Did you know?
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Dyk: Capture speed is proportional to build time of a unit and it takes twice less time to capture unit, compared to building it.
capturing will drain twice is much power per second compared to you building the thing that you capture.
So overall it takes half the time and same amount of power to capture unit compared to building it.Reclaim speed of LIVING UNITS (not wrecks) is only proportional to power cost of a unit and nothing else.
Just divide power cost by builder's build power and divide by 10 and you will get time that it takes to reclaim something.
E.G. t1 engineer costs 260 power.
if you want to reclaim it with other t1 engineer, it wil take 260 / (5*10) = 5,2 second.
reclaiming t1 interceptor with t1 engineer will take 45 seconds.
reclaiming t2 mex with t1 engineer will take 108 seconds
and 13 minutes and 20 seconds to reclaim an ASF with t1 engineerit takes 3.2 sec to reclaim aeon lab
2.8 for cybran
2.4 for UEF
1.6 for selen
however 1rst 0.2 second engineer spends to unpack his "arm" and aim(tested on uef enginner)
then after all HP has expired it actually needs extra 0.1 second to actually kill the unit. If that does not happen, unit will be alive with 0 HPone fullly upgraided t3 hive will deal 219 DPS to a GC by reclaiming it
20 Fully upgraided hives can capture a monkeylord for about 9.2 seconds -
Dyk : Groundfiring SR will kill and vet from inte swarm attacking it. On the countrary, If you give only move orders to the inte, they will win against the SR.
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Did you know ?
The fervor (Aeon T1 arty) is a reliable anti-air unit, and an underated counter to mercy.
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@auricocorico I knew I saw that correctly when I was casting that game!
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Did you know that you can get full t2 beach mex by min 7:10 and then need pricisely 31 T1 pgens to spend every single point of mass for t2 destroyer production.
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From what i know ALL units can only shoot KINDA in sync with game ticks.
I mean that game engine can only wait whole amount of ticks between shots, no fractional amount of ticks possible.
For example t1 PD (according to blueprint) shoots 3 times a second, 50 damage per shot
with some easy calculations we get 3 * 50 = 150 DPS...
If you look in unit DB now you will see that it sais 166 DPS. But it only was "fixed" in databasy relatively recently.
The thing is that if you want to shoot 3 times per second you would need to shoot every 0.333333sand i honestly have no idea how this actually works but in my mind i imagine engine reading blueprint and calculating
"i need to wait 0.33333 after that shot, okay waiting 0.3 seconds" and it does that after every shot
afaik it is not rounding, fractional part of the number just get trown away, cause that what computers do.
can check that if you look at a pillar, pillar is supposed to wait 1.25 second between every shot, but THATS ILLIGAL for engine and it just trows away numbers that are to small for him to comprehend, and pillar is shooting every 1.2 seconds -
Did you know:
Tech3 Sonar Buildings are moveable except for Seraphim.
(Seraphim has no Tech3 Sonar, but a movable Tech2 Sonar Building) -
Yes i do
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So there is intresting channel. I might get u an intresting info too!
Fecundation in the birth canal of a female rabbit lasts for 10-12 hours after mating!
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Let's keep the "did you know" around FAF facts .... Unless you want me to ruin the thread with physics and maths facts
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Aeon TMD projectiles (those spheres that they shoot up) also divert mercy shots, however TMD will not launch it's sphere when it sees mercy shot so you need your opponent to launch missiles at you while also trying to mercy you
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Did you know, that you can spread attack with TML launchers if you shift-G before they finish launching?
Make sure to cancel after the first launch or they will fire again!
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@valki you can put them on hold fire to queue up orders, then turn off hold fire so all loaded launchers will fire at once
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Did you know spread attack also works on assist order?
nice for reducing pathfinding mess when upgrading support facs. -
@harzer99 said in Did you know?:
Did you know spread attack also works on assist order?
nice for reducing pathfinding mess when upgrading support facs.It's probably better to do a ground assist order. Engineers don't have to walk right up to the structure to assist it. And after you finish upgrading factories they will assist with unit construction.
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@arma473 Unfortunately they will start to cycle between the factories with their assisting and when the distances are wrong you are presented with a huge pathfinding mess B(
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Did you know... The missiles from TML buildings can collide with air units. I just found that out the hard way, one of the three missiles needed to get a kill hit an airscout on its way there...sigh...lol...i love this game
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imagine blocking nuke like that :<)