1 |
@GoogleFrog, the exception is in the "energy cost per shield-hp recharged" for a shieldball. Turning off energy-eating shields and having free regeneration is more efficient than leaving energy-eaters on (provided you are not actively fighting).
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1 |
@GoogleFrog, the exception is in the "energy cost per shield-hp recharged" for a shieldball. Turning off energy-eating shields and having free regeneration is more efficient than leaving energy-eaters on (provided you are not actively fighting).
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2 |
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2 |
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3 |
In
ZK
the
comment
"Energy
is
Food"
doesn't
cover
energy
completely,
simple
as
that.
In
ZK
energy
is
also
"Tech"
or
"Tier"
unlocks/upgrades
-
it
makes
striders
more
cost
efficient
because
they
can
be
repaired
cheaper
(
Singu
makes
cheaper
E
than
Solar)
;
the
same
applies
to
high-E-cost
cloakers,
shield
units
with
high
E
drain
and
resurrection,
they
all
become
more
cost
efficient.
|
3 |
In
ZK
the
comment
"Energy
is
Food"
doesn't
cover
energy
completely,
simple
as
that.
In
ZK,
like
you
mentioned,
energy
is
also
"Tech"
or
"Tier"
unlocks/upgrades
-
it
makes
striders
more
cost
efficient
because
they
can
be
repaired
cheaper
(
Singu
makes
cheaper
E
than
Solar)
;
the
same
applies
to
high-E-cost
cloakers,
shield
units
with
high
E
drain
and
resurrection,
they
all
become
more
cost
efficient.
|
4 |
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|
4 |
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5 |
[quote]Energy drain is (almost always) better than equivalent cost.[/quote]
|
5 |
[quote]Energy drain is (almost always) better than equivalent cost.[/quote]
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6 |
This is a good example for how energy is game-state-dependent-ish. More energy is available in later stages of the game - energy drain becomes more efficient compared to pure unit cost when overdrive starts becoming inefficient (orange, red grids) and when energy production becomes cheaper-per-energy-produced (Fusion, Singu, Moho geo).
|
6 |
This is a good example for how energy is game-state-dependent-ish. More energy is available in later stages of the game - energy drain becomes more efficient compared to pure unit cost when overdrive starts becoming inefficient (orange, red grids) and when energy production becomes cheaper-per-energy-produced (Fusion, Singu, Moho geo).
|
7 |
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|
7 |
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8 |
Beside that I think initially my argument was "Shieldbots don't really rely on shields in the early game. Shields are good for assaulting and that's usually a mid-late-game thing.". Yes many people seem to be using Bandits to increase their sometimes early game pre-felon-shieldball dps, but that would still be a viable option if all shields drain energy.
|
8 |
Beside that I think initially my argument was "Shieldbots don't really rely on shields in the early game. Shields are good for assaulting and that's usually a mid-late-game thing.". Yes many people seem to be using Bandits to increase their sometimes early game pre-felon-shieldball dps, but that would still be a viable option if all shields drain energy.
|
9 |
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|
9 |
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10 |
To clarify, the "equal energy drain per shield hp" concept is not so much about game balance, but about the game being slightly more consistent and perhaps predictable. The reason for this is the same reason I want all "armored unit" states to use the same damage multiplier and not some using 1/3 while others use 1/4.
|
10 |
To clarify, the "equal energy drain per shield hp" concept is not so much about game balance, but about the game being slightly more consistent and perhaps predictable. The reason for this is the same reason I want all "armored unit" states to use the same damage multiplier and not some using 1/3 while others use 1/4.
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