1 |
Something that hasn't been mentioned is the variable default metal output of the mexes on different maps.
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1 |
Something that hasn't been mentioned is the variable default metal output of the mexes on different maps.
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2 |
Mexes that have low metal output are less efficient for overdrive.
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2 |
Mexes that have low metal output are less efficient for overdrive.
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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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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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4 |
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4 |
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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.
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6 |
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6 |
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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 |
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|
8 |
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|
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 |
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|
10 |
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|
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 |
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|
12 |
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|
13 |
Edited:
Wind
value.
|
13 |
Edit2:
Wind
value.
|