| 1 | I do find closing my solar array barricades (all at once) fun and rewarding, in case when it helps me stop raider/assault swarm | 1 | I do find closing my solar array barricades (all at once) fun and rewarding, in case when it helps me stop raider/assault swarm | 
                
                    | 2 | it gives me needed time to make a counter response(yea, now I have 10 seconds instead of 2,5) | 2 | it gives me needed time to make a counter response(yea, now I have 10 seconds instead of 2,5) | 
                
                    | 3 | \n | 3 | \n | 
                
                    | 4 | I agree this ability is useful like in 1% of all cases, but when it is I'm happy I can buff my barricades HP x4 at the cost of E they generate. | 4 | I agree this ability is useful like in 1% of all cases, but when it is I'm happy I can buff my barricades HP x4 at the cost of E they generate. | 
                
                    | 5 | The 
            human 
            decision 
            and 
            trade 
            off 
            here 
            is 
            how 
            much 
            u 
            disable 
            - 
            preemptively 
            disabling 
            more 
            solars 
            means 
            more 
            E 
            loss,
             
            but 
            less 
            likely 
            to 
            lose 
            those 
            disabled 
            solars.
             
            For 
            me 
            it's 
            enough 
            to 
            leave 
            it 
            as 
            a 
            valid 
            game 
            mech.
             
            Don't 
            bother 
            with 
            creating 
            perfect 
            AI 
            for 
            this 
            1% 
            edge 
            case 
            - 
            just 
            remove 
            AI 
            here 
            all 
            together,
             
            make 
            decision 
            manual | 5 | The 
            human 
            decision 
            and 
            trade 
            off 
            here 
            is 
            how 
            much 
            u 
            disable 
            - 
            preemptively 
            disabling 
            more 
            solars 
            means 
            more 
            E 
            loss,
             
            but 
            less 
            likely 
            to 
            lose 
            those 
            disabled 
            solars 
            and 
            letting 
            the 
            enemy 
            inside 
            ur 
            perimeter(
            what 
            wonders 
            does 
            it 
            guard? 
            is 
            it 
            singu 
            cluster? 
            is 
            it 
            nuke? 
            DRP 
            maybe?) | 
                
                    |  |  | 6 | \n | 
                
                    |  |  | 7 | For me it's enough to leave it as a valid game mech. Don't bother with creating perfect AI for this 1% edge case - just remove AI here all together, make decision manual | 
                
                    | 6 | Manual on/off would prevent easy E gen disruption in early game(when you sure you can kill dat glaive) | 8 | Manual on/off would prevent easy E gen disruption in early game(when you sure you can kill dat glaive) | 
                
                    | 7 | you don't bother making DDM closing AI, right? | 9 | you don't bother making DDM closing AI, right? | 
                
                    | 8 | \n | 10 | \n | 
                
                    | 9 | The perfect way would be to have some smarter AI here though, what is enough in my opinion for AI here: | 11 | The perfect way would be to have some smarter AI here though, what is enough in my opinion for AI here: | 
                
                    | 10 | - start CLOSING with the first hit, let's say duration: 1.5s | 12 | - start CLOSING with the first hit, let's say duration: 1.5s | 
                
                    | 11 | - do NOT instantly give HP bonus while it's CLOSING | 13 | - do NOT instantly give HP bonus while it's CLOSING | 
                
                    | 12 | - gradually reduce E gen during CLOSING phase | 14 | - gradually reduce E gen during CLOSING phase | 
                
                    | 13 | no projectile tracking needed, leave this 1% edge case to human decision like described above(sometimes, rarely this will be useful and u will be happy to have it) | 15 | no projectile tracking needed, leave this 1% edge case to human decision like described above(sometimes, rarely this will be useful and u will be happy to have it) | 
                
                    | 14 | \n | 16 | \n | 
                
                    | 15 | but again, for pro players who do a lot of 1v1 this AI may have certain negative impact and there should be an option to disable it :D | 17 | but again, for pro players who do a lot of 1v1 this AI may have certain negative impact and there should be an option to disable it :D | 
                
                    | 16 | \n | 18 | \n | 
                
                    | 17 | This is a very small detail of game, but it makes it look just a tiny bit more diverse, authentic and more interesting | 19 | This is a very small detail of game, but it makes it look just a tiny bit more diverse, authentic and more interesting | 
                
                    | 18 | Just my 5 cents | 20 | Just my 5 cents |