UCL requirements for conflicts - Tatooine

General topics, questions, suggestions, bugs, or anything Star Wars Commander related.
User avatar
JARJAR
Commodore
Posts: 149

Re: UCL requirements for conflicts - Tatooine

Post#11 » Wed Sep 19, 2018 8:28 am

1.07% = 29643 ( 3 h 32 m)


User avatar
spootieho
Commodore
Posts: 177

Re: UCL requirements for conflicts - Tatooine

Post#12 » Wed Sep 19, 2018 11:46 am

1.9% = 28991 (13 minutes to go)
Death_Striker is looking for ALL Rebel Commanders


User avatar
spootieho
Commodore
Posts: 177

Re: UCL requirements for conflicts - Tatooine

Post#13 » Wed Sep 19, 2018 11:51 am

28991 went to 1.92% with 10 minutes to go

1 victory takes me to 1.64% @ 29511. The hurdle isn't in the 1-2% range.
Death_Striker is looking for ALL Rebel Commanders


User avatar
ObiWanKenobi2016
Admiral
Posts: 867

Re: UCL requirements for conflicts - Tatooine

Post#14 » Wed Sep 19, 2018 1:51 pm

spootieho wrote:28991 went to 1.92% with 10 minutes to go

1 victory takes me to 1.64% @ 29511. The hurdle isn't in the 1-2% range.


Thanks, spootieho

I'll update the top post
HQ 10 - Sons of Death

You must do what you think is right, of course.


User avatar
ObiWanKenobi2016
Admiral
Posts: 867

Re: UCL requirements for conflicts - Tatooine

Post#15 » Thu Sep 27, 2018 1:46 am

Main Topic Post updated with latest conflict data.
Last edited by DeathStriker on Thu Sep 27, 2018 4:48 am, edited 1 time in total.
Reason: Updated Topic Post - Added Links for Informational Purposes
HQ 10 - Sons of Death

You must do what you think is right, of course.


User avatar
ObiWanKenobi2016
Admiral
Posts: 867

Re: UCL requirements for conflicts - Tatooine

Post#16 » Wed Oct 03, 2018 2:46 pm

Main Topic Post updated with latest conflict results
Last edited by DeathStriker on Wed Oct 03, 2018 3:48 pm, edited 1 time in total.
Reason: Updated Topic Post - Added Links for Informational Purposes
HQ 10 - Sons of Death

You must do what you think is right, of course.


User avatar
Pirate
Major General
Posts: 496

Re: UCL requirements for conflicts - Tatooine

Post#17 » Wed Oct 03, 2018 3:41 pm

ObiWanKenobi2016 wrote:On Tatooine, both factions have dev bases to hit, without active GR. For the other planets, it's only the Empire faction commanders that get the option of dev bases, due to the imbalance between the numbers of commanders for each faction.


Just out of curiosity, are any imps finding dev bases on Tat? I have never seen a dev base on Tat. Maybe some baby bases a long time ago before the rebel exodus from Erkit but no dev bases.
ⒹⒶⓇⓀⓈⒾⒹⒺ
Imperial Squad

Windows Survivor


User avatar
ObiWanKenobi2016
Admiral
Posts: 867

Re: UCL requirements for conflicts - Tatooine

Post#18 » Fri Oct 19, 2018 3:44 am

Original post updated with latest conflict data
HQ 10 - Sons of Death

You must do what you think is right, of course.


User avatar
ObiWanKenobi2016
Admiral
Posts: 867

Re: UCL requirements for conflicts - Tatooine

Post#19 » Wed Oct 24, 2018 12:29 pm

Main Topic Post updated with latest conflict results
Last edited by DeathStriker on Wed Oct 24, 2018 1:51 pm, edited 1 time in total.
Reason: UUpdated Topic Post - Added Links for Informational Purposes
HQ 10 - Sons of Death

You must do what you think is right, of course.


User avatar
Cortana
Squadron Leader
Posts: 24

Re: UCL requirements for conflicts - Tatooine

Post#20 » Sat Nov 03, 2018 7:49 am

I'm sorry if my question doesn't fit this thread's topic.

I read a few days ago somewhere in this forum about how to calculate the number of pool player based on your gears-and percentage-and rank.

I couldn't search that discussion, due to don't know what key-words I have to use.

If someone, like @DeathStriker or @Spock or other senior members here could re-post the formula.
Thank you.


Return to “General Discussions”

Who is online

Users browsing this forum: Boge, DirtyVader, Google [Bot], ObiWanKenobi2016, Proximic [Bot] and 8 guests