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Old 03-05-07, 11:56 AM   #10
NeonSamurai
Ocean Warrior
 
Join Date: Jan 2002
Location: Socialist Republic of Kanadia
Posts: 3,044
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1) yep absolutly, trying to figure out the range of some weapons is a royal pain with out moving them far from everything else. Sensor range though i belive shows when you select the unit by default.

2) i dont mind the super weapons (nukes and artillery) taking a long time as they are pretty damn powerfull when used right. In tandem its very easy to obliterate the enemy base in a few minutes (artillery to kill the nuke defences, followed immediatly by nukes)

3) personaly im not overly happy with the experimentals, i think there should have been more of them to balance things out. Some of them are near useless (like the uef strategic artillery. sure its damn powerfull, but it takes forever to build, is ultra expensive and is very easy to counter if you have a teleporting scu available)

Transports are great though i wish there were large oceanic transports that could carry a small army (sort of like aircraft carriers for aircraft). Ferrying is also invaluable for moving lots of prebuilt vehicles as you can just select the vehicles and click on the ferry point.

As for base building, actualy ive found its not very intricate. The reason is there isnt much point in interlinking stuff in the long run, especialy with a unit cap of 500 or less. Sure you can save a bit of power, get a bit more mass for the energy, but the numbers are minimal, and once you hit tech 3 its very easy to get all the mass and energy you will ever possibly need. Also with unit caps its often better just to build alot of t3 energy and mass generators and a couple of storage facilities. So other then wraping some of the mass extractors with mass storage, and the same for energy. why bother interlinking.

Oh also if you wana get the most bang for the unit buck, scu's with the resource allocation system are the way to go. Though not cheap, they produce almost as much as a t3 energy and a t3 mass generator, they can defend themselves, are tough, and can be moved around easily, and they can build at tech 3 level. They are ideal for base relocating as you can blow up your old base and quickly get reestablished.
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