| 1 |
I don't think changing solar is a good idea.
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1 |
I don't think changing solar is a good idea.
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| 2 |
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2 |
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| 3 |
Area
mexing
with
1mex
1solar
combo
is
pretty
good
at
"gridding"
in
a
way
that
isn't
your
base
is
concentrated
in
one
part
of
the
map.
If
you
reduce
the
power
output,
even
if
the
cost
matches
the
change,
you
now
need
to
2solars1mex.
It's
more
HP
to
chew
through
and
therefore
it
diminishes
the
effects
of
raiding,
especially
solars
since
they
can
armor
up
when
taking
damage.
In
what
way
does
this
make
things
more
interesting?
I
suppose
it
does
if
the
goal
of
chaning
eco
is
to
get
out
of
raider
phase
sooner.
|
3 |
Area
mexing
with
1mex
1solar
combo
is
pretty
good
at
"gridding"
in
a
way
that
isn't
your
base
is
concentrated
in
one
part
of
the
map.
If
you
reduce
the
power
output,
even
if
the
cost
matches
the
change,
you
now
need
to
2solars1mex.
It's
more
HP
to
chew
through
and
therefore
it
diminishes
the
effects
of
raiding,
especially
solars
since
they
can
armor
up
when
taking
damage.
In
what
way
does
this
make
things
more
interesting?
I
suppose
it
does
if
the
goal
of
changing
eco
is
to
get
out
of
raider
phase
sooner.
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| 4 |
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|
4 |
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| 5 |
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|
5 |
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| 6 |
While I am not opposed to increased grid range of windgens, I think they tend to be built on top of hills in tight packs where they generate more E than on the ground. I don't think this would change how they're used, and it might not even change the spacing players choose to use simply because mountaintops tend to have restricted surface so you'd pack the windgens together anwyays. It would help gridding with tidals though.
|
6 |
While I am not opposed to increased grid range of windgens, I think they tend to be built on top of hills in tight packs where they generate more E than on the ground. I don't think this would change how they're used, and it might not even change the spacing players choose to use simply because mountaintops tend to have restricted surface so you'd pack the windgens together anwyays. It would help gridding with tidals though.
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| 7 |
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7 |
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| 8 |
I don't see any reason to make the costlier E buildings better than they currently are, let alone 20% better which I find to be gigantic. I see this as the same as just adding an energy mult to the battle with the intent of playing something that is closer to speedmetal than base game. Again, if the goal is to get out of raider phase sooner then sure, but otherwise I don't get why we need to toy with the energy production values.
|
8 |
I don't see any reason to make the costlier E buildings better than they currently are, let alone 20% better which I find to be gigantic. I see this as the same as just adding an energy mult to the battle with the intent of playing something that is closer to speedmetal than base game. Again, if the goal is to get out of raider phase sooner then sure, but otherwise I don't get why we need to toy with the energy production values.
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| 9 |
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9 |
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| 10 |
If the goal is to make gridding easier, then all that needs to change is the size of the grid of e buildings. If you must, make the pylon range a bit smaller and the solar/windgen a bit bigger and leave everything else intact.
|
10 |
If the goal is to make gridding easier, then all that needs to change is the size of the grid of e buildings. If you must, make the pylon range a bit smaller and the solar/windgen a bit bigger and leave everything else intact.
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