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ECO

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Date Editor Before After
5/8/2015 10:44:27 AMSErank[Er0]Godde before revert after revert
5/8/2015 1:04:25 AMSErank[Er0]Godde before revert after revert
Before After
1 Something that hasn't been mentioned is the variable default metal output of the mexes on different maps. 1 Something that hasn't been mentioned is the variable default metal output of the mexes on different maps.
2 Mexes that have low metal output are less efficient for overdrive. 2 Mexes that have low metal output are less efficient for overdrive.
3 If mexes are below 1 metal per second you should really not overdrive the mexes much. Even the metal output from caretakers compete with overdrive when mexes have such low output. 3 If mexes are below 1 metal per second you should really not overdrive the mexes much. Even the metal output from caretakers compete with overdrive when mexes have such low output.
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5 Also consider the value of taking a mex from the enemy. If the mex income is 2 metal per second then taking that mex from the enemy nets a 4 metal per second difference between your team and the enemy team. 5 Also consider the value of taking a mex from the enemy. If the mex income is 2 metal per second then taking that mex from the enemy nets a 4 metal per second difference between your team and the enemy team.
6 \n 6 \n
7 When wind generators produce between 2. 0 to 2. 5 energy which gives 2. 1 on average they are actually better than Singularity reactors and you don't need to spend 4000 metal before the wind generators start to produce energy. 7 When wind generators produce between 1. 5 to 2. 5 energy which gives 2. 0 on average they are actually better than Singularity reactors and you don't need to spend 4000 metal before the wind generators start to produce energy.
8 \n 8 \n
9 The importance of ecoing is mostly dependent on the map. Mex output, wind output and porcyness of the map are the biggest map factors I'd say. 9 The importance of ecoing is mostly dependent on the map. Mex output, wind output and porcyness of the map are the biggest map factors I'd say.
10 \n 10 \n
11 As a rule of thumb that works for most maps:If 1000 metal in combat units won't give or lose your team a mex, then consider making a fusion or other energy structures. 11 As a rule of thumb that works for most maps:If 1000 metal in combat units won't give or lose your team a mex, then consider making a fusion or other energy structures.
12 \n 12 \n
13 Edited: Wind value. 13 Edit2: Wind value.