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Lower level enforcers as dangerous temptations

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  • Lower level enforcers as dangerous temptations

    Here's the thread that was discussing it:

    It's not something I'd thought about before but they were talking about how a lower level enforcer with last stand and deflect can actually be more hazardous to higher level opponents in EvE than a stronger defender. Seems especially pertinent to snipers on killing spree and ghosts (with or without adrenaline rush). Also seems worthwhile to make its own thread.

    Of course stronger players are better for a stronger empire overall but a front-line seeded with smaller, deflecting enforcers is something to consider when empires are planning their player layout. Especially if they keep getting bumped up to face much harder empires.
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  • #2
    Re: Lower level enforcers as dangerous temptations

    I am an enforcer (probably that's why) and I say that sniper's and assassin's scare is useless. Just keep hitting him and he will be dead way before he does really high damage. Sure, he will deflect once in a while (ok, 5 times in a row), but a single enforcer is no match against a team. Unless the enforcer's team are right up your hospital or HQ, just heal in case you die fighting.
    Additionally, I don't understand assassins calling for supress on sleeping, low level, juggers. Take your chance and cripple, you could actually do a huge dent in him because of opportunist. That is more worth it than loosing some life (specially if the deflect would not be high enough to kill the assassin).


    • #3
      Re: Lower level enforcers as dangerous temptations

      if you ask me i find deflect happens way less on lower level targets but say a high level enforcer and he has a tonne of health and is weak and maxed deflect and high veteran than the deflect happens lots and if some big hits are being reflected at the attacker then it can be very dangerous.


      • #4
        Re: Lower level enforcers as dangerous temptations

        Im one of the attackers in my empire. It may appear that bigger opponents reflect more only because it takes more tokens to kill em. If i hit an enemy thats around my lvl i hit them for 200-300 if i hit 200 lvls below me i can do 400-500 damage, so 2 enforcers both with same skills (maybe) and 3k health, the bigger enemy will take more hits resulting in more deflects. Or thats at least how i see it happening.

        And on a side note, personal bests and worsts. Ive killed an enforcer with 4k health from sleeping to dead, not 1 deflect. And ive had 6 in a row deflected from another war. Just gotta cross fingers and keep hitting repeat attack🙏


        • #5
          Re: Lower level enforcers as dangerous temptations

          The devs have never confirmed it which pisses me off but Veteran must have a lot to do with it. I'm assuming an enforcer has a 'base' deflect and the 15% max is on top of that. My mini is a LVL 400 Sniper whose purpose in life is simply to suppress enforcers. He's got a 50% chance to do that with Concealed 3 yet often goes 0-6 while an enforcer with presumably the 15% maxed deflect manages to deflect half of those.

          It would hurt nothing if they explained some of that but when you publish numbers that anyone with a modicum of understanding of probability knows are demonstrably false it leaves one of two impressions on the player: Either they are too stupid to compute the odds (I doubt this) or they simply don't give a crap about simple questions asked over and over and over and over and over and over.

          It's insulting. I would totally accept an answer stating that there is a formula with a base %, your upgraded skills and a luck factor figured in but they will not share that formula. That's fine. Publishing factually inaccurate probabilities makes them look stupid or suggests that they think we are. I try to be fair and even but on this the Devs get no cover because there is no excuse for not at least confirming that there is a secret formula and skills add to it.