Don Q - Guidelines

Author: Don Quixote (Page 12 of 13)

Random hints

Some hints about troops and their effects

  • Shotter camp T1, T2, T5, T6, T8, and T10 crew are known gunners, T3, T4, T7, T9, and T11 are known as snipers.
  • Bulker camp T1, T2, T4, T6, T7 and T10 crew are known tankers, T3, T5, T8, T9, and T11 are known as combaters.
  • Bulkers T1, T2, T4, T6, T7, and T10 are defensive crew members
  • Compared with crew members of the same level, tankers have the most health and defense. During a battle, they are always at the front of the ops so they can take the damage.
  • Assaulters are known for their speed, can attack long-range units, and get attack bonuses during resource battles.
  • All dispatched ops will have an unexpected effect when the number of kills of the enemy targeted by the raid is about to reach its maximum limit.
  • Tankers are capable of reducing any damage inflicted by shooters. Combatants are capable of intensifying the damage inflicted on bikers.
  • A combatant’s attack might inflict 3 times the amount of damage
  • Gunner attacks can cause more damage to other crew members (except tankers) and may even inflict additional damage. Their attack speed is also twice that of others.
  • Offensive vehicles gain an attack bonus when attacking a turf
  • Defensive vehicles gain a defense bonus when attacking a turf
  • Snipers gain an attack bonus when defending a turf
  • Female bikers give an attack bonus during a resource battle

Morphine

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Morphine is a very important resource. It’s a special resource required for healing T11 troops and above. You can only get Morphine from packs or in special events (like Gold Rush). T11+ tier troops can be healed in Family Medical Center using Morphine (please don’t make them addicted to opiates). High-level battles almost always come down to who has more morphine and who can heal troops faster. The one who can heal troops faster can strike back faster and has more chances for burning/zeroing the opponent.

Reviving costs

T11 requires 1 morphine syringe per troop.
T12 requires 1 morphine syringe per troop.
T13 requires 1 morphine syringe per troop.

Related links:

Mercenaries

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Mercenaries play an important part in your development. Therefore it’s important that you defeat as many mercenaries per day as you can. Defeating mercenaries helps you in two ways. Firstly, they drop items that are very useful, and secondly, you gain family reputation and family points. A higher mercenary level means higher chances for better rewards. It is recommended you unlock level 4 mercenaries. This can be done in Investment Agency in the Mercenary category. Family reputation is required for unlocking family vigilantes and family babes (reputation levels Neutral V and Friendly II respectively).

List of items that are typically dropped by mercenaries:

  • Vigilante experience
  • Cargo
  • Cash
  • Leader experience
  • 5-min speed ups
  • VIP points
  • Hitman coins
  • Tactical store points
  • Equipment blueprints (either for leader equipment or for vigilante equipment)

List of items that are also randomly dropped by mercenaries:

  • Normal roadster points
  • Red wine
  • Advanced chip
  • 500 Chips
  • 1-day cash production boost
  • Level 1 emblems
  • 30-min VIP

List of items that are occasionally dropped by mercenaries:

  • 100.000 leader exp item
  • Elite blueprints
  • Substance Z
  • Rare armament raffle

List of items that are rarely dropped by mercenaries:

  • Ultimate armament raffle
  • Silver ingot
  • Black jade
  • Morganite
  • Topaz
  • Birdy MH-1 Fragment
  • Gold Helo Fragment
  • Purple Helicopter Gear box

Safe cash (cash that can not be robbed) is a very valuable thing in the game. High upkeep can quickly deplete your cash and you will be left with safe cash only. On average Level 4 mercenary gives you 30.000 safe cash. Defeating 50 mercenaries gives you 1.500.000 safe cash which is no longer a small value.

Info about troops

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Not all troops are the same. Some are better at dealing damage, others are better at taking damage (tankers). As I mentioned in Stats in general. All stats are important and battles are made in rounds. 

