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: It'd be great to have the actual formula in order to see whether seeking out
: high cost buildings and units is really more beneficial, or if it's based
: on population kill/death. This would be helpful in learning exactly what
: kind of strategy is most best for upping the multipliers and get that
: "Running The Show" achievement faster. :)
I just looked into the game's BScoreManager asm code. The 'Combat Efficiency' score is calculated via the total 'killed' combat value divided by the total 'lost' combat value, then normalized in the combat bonus range (which is by default 0 to 5; none of the map scripts override this).
To give some examples of various object combat values:
Buildings (typically): 10
Turrets (not upgraded): 12
Turrets (upgraded): 14
Cobra: 14
Scorpion/Grizzly: 20
Hornet/Hawk: 10
Scarab: 120
Typically, an object's 'bounty' is the same (or near) as their combat value (bounty is what builds veterancy). Eg, the hunter's CV is 4, but its bounty is 5. Chieftain's CV is 30, bounty is 60. Scarab's values are both 120.
Consider the tank's CV of 20 to the Hornet's 10. If you take out a tank, that's +10 'killed' for you and -10 'lost' for the enemy. So building an entire army of tanks is not only extremely freaking stupid war wise (air beats vehicle), the Hornets have a lower combat value than your tanks. Meaning they have less to lose. Hornets are cheaper, train faster (IIRC), don't raise enemy veterancy levels faster, and don't hurt your Combat Efficiency rating.