Het linken levert een percentage winst op.
als je dus bij een mass fab. 4 mass storages zet levert dat 25% (meen ik) winst op.
omdat het 1 mass is boeit het niet zoveel. maar bij grotere gebouwen is het intresanter.
maar het is bij 50 100 200 en 500 kills (oid, zal overzicht nog ff opzoeken).
Pay attention to the adjacency bonuses.
Particularly with Mass Extractors and Mass Storage.
A MEX (Mass Extractor) with surrounded on all four sides (adjacency only counts horizontally or vertically, not on a diagnal, though I think if it's slightly off it still counts) with a MS (Mass Storage) increases MEX output by 50%.
Energy works the same way, ES (Energy Storage) next to power producers will cause the power producers to make more energy.
Additionally, a single MC (Mass Converter) will give a perminent -1 mass per second cost to production at a factory. Power production there will reduce power costs.
Energy adjacent to stationary artillery will decrease load-times. Energy production next to radar will decrease radar energy costs.
They can also chain-react and explode. For example, a MC explodes with more damage than it's own HP. That means any MC next to it will also explode, etc. It's enough that it will destroy any small facilities in adjacency with it, so you can create chains of destruction if you put MC's next to eachother. Solution? Don't.
The Factory decreased mass bonus never increases past the -1, so don't bother with more MC (I read all of this on the GPG forums).
I have seen the power of mass storage next to mass extractors. Better yet, as the MEX go up in teirs, the bonus stays at the percentage, thus making them produce alot more.
Putting energy next to a MEX does reduce it's energy cost to produce, but energy is so much more plentiful that it's wasteful to do that compared to mass storage.
Next: The Cybran ACU can upgrade with two levels of stealth and two levels of construction.
Combined with it's mini-microwave laser, and it can be as devistating or more so than a Monkeylord.
How you ask?
The first level of stealth protects you from vistual inspection when activated, but not from radar. The second protects you from radar as well, and you'll only be revealed by the inner yellow circles of Omni sensor arrays and commander units (it's not a big circle). Avoid these areas and you're completely invisible.
The first level of construction lets you access all tier-1 structures and tier 2 structures, and build even faster. With the second level, you can supposedly put up a Tier 2 point defense in 4 seconds, by yourself. While stealthed. You'll be able to build stealth emmiter towers, thus you can stealth a firebase.
Combine that with the microwave laser and some anti-air, and you can destroy virtually anything save an ACU or a smart commander to puts up an Omni sensor within yellow ring range of you.
Yes, your firebase can be destroyed, but what can't be? You. And you can put it right back up again under their nose. If they send ground forces, your microwave laser will devistate them, and they won't be able to return fire. Air forces? Anti-air while you heal it. Naval? Put up sheilds and point defense, maybe tactical missile silo's.
Again, something I stole from GPG forums. I've yet to try the commander thing, but it sounds so cool I can barely contain myself.
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More tips:
Cybran Shield units upgrade in the same manner as the ACU and SCU.
They have four teirs. Each tier adds strength to the shield, and covers more volume. They also take more time to recharge and reactivate when knocked down.
They also remain operationaly while upgrading, but only if you don't run out of mass or energy to power their upgrade.
Cybran tactical missile silo's are much more accurate, and thus more devistating, than their medium artillery. Cybran heavy artillery, however, is pretty bad-ass.
Remember, you can pause construction; it's better to pause some of your builders so that resources continue to come in steadily and you keep producing everything than to have start-and-stop construction, IMO. An alternative is to pause your builds that aren't a priority.
Just remember to turn off the pause. For example, ACU's that are paused will show the upgrade animation while paused, but will not upgrade. It's very easy to forget.
You can use engineers to accelerate upgrades on shields, ACU and SCUs, and constructing missiles as well as constructing units or upgrading factories or mass extractors.
The cybran Mantis (teir 1 heavy destroyer spider bot) is the spam-unit of choice for Cybrans because it has a more powerful gun and can heal itself to a degree. I prefer to rely on Mantis units as skirmish/raiders until I get to tier 3 rather than focus much on the tier 2 units. Toss in some anti-air with your skirmishers and you should do fairly well, the exception being if you come up against a walled defensive position (your Mantis and Hunger teir 1 bots, as well as your direct-fire tanks from teir 2, cannot shoot over the walls).At tier 3 go with the Loyalist Siege-bots for your land attack force. They have pretty good offensive capability, can fire over walls, and perhaps most importantly, built in tacticle missile deflection. This effectively nueters the tier 2 missile units. Supposedly on rare occasion they can even deflect an enemy Nuke, but I have never seen this (I've never seen the computer fire a nuke).
