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Tactical Chain Command
Started by Airney [3571738] on in Tutorials & Guides.
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holy ai slop
Ooooh this is going to be fun!
The Lead-In: Use your lowest stat members for the first 100 hits to save high-stat energy for the "Wall" targets later.
Wall targets are is irrelevant to chaining.
Energy Conservation: During the mid-chain, enforce a "One-Hit Policy" per member every 2 minutes to maintain the timer without burning the faction's total energy pool too fast.
It's a good practice but you don't need everyone to do this. You only really need to slow chain during quiet times. Can't remember the exact number, but roughly 10 people can keep a chain indefinitely, leaving the rest to just hit. In fact, having people sit around with their dicks in hand and E bars full is going to be wasting potential hits missed since your E regen isn't ticking.
The Bonus Hits: Every 10th, 25th, and 100th hit provides bonus respect. These must be reserved for targets that give the highest base respect.
Irrevelant, bonus hit respect is flat. Warlording a FF of 3 is the same as trout slapping a day 1. Do make sure it's on a war target if that's why you're chaining.
Stop hitting random actives. Use target lists filtered by Level-to-Stat Ratio. You want "Experience Pinatas"—high level, low stats.
Wrong. To maximise respect gained, you want high level players close to your stats. If I hit a level 100 with no stats, I'll get 1.5 respect, if I hit a level 100 with 1b stats, I'll get 4.5 respect. This is due to Fair Fight (FF). The targets duke gives you will be a FF of 3, which is the max, and they're inactive. Compile them in a list and remove them when they stop giving 3 FF.
I can't argue to much with points 3 and 4, but relying too much on external tools is going to get chains dropped, the API is good but it does fail. Someone should always be around in Torn watch.