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caretaker

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Date Editor Before After
5/8/2015 3:06:18 PMCArankPxtl before revert after revert
Before After
1 Random neonstorm: 1 Random neonstorm:
2 \n 2 \n
3 1) Nerf resurrect so it has minimal discount. You pay the remaining metal and energy to convert the wreck back into a unit, so there is no net metal discount (lots of BP discount though since you don't have to reclaim the wreck and it's already effectively 2/3 done). 3 1) Nerf resurrect so it has minimal discount. You pay the remaining metal and energy to convert the wreck back into a unit, so there is no net metal discount (lots of BP discount though since you don't have to reclaim the wreck and it's already effectively 2/3 done).
4 \n 4 \n
5 2) Let caretakers resurrect. 5 2) Let caretakers resurrect.
6 \n 6 \n
7 Then caretakers are your fast-comeback-mechanic. Energy and BP are in resources in shortest supply after a near-wipe, so that's what rez needs to conserve. Metal, on the other hand, is plentiful in the form of wrecks, so that's what resurrect would be least-efficient with. 7 Then caretakers are your fast-comeback-mechanic. Energy and BP are in resources in shortest supply after a near-wipe, so that's what rez needs to conserve. Metal, on the other hand, is plentiful in the form of wrecks, so that's what resurrect would be least-efficient with.
8 \n 8 \n
9 Resurrect avoids the nanospoofing problem since wrecks don't have nanoframes. The downside is that wrecks go straight from untargetable to fully-active, so it might be necessary to hack in a starting stun or something. 9 Resurrect avoids the nanospoofing problem since wrecks don't have nanoframes. Of course, the obvious downside is those nasty caretaker-farms around heavy porc putting the porc back up as fast as you can destroy it. That is exacerbated by the fact that wrecks go straight from untargetable to fully-active, so it might be necessary to hack in a starting stun or something, so that resurrected units are still vulnerable/useless for a bit after being rez'd.