For easier understanding

Crew ClassType AType B
BikerRiders (male)Assaulters (female)
BulkerTankers (defense)Combaters (offense)
ShooterGunners (male)Snipers (female)
VehicleCarriers (defense)Assault vehicles (offense)
Crew classes and their types explained.

Tankers are better at taking damage than other troops so you obviously need them. The longer they can survive, the more damage you can deal with your ranged attackers. This is why you have to improve the defense and health of tankers. Tankers most likely won’t kill other troops. So don’t look at battle reports and say “bruh, these are worthless, they didn’t make a single kill”. Maybe. They maybe didn’t. But they sacrificed themselves so your attack troops could last longer and kill more troops. If you are attacking a stronger opponent, make the ratio of tankers slightly higher. If you are attacking weaker players, then you don’t need that many tankers and you can go with lower tankers:attackers ratio. When attacking turfs, always add some defensive vehicles as their effect is to get extra defense when attacking turfs – replace some (not all) tanks with defensive vehicles.

Offensive bulkers – if you have a high bulker attack, you can always add some offensive bulkers to your march.

Riders – if the opponent has a lot of tankers, offensive bulkers, and defensive vehicles, you should add some riders to your formation. Their skill is to drive through the crowd and get to other offensive troops and thus avoid the defensive line (defensive troops). 

Snipers – first line of defense when defending a turf. Their skill is to deal extra damage when defending a turf. So when you are reinforcing someone’s turf, always send some snipers as well.

Female bikers – strong against all shooters but they also die very fast

List of troops and their attack ranges

TroopsAttack Range
All Bulkers1
Male Bikers1
Female Bikers4
Male Shooters5
Female Shooters8
Defensive Vehicles1
Offensive Vehicles10

Building speed

Tier/ClassBulkerBikerVehicleShooter
1
217171717
3
4
539393939
649494949
TACT 6146146146146
760606060
872727272
985858585
TACT 998989898
10100100100100
11116116116116
12134134134134
13147147147147
Higher number means faster building.

Stats in general

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Rule of thumb – all stats are important. I know it sounds stupid, but that’s exactly how it is. Attack stats are obviously important when attacking. But so are defense and health.

Although it seems like a battle in MC happens all at once, that’s not how it is. It is made in rounds. The battle lasts X rounds (or less if one of the fighters loses all troops). The fight is simulated each round. Troops are selected from both sides. This is why formations are very important, so correct troops are chosen. When the opponent attacks your troops (in a given round) health determines if the troop will survive the round or it will only be wounded. Defense affects how much damage can be reduced when attacked. So having a high attacking stat will deal a lot of damage, but that doesn’t help if your troop can easily be wounded/killed. 

If you don’t know how high each stat should be, try this.

  • Health stat should be at least 100% (but yeah, higher is always better).
  • The defense stat should be around the same as your average attack stat.
  • Attack stat, pick one attack that you prefer and this is your primary attack stat (it will also determine what formation will be the best for you). The rest of the attack stats must follow.

Example:   Bulker attack 700%  other attack stats 200%   – this is not OK

Bulker attack 500% other attack stats 350%    – this is better. Why? Because you need all troops in a fight. If you fight only with one sort of troops you create a weakness – it’s easy to counterattack your formation.

Buildings’ stats

<- Go to Stats Increase

After you reach the elite level, certain buildings get the extra effect.

BuildingEffect
Healing centerCrew health (0.5% per level)
ClubsCrew defense (0.5% per level)
Training campsCrew defense (5% per level)
WallCrew defense (2% per level) –
when the turf is attacked
Security centerWeapon attack (5% per level)
PawnbrokerLeader and Godfather equipment attributes (0.5% per level)
Council HallDecreases enemy renegade damage (0.5% per level)
GardenCrime Ops Speed boost (E1: 10%, E6: 35%)

Vehicles and leader equipment

<- Go to Stats Increase

Vehicle armament is very important too. Don’t go directly for gold armament as it takes a very long time and you will have lower stats until then. Go in steps. Purple – Orange – Gold. 

