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    Revrick

    @Revrick

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    • RE: PTR Changelog 2016-09-19

      Can multiple harvesters hit the extractor when its cooldown is at 0?

      Can you share your vision with the cooldown? Is the expectation that every room has a dedicated harvester next to an extractor that sits on it's laurels for 85% of its life? 

      I have updated my solver for optimizing a single unboosted mineral harvesting creep using the proposed cooldown changes.

      • RCL8 for 50k resource @ 12 steps away with roads before change  ~.8 min/tick   ~4.6 mineral/energy     61456 ticks
      • RCL8 for 50k resource @ 12 steps away with roads after change  ~.7 min/tick  ~1.25 mineral/energy  71500 ticks

      So for inside a base, it'll cost about 4x as much in energy to harvest and maybe half a day longer. not bad!

       

      And when you look at it for extractors in a center room:

      • RCL8 for 50k resource @ 100 steps away with 10% roads before change ~.65 min/tick   ~1.3 mineral/energy  76450 ticks
      • RCL8 for 50k resource @ 100 steps away with 10% roads after change  ~.52 min/tick  ~.6 mineral/energy  96250 ticks

      So going for a center room is still viable, but costs over twice as much and will take over a day longer

       

      Where the cooldown will effect me the most is SK rooms. I currently get about 300 ticks of harvesting per creep between fights, but that'll turn to 50. I don't have equations for this yet, but i doubt my current 'single creep kills Keeper and harvests' will continue to be viable.

       

      On another note, the ERR_TIRED verbage is an odd description for a structure.

       

      posted in News & Announcements
      Revrick
    • RE: PTR Changelog 2016-09-19

      I'm not a fan of most of these changes. Harvesters mining minerals every 6th tick? What will all these harvesters be doing for their 1000+ downtime ticks? It's not enough time to get anywhere else to do something productive. Why not just raise the cooldown and lower the amounts some more? Seems like an unnecessary energy/cpu sink. Even T3 boosted harvesters will be much slower than before the changes. 

      1 source reserved rooms will be much harder to get energy-positive. Why take away the option to control the nearby 1 source rooms? Is it to impose another cost on players looking to reserve nearby rooms to stop NPC attacks in their main room?

      I've been energy starved.. Maybe it's expected to be a requirement to have SK harvesters at mid-level GCLs?

      posted in News & Announcements
      Revrick