Structure:
For those who aren't aware, I hope that's very few anymore, SHIELD Enforcement Training is an event where players and their alliances compete to reach the top rankings. Players declare a training, afterwards the system matches them against another alliance, and then they destroy the defense leader and wall before going to town on the alliance.
Obviously the outcomes of these wars are heavily influenced by the amount of PP a team is willing to spend, but having powerful members always helps.
Changes:
For this SHIELD Enforcement Training a ranking system was added called the Instructor System. As you raise your valor in battle you improve in rank and eventually get upgraded to another instructor. As you do this you gain rewards for each increase which consists of shards, rally points, silver, training power packs, etc. While do high level players this change may seem like 'who cares?' to low level players it gives them some additional incentive to battle, especially for the poor souls trapped in temporary alliances.
Player Bans:
Haha. So, it's no real secret that top level alliances in the previous SHIELD Training had been using an exploit that caused them to earn about 300-500 extra Valor per PP. I'm not going to name the specific alliance but I know from a friend that one specific top level abused it profusely. This went mostly unnoticed but I guess during the downtime between trainings Mobage learned about it (Not from me).
Anyway, the bug was that when a player hit the attack key rapidly they would perform about five full attacks on the same target even if they only had the attack power for one. I learned about this bug in the last HW from a friend and didn't even tell my alliance about it for fear that some of them might use it, figuring that it would eventually end in bans.
It's nice to see Mobage finally grew a pair of testicles and did something about the cheaters though.
Two Cheap Strategies Everybody Needs to Know About:
1) Alt Attacks - Using alternate accounts to spam attack a specific defense leader and lower their defense points. This tactic is common amongst low level alliances but falls off the higher you get, mainly because a 30% morale boost with a decent attack deck is all you really need to break a defense leader.
It can be very frustrating for low level players who have a baller defense leader to lose to this strategy. The key is...your defense leader needs to be using PP to replenish.
2) Lockout Strategy - I find this to be the most boring and awful strategy in the game. This strategy is accomplished by one player being the only one who's attacking. This way as your Alliance attacks all of this team members are worth low amounts of Valor while he farms your team for proper amounts of valor.
This strategy is effective at high levels because players don't want to spend PP to only get 120-160 Valor Points. Even if you end up winning the war, you feel like you lost.
This strategy is something that Mobage really needs to look at correcting because it is the epitome of Anti-Fun. Most notably, for the Alliance using it - only one player is really playing while the others sit back and do nothing. For the Alliance that it is getting used on - They just stop participating in that battle because even though they CAN win, they want to get a premium on their PP.
The only person having fun out of 60 players is the single person participating. Although some people will say 'I don't mind not having to participate as long as I get my rewards' that isn't playing. That's having somebody play the game for you and it's sad.
Anyway, those are my thoughts for this SHIELD Enforcement Training. Good luck and have fun!
Was unaware that a single person would gain more points than a crew... but my question I guess is, how can one person outvalue a whole opposing team of people attacking? Not following that point.
ReplyDeleteNice little guide, also nice tips on the previous post, wish we had a defensive mammoth, would trully help, but just a small alliance, only but 4 of us really break the 35k base. Any tips for the lower alliance levels?
Also, would like to note, not sure if it was just me, but seems as you can only take down 10k from a wall at a time (e.g. if you use 2 Arachnes you deal ~7860 dmg. If you use 3, you deal 10k, 4, 10k, etc) so seems to be a good strategy to only have a deck setup to deal just under 10k and do multiple attacks, which also seem to lead to a nice valor bonus.
Ah. Per attack lets say you have 10 people attacking, which is a decent force. Each one can attack 2-3 times per PP, lets say 3. At first they will gain 250-300 points per attack, but as they attack more the players start to end up worth about 120-150pts per PP.
DeleteDuring this time, the single player is attacking people who are consistently worth 250-300pts. This single player can also just spam attack like mad and normally uses two devices, 1 to attack one to refill PP. This means that this person can normally attack about 3-5x a minute.
The top Alliance CAN win. And I have won in that scenario. But most players will slow down and stop because they are only getting 120-150 Valor per attack, eventually causing a loss or a shitty victory.
I'm a bit confused on how valor comes into play with targeting players. Normally I look for high level / 10 def first, then leaders with low def, etc. Should I be focusing on players with high valor instead?
ReplyDeleteIn a recent battle, I targeted a highly active player (he had 12k valor by himself). He was using two cards to defend.
DeleteI attacked with a full powered deck (this changes valor earned too) and I was raking in between 250 and 280 with every win.
By contrast, the Alliance Leader had full defensive deck and only 3k valor earned. An attack against him earned me about 175 valor a pop.
Not sure about absolute math here but generally opponents with high valor themselves increases their valor awarded to you.
Valor earned doesn't have anything to do with valor. It as to do with defense points. If that player was constantly attacking he would be using PP to constantly refresh his defense points which would refresh his value.
DeleteA 10 defense person or a single card defense gets a point penalty though and will often pay out close to full the entire match.
Ah, I misunderstood the point of the lockout tactic - now I gotcha.
