I've been testing "Torture Mods" in several scenarios, and it's caused me to revisit rush-build tactics. one of the main changes of the mod is no supply crawlers or ships and no clean units. therefore, it's tougher to manage minerals for builds and rush-building is of more concern.
other than just paying energy, I usually have other bases crank out probes or colony pods to boost the productivity of the target base (usually to grab a SP faster). I disband the probes at the target base, which adds their minerals to the build. colony pods create more workers for extra min.
BTW, the Torture Mod also turns on a large penalty for switching projects. this avoids the SP mineral repository effect, where you build a SP you don't care about to store up min. when you get a SP you do want, you get to switch over without any penalty. it costs more now.
are there any other ideas out there?
other than just paying energy, I usually have other bases crank out probes or colony pods to boost the productivity of the target base (usually to grab a SP faster). I disband the probes at the target base, which adds their minerals to the build. colony pods create more workers for extra min.
BTW, the Torture Mod also turns on a large penalty for switching projects. this avoids the SP mineral repository effect, where you build a SP you don't care about to store up min. when you get a SP you do want, you get to switch over without any penalty. it costs more now.
are there any other ideas out there?
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