Tiberium Alliances

Repair points are making me want to beat my head against the wall

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# 21foofightersrule Apr 19 2012, 05:26 AM
Do you not have any tiberium harvesters either?

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# 22Vivo Apr 19 2012, 12:08 PM
That's affirmative. This is how my base currently looks like:

Attached Image

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# 23Rogueleader00 Apr 19 2012, 15:04 PM
QUOTE(methuselah @ Apr 17 2012, 17:23 PM) *

like this frusty.gif Posted this on the official forums but would like to chat about it here as well.

I know that I'm not very good at this game but I am having fun. My top level armies are in repair point hell and I'm wondering what the rest of you are doing to compensate that. I used both of my armies to take out a level 28 Outpost this morning and the repair for one sortie each was approximately 7 hours. That means basically that I get a couple of runs out of each of those and then I sit for 12 hours or so.

How do you deal with that? Do you
  1. Attack lower level things to control the damage better (knowing the plunder is less)?
  2. Do you have fewer units in your army so there are fewer to repair? Does that even work?
  3. Do you force balance your army (inf/armor/air) to maximize the repair points
Or do you do something different? I have 5 bases in server 1 and 3 of them have level 20+ armies in them so I have spread myself out to take advantage of multiple armies repair points but it really sucks that I've been playing for 18 minutes this morning, attacked one Outpost (and it was a hell of an Outpost for me anyway over 10m in blue) and now both of my main armies have to sit there for most of the rest of the day :@



I try to balance my army (currently i have one Commando, which i tend to send vs busters that would otherwise cause much damage to my vehicles and 2 Zone Troopers to strengthen the Antivehicle department. Both units being Infantry, it does not hurt very much to repair them, and thus they can easily be send on the first line or/and as decoys). I don't have all the highlevel content yet (got Juggernauts just yesterday), next research will definitly be snipers to add more infantry, that will take some of the work of the Orcas/Guardians and possibly fulfill that role with no/few damage due to range.

If in doubt of destroying a Forgotten encampment in one go, i always aim for the Defense Facility. Not having to fight the whole defense again with 70% repair, helps me quite a bit to reduce repair time. Sometimes i even go for the DF, even if i could destroy the CY, when doing so saves a lot of repair time.

QUOTE(Vivo @ Apr 19 2012, 14:08 PM) *

That's affirmative. This is how my base currently looks like:

Attached Image


I've got the power wink.gif

This post has been edited by Rogueleader00: Apr 19 2012, 15:08 PM

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Game: Tiberium Alliances

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# 24Vivo Apr 19 2012, 15:20 PM
On this level, you pretty much cannot have too much power. biggrin.gif

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# 25foofightersrule Apr 19 2012, 18:23 PM
ohmy.gif
That's a lot of power! tongue.gif
What is your power income?

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# 26Vivo Apr 19 2012, 18:47 PM
Continuous is 1,1m/h, package production 0,56m/h. happy.gif

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Clan: Brothers of War

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# 27foofightersrule Apr 19 2012, 23:11 PM
mother of god tongue.gif

When did you get rid of your tiberium harvesters? Mine are at lvl 20 and and make it a little easier to upgrade my power. Get about 1.5 power upgrades per day out of them tongue.gif

Here's mine:
Attached Image

The next three upgrades to my con yard will result in power plants going in those three locations, then I have one space left for my support building, and one last one that I'll probably use for a refinery.
After I've got snipers and mammoths I'll probably sell my four refineries, move that southwest accumulator between those two crystals in the southwest of my base and surround it with 4 more powerplants, for a total of 20 power plants and 3 accumulators, two touching 7 powerplants one touching 6. Hopefully that'll be enough power and I can keep my tiberium harvesters, or no? Will I need to end up selling those too? tongue.gif
I'm worried about selling them since raiding doesn't give you that much tiberium compared to crystals.

This post has been edited by foofightersrule: Apr 19 2012, 23:27 PM

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# 28Vivo Apr 20 2012, 14:14 PM
I think that it was around level 25 when I started to switch harvesters to power plants. When you start taking out these level 28+ targets, you'll get around 5 to 10m of both per target. I don't think that you'll be needing any harvesters at that point. ;-)

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# 29methuselah Apr 20 2012, 16:30 PM
I am right on the cusp of that. I've sold off about half of my harvesters and will keep doing so, one at a time, as needed.

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# 30foofightersrule Apr 20 2012, 19:35 PM
Aww, my poor harvesters, I will miss you! cry.gif

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# 31number45_ Apr 20 2012, 19:48 PM
Poor harvester drivers, loosing their jobs because you've outsourced resource collecting to the army.

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# 32Couch Apr 21 2012, 16:04 PM
No, they'll flip the switches in the PPs from now on.

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# 33number45_ Apr 21 2012, 17:28 PM
QUOTE(Couch @ Apr 21 2012, 16:04 PM) *

No, they'll flip the switches in the PPs from now on.

Re-training ftw biggrin.gif

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# 34number45_ Apr 21 2012, 18:44 PM
Do power plants still get the boost when they are connected to a crystal field that doesn't have a harvester?

(is there anywhere we can find out these stats...not that I'd really understand how they apply in practise)

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# 35methuselah Apr 21 2012, 18:52 PM
I believe so yes ma'am. The harvester is irrelevant to the boost associated to the field.

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# 36Vivo Apr 21 2012, 20:49 PM
QUOTE(-null- @ Apr 21 2012, 21:44 PM) *

Do power plants still get the boost when they are connected to a crystal field that doesn't have a harvester?


That's affirmative!

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# 37number45_ Apr 21 2012, 21:40 PM
gogogo harvester driver re-training!

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