1 |
A jack costs 600 metal. A commander produces 4 metal a second, not to mention the e gen. Now metal is worth more at the start of the game compared to the end because by then you'll have all your mexes capped and overdrive, making the -4metal/sec not that big of a deal compared to the 600 starting metal they spend they could've been spending on taking more mexes, capping mexes and eco. Not to mention the reclaim.
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1 |
A jack costs 600 metal. A commander produces 4 metal a second, not to mention the e gen. Now metal is worth more at the start of the game compared to the end because by then you'll have all your mexes capped and overdrive, making the -4metal/sec not that big of a deal compared to the 600 starting metal they spend they could've been spending on taking more mexes, capping mexes and eco. Not to mention the reclaim.
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2 |
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2 |
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3 |
There are two exceptions however.
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3 |
There are two exceptions however.
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4 |
1.
low
metal
large
team
games-
here
commander
income
will
always
make
a
significant
fraction
of
your
economy,
thus
taking
out
enemy
commanders
is
absolute
key.
Lobs
tend
to
act
independently,
and
this
is
amplified
in
low
metal
maps
so
people
won't
invest
in
countermeasures
such
as
gnats
(
700
metal
factory)
.
|
4 |
1.
low
metal
large
team
games-
here
commander
income
will
always
make
a
significant
fraction
of
your
economy,
thus
taking
out
enemy
commanders
is
absolute
key.
Lobs
tend
to
act
independently,
and
this
is
amplified
in
low
metal
maps
so
people
won't
invest
in
countermeasures
such
as
gnats
(
700
metal
factory)
.
These
types
of
maps
tend
to
favour
rushes.
I
have
no
idea
why
1v1
maps
like
fields
of
isis
are
in
the
teams
map
pool.
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5 |
\n
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5 |
\n
|
6 |
2. FFA- it's harder to scout everyone in FFA and FFA maps tend to be a lot less open, making jack drops easier. FFA players also tend to cloak their jacks before they drop them, so you can't know when a jack drop is imminent.
|
6 |
2. FFA- it's harder to scout everyone in FFA and FFA maps tend to be a lot less open, making jack drops easier. FFA players also tend to cloak their jacks before they drop them, so you can't know when a jack drop is imminent.
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7 |
\n
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7 |
\n
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8 |
As for stopping a jack drop, I've found that some stun units such as venoms aren't really cost effective as you need a lot (and venoms in numbers can be janky due to friendly fire). The most cost effective stun-based anti-jacks are either gnats or widows. Fleas work too, as do bandits, but other raiders only work on open fields and you will usually lose a few. Moderators are excellent vs them, but placeholders don't stop them from jumping. I almost never use the shieldfac, but I've observed racketeers to be quite effective.
|
8 |
As for stopping a jack drop, I've found that some stun units such as venoms aren't really cost effective as you need a lot (and venoms in numbers can be janky due to friendly fire). The most cost effective stun-based anti-jacks are either gnats or widows. Fleas work too, as do bandits, but other raiders only work on open fields and you will usually lose a few. Moderators are excellent vs them, but placeholders don't stop them from jumping. I almost never use the shieldfac, but I've observed racketeers to be quite effective.
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9 |
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9 |
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10 |
The point I'm making is that jacks don't need to be nerfed, players just react to it in ways that they shouldn't; they stop expanding, they play less aggressive, they begin porcing etc. If there is an effect in teams, it may be due to jack drops being focused on the more experienced players to take them out of play. Commander death is rarely the end- especially when your team has like 15 more of them. The effects of a jack drop can look bad, but you have to remember they spent 600 early-game metal to take out what is the equivalent of a single mex and a couple solars. This isn't even mentioning the reclaiming, and assuming the worst case scenario.
|
10 |
The point I'm making is that jacks don't need to be nerfed, players just react to it in ways that they shouldn't; they stop expanding, they play less aggressive, they begin porcing etc. If there is an effect in teams, it may be due to jack drops being focused on the more experienced players to take them out of play. Commander death is rarely the end- especially when your team has like 15 more of them. The effects of a jack drop can look bad, but you have to remember they spent 600 early-game metal to take out what is the equivalent of a single mex and a couple solars. This isn't even mentioning the reclaiming, and assuming the worst case scenario.
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