Ok so before I get spammed and initiated with messages let me clarify this is just a test Im pretty sure I am right but hell who knows ok so here it goes...
First of in this test we are simply using infantry as our chassis and conclusive as our weapon type.
PLAYER A has 999 INFANTRY PLAYER B has 999 INFANTRY
RANGED DAMAGE
Excluding all nukes, spies etc. damage
will lose
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Now lets add 999 armor infantry to BOTH sides..
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999 RANGED + 999 DEFENSIVE VS 999 DAMAGE + 999 DEFENSIVE
SHOCKING! The result is that ranged lost why is it that the pro build lost??? Why is that? That cannot be!!!!
Clearly it is a glitch right? WRONG!
RANGED is great and if its raw range versus raw damage I will take range everyday but if we add some armor soakers into the equation then I will defiantly not take range.
If the numbers are EXACTLY the same meaning we have
NOTE! ^ is to the power 10^10 is 10 to the 10th power.
R for RANGE DM for DAMGE and D for defense
R(10^10-1) + D(10^10-1) VS DM(10^10-1) +D(10^10-1)
In a controlled environment damage will usually win but it has to be as close to exact as possible.
The main reason why damage does not work for lower alliances is because the 'big dogs' typically number 1 allaince to number 4 allaince use nukes to ensure the opponent loses. If damage has the same exact number of defense units as the ranged side and it is using a dom weapon type (dom means does 100% to its own chassis beam vech explosive mech etc.) Usually ranged will win.
The problem is when a army of damage is hit with nukes unlike range which will fire then become obliterated damage will be obliterated without the chance of even firing. So unless you have plently of resources and you're in a hive were it is hard for nukes to reach you (typically you want to stay away from a 360 nuke-fest such as the middle of the map) range is better to use.
Because lets now take that 999 D + 999 R VS 999 D + 999 DM and set them to one hp.
Range literally does not lose a SINGLE unit not even ONE single unit. Because range is easily powerful enough to killoff infantry because the range is a dom and it uses conclusive therefore range doesnt have the chance to fire.
Yet despite all of this proof how damage does have some major flaws I still use it before range.
WHY?!?!
First off damage has a much lower cost than range sure not by a milestone but definitely but a decent amount.
And when you include overhead just ouch really ouch. On top of that range can not effectively combat any army without some defense to back it up and if you do not have any X-factors like nukes you better hope that your opponent isnt using damage because if he has the same amount of defense as you even if you win you with be wounded.
Lets take 800 defense and 800 range versus 800 defense and 400 range.
Range wins but loses 7/8's of its defensive army 7/8s divides into .875 then .875(100) is 87.5 while DM was handicapped 1/2 less of its normal army.
Now lets handicap range
800 defense for BOTH sides just like before
Then 400 RANGE and 800 DAMAGE.
Range loses and damage loses 62/80 of its defensive army which is .775 then .775(100) is 77.5
It lost exactly TEN percent less than range did PLUS it was cheaper to recruit then range.
If both armies are DOM's and both have the EXACT same defensive army...
When range is handicapped it will lose 87.5 percent of its defensive army and 0 percent of its ranged.
When damage is handicapped it will lose 77.5 percent (10 less) of its defensive army and 0 percent of its ranged.
Now let us include overhead (major factor) and on top of that lets point out that if NO.1 alliance is using ranged and NO.2 is using damaged..
They are the closest to being worthy opponents (unless they are relic wh0res I mean alliances with an actual army)
NO.2 will spend much less in training the 999 damage than the 999 range and I am sorry pro-builders (pro lmfao) but range has its flaws to. Most people can not recruit 999 of a unit type its a obvious why.
Lets say both sides have 100 infantry (DOM's same chase and weapon type as before conclusive) and damage (being cheaper in a realistic situation) has lets pull a random number out of my butt 20 more damage units than ranged. If ranged has 100 units then its going to look something likes this..
NUMBERWISE
DM=R-2/10 or DM+2/10 of ranged same thing.
BATTLEWISE
100 defense + 100 damage (+2/10's of range which is +20) VS 100 defense + 100 range
Range will lose..
In fact get rid of that extra 2/10s (20%) of damage and range will lose yet again because they have the same statistical odds of defense and since there DOM's if range wins it gets 10% less of causalities as range.
Again I stated a realities situation so there is nukes and spies.
And if nukes are included range will most likely win especially if spies are included as well.
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You thought I was done but wait THERE IS MOR (<-- got to play earth 2 to get the joke) no really its quick.
Another biggie is why I use mechs over infantry and vechs is because mechs have enough hitpoints to actually take a round of damage (being if they are damage and easily can take it if defense) and literally kill off infantry.
Vechs are ok but they are kinda put in a place were infantry does 25% extra and if infantry are using beam (not a dom because DOM is same chassis and same weapon type to combat itself) than infantry can kill it and if mechs are using beam or even for that matter conclusive they can kill it for they have a lot of damage.
If I had to choose itd go like MECH>INF>VECH>MECH Rarely the last one because there are not many anti-mech compostions.
If you are using damage armies make SURE to stay clear of nukes and have slightly more damage than range
In order to use damage armeis and win you should have a
* Location in the conner of the map as far as you can go to minimize nuke exposure
* Allies because if you find someone with LOTS more defense and range than you you're going to need help
* Spies because range is already the weakest in hitpoints so if you can do 1/2H or H-99 out of 100 HP (One half for MECH and VECH and 1 hp for infantry) you will do good.
If you are using range armies make sure to stay clear of nukes but damage has to worry much more for they dont have the first hit in the fight.
Make sure to centralize your hive but in the middle of the map is still a bad idea but you want to see action favorably when the targets are soft around tick 200-300 while they have damage + defense you can overwhelm them with range (so in the neutral zone not in the conner of the map not in the middle)
Use spies because they will aid you so much in a fight againist damage.
Please correct any false statements and gl for upcoming eras.