If you roll orange or gold armament, feel free to equip it. Start with purple armaments and keep saving the rest so you can enhance them. Always start with enhancing the highest tier one.

So select purple and enhance it to orange, and select orange and enhance it to gold. That way you will need fewer points for enhancement. When it comes to premium armament, stick with the same pool because of the sets. It’s better to have two Draco Fury armaments than one Draco Fury and one Ghastly.

Points required to enhance from the previous tier

  • Purple to Orange: 1,440 points
  • Orange to Gold:    11,760 points

Points gained from armament when enhancing:

Grey2
Green7
Blue35
Purple220
Orange1.500
Gold12.000

Leader equipment is a similar story. Start with Purple or Orange and then through the time when you gather enough gems, work up to gold. Never exchange gems for items if you have less than a 100% chance of the desired tier. If you want to get a gold item, the success rate for the gold tier must be 100% – or you (very likely) won’t get it. When it comes to emblems, do not focus only on attack stats. Defense and health are very important too. It is advised to have different equipment sets. One focused on stats while others are focused on resources (production/gathering) and training troops.

Mercenaries play an important role in leader equipment as well. Mercenaries drop blueprint fragments which are used to build blueprints (100 fragments = 1 blueprint). These blueprints are required for higher-level equipment (Lv 43 leader equipment).

Number of blueprints required to reach certain level/color.

Grey1
Green7
Blue19
Purple43
Orange85
Gold100

Both vehicle armament parts and leader equipment attributes can be improved with hitman contracts and with leveling up Pawnbroker.

Different leader equipment can server different purposes.

Tier 12 troops

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When your mansion and all training camps reach level Elite 6, you can unlock the Family Training Center where you can train T12 troops. Each family unlocks their own T12 crew. You can unlock them in the Family Business Agency in the Shadow Forces category (Family Training Center Lv 10 is required).

You can upgrade the Family Training Center to increase its Pact and Training caps. The Pact cap can also be increased with investments in a Family Business Agency (category Shadow Training, family reputation must be at least Neutral III). The maintenance cap takes into account all kinds of T12 crew members. If you go over the Pact cap, you will need to spend more resources!

Requirements:

  • All branches (6 of them) in a tree leveled up to level 10.
  • All training camps must be level Elite 6
  • Unlock Family Training Center
  • Family reputation Friendly I

The approximate cost for unlocking one T12 is 1.114.000 (*1.058.000) family gold and 10.5M (*9.975.000) family gold for all 6 T12s.
* If you have a 5% family gold reduction with 5-star vigilante succession.

How much family gold is required to level up all required branches to a certain level (for one T12 class).

Level Family Gold
Required
With 5%
Discount
1* 10.140* 9.633
2* 11.160* 10.602
3* 13.380* 12.711
4* 17.340* 16.473
5* 24.300* 23.085
6* 36.420* 34.599
7* 58.200* 55.290
8* 98.940* 93.993
9* 178.080* 169.176
10* 338.400* 321.480
T12327.500311.125
Total1.113.8601.058.167
* all 6 branches in a tree summed up

List of T12 troops and their belonging families

FamilyT12 type
The YakuzaBulker
Cosa NostraBiker
The GeondalShooter
The BratvaVehicle
Green DragonsVehicle
The SalazarShooter
Families and their T12 troops.

Tier 12 troops have additional effects which make them even stronger.

