Difference between revisions of "Tutorial:Defense/pt"

From Ogame Wiki - Preview (mw1.22)
Jump to: navigation, search
Line 20: Line 20:
 
==Chance of reconstruction==
 
==Chance of reconstruction==
 
   
 
   
As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see '[[Premium_features/en|<span title="Premium features">Premium features</span>]]').  
+
As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see {{Link|Tutorial:Premium features}}).  
  
 
Este recurso não permite que seus inimigos destruam-no num só ataque. Eles têm de fazer vários ataques contra o seu planeta, antes de destruir tudo.
 
Este recurso não permite que seus inimigos destruam-no num só ataque. Eles têm de fazer vários ataques contra o seu planeta, antes de destruir tudo.

Revision as of 08:28, 15 December 2010

Template:Languages-Navigation Template:Languages-SiteTitle Template:TableOfContent-Right Enquanto as naves são indispensáveis para as acções ofensivas, existem estruturas de defesa para os jogadores que lhes permitem proteger seus planetas de outros jogadores. Estas são construídas da mesma forma que as naves e desde então estão sempre prontos para lutar, contra-atacar naves. Dependendo de quantas defesas se constrói, pode-se defender mais ou menos recursos de outros jogadores, uma defesa grande faz inúteis os ataques de outros jogadores. Embora haja também aqueles jogadores que atacam sistemáticamente planetas fortemente defendido (tartarugas assim chamados).

Balanced buildup

When building a fleet there are some major points you have to pay attention to. The same goes for defenses. The amount of defensive structures should always be matched with the needs of the planet / moon the defense is built on. If your goal is to just save those res you produce over night it would be overkill to build a huge turtle worth some hundred-thousand points.

Though if you want to defend your whole fleet (at least for a while) you of course need a much bigger defense. The right mixture of the different units is very important too. Analog to small ships, small defensive-units later take the role of "cannon fodder", while you build the big guns for the big bang.

But no matter how strong your defense is and how well thought-out its design, the best defense is the one that's never used. When you're unprofitable for even the strongest players in your universe you're almost 100% sure to not be attacked.
Exceptions are:

  • above mentioned "turtle-hunters". They'll smash you to pieces just for fun.
  • You play in a special universe where a certain % of the defense-cost goes to a debris-field when its destroyed (def-to-DF-unis). In such unis a big defense is like a free BBQ for all players with a strong fleet, as defense can't run away from an attack.

Chance of reconstruction

As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see Recursos Pagos).

Este recurso não permite que seus inimigos destruam-no num só ataque. Eles têm de fazer vários ataques contra o seu planeta, antes de destruir tudo. Outra forma de destruir a defesa é feita através do uso de mísseis interplanetários

As diferentes unidades de defesa

Apesar de todas as defesas terem a mesma finalidade, proteger o seu planeta dos ataques inimigos, algumas unidades estão mais especializados do que outras. É basicamente o mesmo que com as frotas. Todas as unidades desempenhem o seu papel importante, mas somente em combinação com os outras são mais eficazes.

Lançador de Mísseis
The first available defense-unit in OGame is the rocketlauncher. It's the cheapest unit too. It is, especially in the later game-stages used as cannon fodder.....huge masses to spread enemy fire and give the big guns a better chance to survive and hand out damage. Its biggest disadvantage is, that some ship-types (especially cruisers) have a very high rapid-fire against them. So you should combine them with Light Lasers.
Lançador de Mísseis
Technical data:
Blindagem: 200
Escudo: 20
Arma: 80
Custos:
Metal: 2.000
Cristal: 0
Deutério: 0

Laser Ligeiro
The light laser is the second cannon fodder-unit. Marginally more expensive then the rocketlauncher it has a bit better stats and cruisers don't have rapid-fire against them.
Laser Ligeiro
Technical data:
Blindagem: 200
Escudo: 25
Arma: 100
Custos:
Metal: 1.500
Cristal: 500
Deutério: 0

Laser Pesado
Too expensive for the role of cannon fodder, it still shouldn't be missing in any good defense. Especially good against light fighters as each shot of a heavy laser can kill 1 light fighter.
Laser Pesado
Technical data:
Blindagem: 800
Escudo: 100
Arma: 250
Custos:
Metal: 6.000
Cristal: 2.000
Deutério: 0

Canhão de Iões
No defensive unit has stronger shields then the Ion cannon, making it very durable. Its high crystal-costs in addition with its low attack-strength make it less popular then Heavy Lasers or Gauss Cannons.
Canhão de Iões
Technical data:
Blindagem: 800
Escudo: 500
Arma: 150
Custos:
Metal: 2.000
Cristal: 6.000
Deutério: 0

Canhão Gauss
Long before you have access to the Plasma Turret you'll be able to build Gauss Cannons, the second-strongest defensive-units. Their good attack power makes them especially good against cruisers and battleships.
Canhão de Gauss
Technical data:
Blindagem: 3.500
Escudo: 200
Arma: 1.100
Custos:
Metal: 20.000
Cristal: 15.000
Deutério: 2.000

Canhão de Plasma
The biggest gun with the highest price. The needed researches alone are a fortune for players in the early days of their career, and the turret itself is pretty expensive too. But what you get in return is the strongest gun, powerful enough to fend off even big ships like destroyers or deathstars. Most efficient when you add cannon fodder to protect it as long as possible to allow it to deal out huge amounts of damage.
Canhão de Plasma
Technical data:
Blindagem: 10.000
Escudo: 300
Arma: 3.000
Custos:
Metal: 50.000
Cristal: 50.000
Deutério: 30.000

Pequeno Escudo Planetário
Shield domes do absolutely no harm to enemy ships (except probes), but that isn't their purpose anyways.

In the earlier gamestages even 1 small shield dome alone can fend off a whole enemy fleet, in case it consists only of cargoes. That is because those ships lack the attack strength to penetrate the shield itself and thus can't destroy the dome.

You can only build 1 small shield dome per planet.
Pequeno Escudo Planetário
Technical data:
Blindagem: 2.000
Escudo: 2.000
Arma: 1
Custos:
Metal: 10.000
Cristal: 10.000
Deutério: 0

Grande Escudo Planetário
What goes for the small dome goes for the large dome too....but just in a bigger scale. Even light fighters in any amount can't do any harm against the large dome and have to fly home empty-handed. You can also build only 1 large shield dome per planet.
Grande Escudo Planetário
Technical data:
Blindagem: 10.000
Escudo: 10.000
Arma: 1
Custos:
Metal: 50.000
Cristal: 50.000
Deutério: 0

Míssil de Intercepção
Anti-Ballistic Missiles are a special type of defensive units. They're not designed to fight enemy ships, but instead to shoot down incoming Interplanetary Missiles. Each anti-ballistic- can take out one interplanetary missile. 'Interplanetary Missiles'.
Míssil de Intercepção
Technical data:
Blindagem: 800
Escudo: 1
Arma: 1
Custos:
Metal: 8.000
Cristal: 0
Deutério: 2.000

Míssil Interplanetário
With Interplanetary Missiles you can clean an enemies planet from defense without launching a single ship. They destroy the defense without rebuilding, so when using them you can wipe out the defense completely. 'Interplanetary Missiles'.
Míssil Interplanetário
Technical data:
Blindagem: 1.500
Escudo: 1
Arma: 12.000
Custos:
Metal: 12.500
Cristal: 2.500
Deutério: 10.000


Template:Navigation-Tutorials

Personal tools
Namespaces

Variants
Actions