While Artillery might not be as useful as you'd like vs enemy naval bombardment, tactical missiles are. They attack the ground, and with slower moving ships, they do a heafty amount of damage (I think 6400 over their AOE, which means one tactical missile will destroy a destroyer). I don't think there are any ships with anti-missile capabilities.
The monkeylord's got everything except reasonable anti-air and long range. It's to cannons turn and fire too slowly for aircraft, it does have torpedo's, and it's main gun will devistate buildings and land units, but it's virtually defenseless vs Air. Therefore, the best unit to destroy it with, save massed artillery or missiles (or a stealthy ACU capture using SCU EMP stun and ACU capture beam, perhaps... I haven't tried that) is strategic bombers (each Cybran strategic bomb is the equivolent of a heavy artilley shot). Gunships are a close second. I would not recommend massed land-units unless that's all you have (if you watch the E3 video, you know what happens to massed land units). Monkeylords are stealthed (not to optical sensors though, just Radar).
The Soulripper does have anti-air and anti-ground, but it supposedly will get eaten up by anti-air, which is common. Teir 3 sam sites, for example, have a huge range of coverage.
The rapid-fire long-range artillery unit supposedly has paper armor, but if you defend it well and fully power it, it's probably the most devistating weapon in the game. For those who remember TA, it's like having a moving Gatling Bertha. I dare say Nukes aren't so devistating except for their accuracy, and with this, a bit of inaccuracy is nice so that you waste the whole base.
The cybran missile sub is overly expensive, but supposedly has the advantage of also having torpedos (which apparently the UEF and Aeon missile subs do not have). The missile subs also apparently have a faster rate of fire than regular missile silo's, which might make them capable of breaking through anti-missile defenses easier.
The expense in building them is frankly unnecessary. I still haven't managed to finish a battleship.
Supposedly a fully upgraded ACU (both builder upgrades) can build a Monkeylord in about 1.5 minutes. That's scary, is it not?
Nothing jams Sonar, yet. Combine that with the long range of Sonar and the devistating power of torpedo's, and Subs become useless very fast. This also means don't leave your commander underwater if you can help it. Even with the torpedo arm upgrade, teir 1 subs will rip him apart en-masse.
Supposedly a good tier 2 economy is required for the first stealth and builder upgrades, and a teir 3 economy for the second stealth and builder upgrades, as well as the microwave laser arm upgrade. Keep that in mind; don't go for the ACU upgrades too soon.
SCU's efficiency upgrade is GREAT. 2400+ energy per second, 12 mass per second. This means you can effectively use massed SCU's to power your economy. They produce almost as much energy as a tier 3 power gen, almost as much as a teir 3 mex (half what a tier 3 mass constructor produces), and they can assit in building, as well as move. While the fully upgraded ACU is still the fastest builder around, the SCU's can be damn fast as well, and will start out with access to teir 3 construction.
In short, build SCU's and get their efficiency upgrades.
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The UEF has the best air power. It is very reminiscent of brawler storms from TA. The UEF's shields also go up faster since they are simply heavy T3 shields instead of upgraded t2 shields like the cybrans. Cybrans seem to have the best land units, but their aversion to personal shields means that you need to repair them more often. Although linked T3 mass makers and T3 power generators produce loads of resources, they explode in chain reactions, making a single precision hit from an opponent game ending. Use support commanders and spaced T3 mass makers for your late game resources as sACUs are mobile, strong, and produce terrific resources.
Nukes are mostly worthless. The amount of metal that goes into one is ludicrous, and the build times for the launcher itself is insane. Those resources are much better suited for cushioning your army.
Do not rely too heavily on SAM sites. They cannot kill incoming aircraft. If you have only invested in SAM sites, then strategic bombers can fly in and kill any unit/structure of yours. It is best to keep a strong T3 fighter presence that is continuously patrolling outside of your base. Make sure that there are T2 air staging facilities to fuel them and the patrolling planes will automatically return to heal themselves(which is ridiculously fast).
Use radar blocking whenever possible. The orange circle of Omni sensors will see anything, but it is fairly small. Sneak attacks give your units precious seconds to destroy base defenses that would have ripped them to shreds.
In naval warfare, use submarines to gain an advantage early. Massed subs can shred T1 and T2 naval units. Once you have the seas secured, build bombardment vessels. The only thing your subs are vulnerable to is torpedo planes, which can be easily countered with some quick air superiority fighters.
Always assist you mass extractor' upgrades. The quicker the upgrade, the quicker you get resources.
kwam maatje van me mee.
nog steeds opzoek naar die link met de voordelen van linking...