![]() having two or three of these 'supercharging' shields allows the Cybran player to keep his shields up longer when under attack. ![]() doing so increases the rate at which the shields regain shield points. It also has the ability to assist shields. If you put two with any base they can repair any damage attained by combat, increase survivability, and repair themselves afterward (versus having only one and it being destroyed during an attack, leaving your base to crumble). Be careful though, as you might be surprised at how much faster your resources will disappear, especially when construction of an experimental unit is nearby.Īnother great use is the ability to keep a forward base intact without micromanagement. You can build them around air factories or land factories, and units will come pouring out. The Hive does not suffer from this problem. While engineers can get the job done, when too many of them are involved, they tend to become unproductive: they bump into each other, and they can't come into reach of their target. One of the real uses of The Hive is to get work done. The Kennel drones can also perform other tasks while the original Kennel is upgrading, while The Hive cannot. Furthermore, if needed, The Kennel drones can work outside of their automatic operational range, albeit this can only be done manually. On the other hand, The Kennel drone rebuild time and resources are quite low, except in version 3603 where they are extremely high. The Hive also has two upgrades, as opposed to The Kennel, which has only one. Unlike The Kennel, The Hive doesn't have any mobile mechanics that can be destroyed, resulting in having to waste your economy and time to rebuild them. when upgraded It has higher build rate than the upgraded kennel Also, it has a very long range, and does not require approaching targets to assist them. While this unit may seem limited in its abilities, its real asset lies in its construction rate: 3 times as high as an engineer of the same level. ![]() It is a stationary engineering station that can do everything other engineers can ( assist, reclaim.), except move and begin constructions. The Cybran T2 Engineering Station, nicknamed the The Hive, is a Cybran unit. Mass-extractors always use less power per mass produced than mass-fabricators so it might actually be the best idea to pause any fabricators.Automatically repairs, reclaims, assists or captures any unit within its operational radius. Its therefore important to consider pausing or stopping expensive construction plans in such cases. When powerstalling your mass production will slow down which can cost you a lot in comparison to other players. Powerplant adjacency for airfactories is a big thing too, but you need to consider their explosiveness. At tier 1 there is no significant benefit, its better to spend the mass on upgrading the extractor itself first than spending it on building the storage. ![]() If you are getting a bunch of mass this way keep in mind you should over-build some extra power so you can use it all without power stalling.īuild mass storage directly next to mass extractors, but only do it when your extractor is upgraded to tier two. In the settings you should see keys for showing the 'mass overlay' that tells you the value of such rocks, I think it was Ctrl Shift but maybe I changed it. If the map has a lot of big rocks/trees/buildings you can manually set the reclaim command on them with your engineers or ACU. There is also the risk of patrolling engineers assisting construction instead if you have positive mass income. They can also do it on patrol move but only if you are using more mass than you gain each tick (negative mass income). In a general sense, be aware that engineers can reclaim mass on attack move. If you can find your replay ID in the vault people could look at it to see what things you are already trying and what you should straight up stop doing ) ![]()
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