T12 Bulkers 

  • A chance to ignore the evasive abilities of bikers
  • A chance of permanently boosting damage in each round of attack during the battle
  • Deal extra damage to T12 shooters

T12 Bikers

  • A chance that the enemy’s hit rate will be reduced
  • Deal extra damage to T12 vehicles

T12 Shooter

  • A chance to continually deal damage, even if they are killed
  • Deal extra damage to T12 bikers

T12 Vehicles

  • A chance to deal damage to their enemies when destroyed
  • A chance of crashing enemy crew members. Crashed members can’t attack in the next round.
  • Deal extra damage to T12 bulkers

Family investments – Shadow Forces

Example: tree for unlocking T12 – The Carzilla

Related links:

Family Research & Reputation

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Scroll down to Family Reputation Buffs

Family Combat increases attack, defense, and health stats. But you have to invest in them wisely. Get one family, and try to bring its reputation to Friendly II at least, so you can unlock their babe. In the meantime, you can invest in all families, not only the family you currently belong to. If you have a lot of family coins, don’t invest them all over the place but stick with one family, one category as stat increments grow bigger and bigger.

For example:

Family Combat (Vehicle fortitude – vehicle defense)

LevelIncrement [%]
10.5
21
32
43.5
55.5
68.5
712
816.5
922.5
1030

If you don’t have that many family coins, I recommend a more horizontal approach. You train level by level in each family.

When switching between families, buffs gained from Family Resort are switched too meanwhile, buffs gained from investments in Family Business Agency stay.

Switching between families requires Family Contract. You get some of them for free. The rest you can buy with real money or in Family Resort – Associate Store (1 contract costs 800.000 family points).

How to earn a family reputation and points?

Family Reputation Buffs

FamilyBuffs
The YakuzaBulker Attack buff
Enemy Shooter attack debuff
Enemy Shooter defense debuff
Crew Defense buff
Cosa NostraBiker Attack buff
Enemy Vehicle attack debuff
Enemy Vehicle defense debuff
Crew Defense buff
The GeondalShooter Attack buff
Enemy Biker attack debuff
Enemy Biker defense debuff
Crew Defense buff
The BratvaVehicle Attack buff
Enemy Bulker attack debuff
Enemy Bulker defense debuff
Crew Defense buff
Green DragonsBiker Attack buff
Vehicle Attack buff
Enemy Bulker&Shooter attack debuff
Crew Defense buff
The SalazarBulker Attack buff
Shooter Attack buff
Enemy Biker&Vehicle attack debuff
Crew Defense buff

Family Research is also required for unlocking T11 and T12 troops.

Healing T11 and T12 troops

Enhancing T11 and T12 troops

How to unlock T12 troops

How to train T11 and T12 troops

Troops upkeep

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The higher the troop tier, the higher is upkeep.

Approximate upkeep per tier per million troops

As you can see, troops’ upkeep grows pretty fast. So if you don’t want to lose all your cash you have to do something about the upkeep. One thing you can do is to reduce it using various items, the other way – the not recommended way, is to get zeroed in the Gold Rush. As I said, the second way is not recommended.

Items that reduce cash upkeep:

– Upkeep Reduction items (can reduce 25% or 50%)

– Godfather’s Diary (gold item max augmented: 24%)

Upgrades that reduce cash upkeep

– Investments / Criminal Enterprise / Avg. Pay Cut (10%)

– Investments / Criminal Enterprise / Adv. Pay Cut (15%)

Upgrades that indirectly reduce cash upkeep

– Hitman Agency / Equipment Services / Godfather Equipment Expert

+5% of Godfather equipment effect: (1.2%)

– Pawnbroker level Elite 6

+4% of Godfather equipment effect: (0.96%)

So theoretically you can get a 101.16% upkeep reduction (which should result in having 0 upkeep).

But there is always something else and some more details. So let’s get to it.
All troops from Tier 1 to Tier 11 behave the same way. The more troops you have, the higher is upkeep. Meanwhile, Tier 12 behaves differently. With T12 you have a limited capacity of troops before they start consuming safe cash reserves (after you run out of your protected cash). Once you run out of cash T12 troops will be sent to the family service center (1% of troops per hour), and when family service center capacity is reached, they will start dying.

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