Loading...
  OR  Zero-K Name:    Password:   
Title: MM 912: 1v1 Narrow, Rank Singularity
Host: Nobody
Game version: Zero-K v1.9.9.1
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1228708
Started: 3 years ago
Duration: 15 minutes
Players: 2
Bots: False
Mission: False
Rating: Competitive
Watch Replay Now
Manual download

Team 1
Chance of victory: 82.3%

RUrankizirayd
Team 2
Chance of victory: 17.7%

IErankPRO_Clopse
Spectators
USrankHummas

Show winners



Preview
Filter:    Player:  
sort
3 years ago
Does 1 mex 1 solar work that well? I was lose by OD for 1k metal





But at the same time, I economic lag only 5 solaris, that is, I had 19, the enemy had 24 and the enemy received 1k of metal wow
+4 / -0
If the wiki formula is correct;
2 energy per mex is;

2(base metal per mex on Titanduel, I think) * sqrt(2)/4

Which is roughly 0.707 metal per mex per second.

If Clopse had 10 mexes od' like this, they recieve 7 metal per second. (I do not know how many mexes they had overdrived like this since I did not watch the replay).

This means they get 1000M every ~142S, or for every 2 minutes, 22 seconds, they have 1000 metal!

With just 5 mexes overdrived this happens around every 5 minutes. If Clopse had done this since the start of the game (not possible since you start with an E-stall), they would have 3000 extra metal by the end of the game. And with just 5 mexes!

Yes, overdrive is quite efficient at lower energy levels, and is, as you have shown, quite effective too.
+2 / -0

3 years ago
I always end up doing 2 solars by each mex, which one is the best, or does it depend?
+1 / -0


3 years ago
If you only build 1 solar per mex you will have no energy to spend on overdrive, so imo 2 solar per mex is globally more correct.
+2 / -0




1 is enough. If the colours are the same then your overdrive is the same. if you notice the colors change then you need to build more energy around the other mex or link up. But basically early game in close matches 1 is enough. You shouldn't be overproducing so much energy for it to matter at that stage. 1 mex gets you .7 but 2 get you 1.0. Thats why I build 1.
+1 / -0
quote:
1 mex gets you .7 but 2 get you 1.0. Thats why I build 1.

1 mex 1 solar gets you 0 overdrive because you are spending 2e to spend 2m and have 0 left for overdrive.

Having 2e linked to a 2m mex while also having 2e somewhere else is in fact sufficient to obtain 0.7m via overdriving with 2e, while spending another 2e to burn the base metal.

This is what happens on your images: those extra solars on the first image are mostly powering construction, not overdrive.

You'll also need 0.7e more to spend those overdriven 0.7m though!
+2 / -0
USranknop
3 years ago
It sounds like you want 1 solar per mex at the mex plus 1 solar per mex someplace else, like making a wall in your base. If you count your expected mexes on the map you can queue a con to build about this many when you're in a good spot to kick into efficient overdrive. Alternatively use 1 solar at the mex and 2x wind for the backline generation, or 2x tidal at each mex and 2x tidal backline on wet maps.

Building two solars per mex as you go would slow down your expansion because an expanding builder's time is more valuable than your base builder's and more mexes is still better than more overdrive this early in the game.
+3 / -0