I don't use power packs, I can only attack about 3 times. how do I get more valor?

    ReplyDelete
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    1. That amount seems right for title individuals. Player pay around 100-120 if non titled and wall up. Wall down 200-240, titled 270-300ish seems about right.

      You get more valor by using power packs. These events are meant to encourage players to use PP.

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    2. Thanks. just trying to be more efficient with each attack.

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  8. Hey... So sorry to bug but in a bind right now... Do u know of any players with traits like Goma777, 90 or higher level but there defence is really low?

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    1. No biggy. Trcoba has two accounts at high level that meet the criteria. EricTT55 is another I think. Fragment08 is another. Those are the ones I normally.

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  9. There was a glitch that was occurring keeping people from joining. If that's not it I'm not sure.

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  10. Got a question, it kind of relates to this topic, but didn't know where else to ask it.

    I'm an Alliance leader, we are getting stronger but nothing crazy, usually rank 170-200 so far in Enforcement Training.

    For our Alliance Adaptors, they are level 1, 5% boost. Can you get level 2 adaptors, and if so do you know what Alliance level you need to unlock the capability to buy them?

    Thanks much Lucarda.

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    1. Man, I really wish I knew on that one. My Alliance is level 47 and in the 20s for rank and we still only have skill 1. Either the level necessary is very high or they haven't released the ability to level it yet.

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    2. Yea, I've been getting that answer from alot of users, in higher level alliances too. I'm kind of with you, it's either A) a very high alliance level/rating or B) they haven't actually released the level 2 and so forth yet.

      Thanks man.

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