Sorry, I was mistaken - just checked that out. I should be burnt alive, or fed to the mindworms.
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Crawlers - movement efficiency
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Re: Re: supply crawlers
Originally posted by Chaos Theory
Once you discover Fusion, every crawler should be on a rover chassis, since a rover fusion crawler only costs three mineral rows, and upgrades much more efficiently than an infantry crawler. If you really have too many minerals, though, go conquer someone.You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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Re: supply crawlers
Originally posted by Darrell01
I've also just heard about One City Completion. Supply Crawlers are just the thing for this type of map. Crawlers and clean reactors for everything else, anyway. Once your food problems are maxxed, you can stagger solar panels and Eschelon Mirrors everywhere and even throw in drilled aquifers. Every single square... It would be a Planetary Energy Transit System...
If you play some of the tougher versions ( ie not permitted to build a unit with an offensive weapon) it also gets evry very tough to protect all your crawlers.You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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Originally posted by Leon Trotsky
Sorry, I was mistaken - just checked that out. I should be burnt alive, or fed to the mindworms.Last edited by Xian; October 18, 2006, 17:33.
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Re: Re: supply crawlers
Originally posted by Flubber
If you play some of the tougher versions ( ie not permitted to build a unit with an offensive weapon) it also gets evry very tough to protect all your crawlers.
I think I'll leave that variant to someone braver than I for the moment.
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Being a Morganite, I'm an unrepentant planet-hater, so I'd definitely take the extra energy and movement from a river square over the manifold Nexus. Also, has it been shown that a better planet rating improves what you'll get out of the pods? So far as I know, the only factors are the proximity to your bases, in which I'll once again point out the superiority of an energy and movement advantage to promote early expansion over a combat advantage over the worms when the eventually do come.
In summation, the Nexxus is a nice feature to control if you're going with a green/momentum strategy to begin with, but it's not enough of a boon to alter your strategy if you find yourself astride it.
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In practice, I find that in the mid-late game, I don't do that much en-route harvesting with my crawlers, simply because I plant my bases close enough together that tiles are either being worked or crawled already. To be sure, I'll do it when I can, but in most cases, when my crawler gets to an unworked tile, it stays there to work it.
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