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OD Efficiency

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Date Editor Before After
5/6/2012 11:40:45 PMAUrankAdminSaktoth before revert after revert
5/6/2012 11:40:07 PMAUrankAdminSaktoth before revert after revert
Before After
1 TL;DR: 1 TL;DR:
2 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). 2 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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4 Here are the basic rules: 4 Here are the basic rules:
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6 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. 6 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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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 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) . 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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10 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. 10 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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12 Stage four is making superfusions. Always morph geos first. This is the stage when pylons become good. This will usually get your overdrive yellowish. 12 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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14 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. 14 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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17 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). 17 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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19 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. 19 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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21 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!). 21 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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23 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. 23 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.