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TL;DR:
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TL;DR:
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Making more mexes (purple) > Making sure every single mex is on the grid (Blue) > Making excess E through Geos and Hill Winds (green) > Superfusions (yellow).
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Making more mexes (purple) > Making sure every single mex is on the grid (Blue) > Making excess E through Geos and Hill Winds (green) > Superfusions (yellow).
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Here are the basic rules:
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Here are the basic rules:
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At the start of the game, everything is purple (no OD). Until all mexes up to your frontline are capped, purple is good. Mexes are always better than OD.
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At the start of the game, everything is purple (no OD). Until all mexes up to your frontline are capped, purple is good. Mexes are always better than OD.
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Stage
two
is
getting
everything
dark
blue
(
min
overdrive)
.
Put
a
solar
or
two
winds
next
to
every
single
mex
right
up
to
the
front
line.
Build
a
small
e
reserve
to
make
sure
you
have
more
E
than
M
and
that
overdrive
is
actually
ha
penning
(
geos
are
great
for
this)
.
Usually
your
team
is
over-building
E
before
even
linking
everything
though
so
you
generally
don't
have
to
worry.
Linking
mexes
to
grid
is
always
better
than
making
more
E
(
unless
it's
a
supermex)
.
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8 |
Stage
two
is
getting
everything
dark
blue
(
min
overdrive)
.
Put
a
solar
or
two
winds
next
to
every
single
mex
right
up
to
the
front
line.
Build
a
small
e
reserve
to
make
sure
you
have
more
E
than
M
and
that
overdrive
is
actually
hapenning
(
geos
are
great
for
this)
.
Usually
your
team
is
over-building
E
before
even
linking
everything
though
so
you
generally
don't
have
to
worry.
Linking
mexes
to
grid
is
always
better
than
making
more
E
(
unless
it's
a
supermex)
.
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Stage three is building a solid e supply by morphed geos and wind hills (fusions should only be used when these are not available) to power that overdrive. This usually gets you into teal/green overdrive.
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Stage three is building a solid e supply by morphed geos and wind hills (fusions should only be used when these are not available) to power that overdrive. This usually gets you into teal/green overdrive.
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Stage four is making superfusions. Always morph geos first. This is the stage when pylons become good. This will usually get your overdrive yellowish.
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Stage four is making superfusions. Always morph geos first. This is the stage when pylons become good. This will usually get your overdrive yellowish.
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Beyond yellow overdrive, you really should have won already. Note that you can win at any stage, if you're winning when your mexes are all purple, just keep pushing, capping mexes, reclaiming, and you'll probably have the momentum to win. If you ever get stalled, go to the next stage.
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Beyond yellow overdrive, you really should have won already. Note that you can win at any stage, if you're winning when your mexes are all purple, just keep pushing, capping mexes, reclaiming, and you'll probably have the momentum to win. If you ever get stalled, go to the next stage.
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For your hypothetical scenario, you only really need to make a big push for mex control if you're holding less than ~50% of the map. If the enemy holds more mexes, they can OD just as much as you can and more efficiently, and you'll lose any OD war. In this situation, always attack instead of making E for OD (stage 2, blue is always good, but not building big E reserves).
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For your hypothetical scenario, you only really need to make a big push for mex control if you're holding less than ~50% of the map. If the enemy holds more mexes, they can OD just as much as you can and more efficiently, and you'll lose any OD war. In this situation, always attack instead of making E for OD (stage 2, blue is always good, but not building big E reserves).
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If you're holding ~50% of the map, capping more mexes (unless supermexes) is often not the goal unless the mid is very mex heavy. On the front line, you're unlikely to hold mexes or get them in the grid for very long. Mostly you want to capture reclaim fields, this will give you the momentum you need to push for the win.
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If you're holding ~50% of the map, capping more mexes (unless supermexes) is often not the goal unless the mid is very mex heavy. On the front line, you're unlikely to hold mexes or get them in the grid for very long. Mostly you want to capture reclaim fields, this will give you the momentum you need to push for the win.
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For supermexes (3.5+): Get it on the grid ASAP. Instantly put 4 solars around it the moment you catch it, use pylons to link it to a geo/fusion, or plonk down a fusion next to it. Watch the colour: It will probably stay blue this whole time (mega effecient!).
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For supermexes (3.5+): Get it on the grid ASAP. Instantly put 4 solars around it the moment you catch it, use pylons to link it to a geo/fusion, or plonk down a fusion next to it. Watch the colour: It will probably stay blue this whole time (mega effecient!).
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In big teams though, IK hit the nail on the head by saying it depends on your allies. With good allies you can win with no OD. The whole reason I emphasize getting EVERY mex gridded over building excess E is so often players are overdriving into green and yellow when there are still mexes (perfectly safe and behind the front line) that are purple.
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In big teams though, IK hit the nail on the head by saying it depends on your allies. With good allies you can win with no OD. The whole reason I emphasize getting EVERY mex gridded over building excess E is so often players are overdriving into green and yellow when there are still mexes (perfectly safe and behind the front line) that are purple.
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