DeleteDo you know of what the alliance rank level marks are? I have a couple folks I'd like to make leaders, but I'm out of slots. Thanks again - it's good to see a new post (I was worried you jumped ship)!
No. I've just been really busy. I run multiple sites and recently have been doing a lot of work testing games and giving feedback which took away from my writing/gameplay time.
DeleteI'm a little behind on everything.
How many PP's should be traded for a ferrous hero iron man+??
ReplyDeleteDunno. I think anywhere from 25-35 would be fair if he's a proper UR+.
DeleteUnrelated question pertaining to trading...
ReplyDeletePlease advise if this is a good trade...
My 1 sentinel captain america SSR (maxed/mastered) for...
x2 sr blade, x2 sr arsenal punisher, x1 sr red hulk, x1 sr+ odin (maxed and nearly mastered) ...
So that's 6 cards for 1. All are SR or SR+ level... not ssr base.
Very tempted as I'm relatively new... but the SSR sentinel capt is limited. Which is good/bad I guess.
Thanks all!
I wouldn't. But that's just me. SSR Sentinel is actually a really good card. All of those SRs are about 1-2PP each.
DeleteBad trade, think quality over quantity. You could trade that cap for 2 lesser valued base SSR. If you truly have no cards/deck then maybe consider trading it for at least 5 proper m/m fused SSR+ but then you kinda end up loosing out on value,
ReplyDeleteThis.
DeleteThanks for the advice guys. I got a better offer for a maxed/mastered SSR+ Mr Fantastic.
DeleteDo you think that is worth it? Or can I get a little more?
I know Fantastic is the lesser valued of the SSR+ but I'm fairly low and new (50+ and 3 weeks into the game). The Mr. Fantastic would go perfectly into my Fantastic defensive deck so I would be alright with it.
I also have a SSR Mephisto which I know is not great either... I'm going to try to package it together with the Capt. Sentinel. Hopefully for a green SSR to complement my speed attack deck. But I think I'm a bit short...
Thanks again guys!
whats your ign? ill take it off you
ReplyDeleteThey also need to allow for alliances to cut dead weight during and event. Not adding as to prevent going out to get ringers. But cutting those who aren't helping and/or who are continuing to hit the "join" button when no one has the atk points to be able to do so.
ReplyDeleteI so agree with being able to cut people. My alliance be sitting in a better position. Oh well got a lot of house cleaning to do after this event.
ReplyDeleteHi, something strange happened.
ReplyDeleteDuring last training, we fought against WTF Seriously alliance and we win all battle but they have a lot of points instead of zero (ex. we've got 660 points, they've got 1440)
how is this possible?
They were attacking you as well?
DeleteThey attacked faster.
Deletejust one attack from an user (the one that has got all valor points for his alliance)... and also that attack was a win for us
ReplyDeleteps.
I've got screenshots 'bout attacks list and total valor points... could I send these to someone?
No need. 1440 Valor is almost exactly the amount you get from taking down a full protection wall. He probably had a few mm wallbreakers.
DeleteI haven't been able to ditch more than 10k damage to a wall with my Arachnes... is it capped per card? I've used 3 and 4 Arachnes and they were both 10k hits.
Deleteuhm... but if I attack a wall, I should see in the battle log:
DeleteUSERNAME --> Protection Wall
USERNAME2 --> Protection Wall
right or I don't get something?
thanks for explanations
Those alerts show up in your log, but you never see the opponents hits on wall or core. The only way to tell that they've been attacking the wall is to see it weaken and their valor go up. If you review the screen shots, I bet you'll notice your wall is gone.
DeleteIn your strategies you mentioned that a +30 bonus on a decent deck is good enough to take down the D Leader. I use this method to break the Alliance Leader, & Vice Leader later in the fight (as my deck is decent but not of the caliber of the higher level opponents). However, I fail to understand where I'd get the +30% when it is just the D Leader sitting there at the start? Do we get the scrapper bonus from the wall?
ReplyDeleteAttack weak people outside of battle with low power decks, there must be a list of them somewhere on the internet.
DeleteSo the scrapper bonus from the Battle page carries over to S.H.I.E.L.D. battles? I can just use my list of mastery farming accounts in that case. Thanks for the tip!
DeleteHow many pp is the new ssr red hulk worth?
ReplyDeleteI'm not liking the introduction of RDS bars for the next raid, they seem like a replacement for PPP and PPK during shard exchanges which would mean that people can no longer use raids to farm for PP for training events (which means I have to spend money on PP to do well in training). I hope I'm wrong but if that is indeed how it works, training events are ruined IMO.
ReplyDeleteWhat would u say the new Odin s r worth for trade?
ReplyDeleteSeems to me from what I read there will be no raider cards
ReplyDeleteThis game just became entirely Pay-to-Win. No way you can get enough PP from the shards to compete in the S.H.I.E.L.D. Events now.
ReplyDeleteOn the walls, there are FIVE SEPERATE walls. You can only take down a single wall per atk. I learned this the past training rocking 5 ssr+ arachnes, which was waaaaaaaaaaaaay overkill and waste of 46atk pts. Only needed 3 cards per wall
ReplyDelete-Telly