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Overmind also seems to be unable to cope with a shard 2 annoyance tactics where all sources in a room [and/or controllers] are surrounded by 1 hitpoint walls in neutral rooms. While it is simple issue, and in just few touches, it may lead to some inefficiency. Without modification automatic mode will waste resources on room it cannot gather from, and will waste a ton of CPU on trying to recalculate new path to the sources, where simple attack command with a worker [that is heading to source anyway] will fix it.
In similar way - Overmind doesn't seem to be able to cope with neutral room that you cannot enter without breaking a wall; That can be used to completely shut down Overmind by surrounding it with 1 hit walls using extremely disposable RCL2 rooms abandoned as soon as walls are complete. While admittedly I do not know efficiency of defense against that on higher RCL levels of Overmind, but it can extremely easily lead to limiting a colony to just local power.
3 and 4 can be easily circumvented by simple trigger happy worker delegation, even 1 work 1 move can take care of extreme version of it [1 HP walls], where advanced ones can easily break through much stronger ones, where if wall is present in neutral room near overmind and a constructed wall is seen - a removal is scheduled of all walls in the room. Shouldn't waste too much of CPU on that.
The text was updated successfully, but these errors were encountered:
Overmind also seems to be unable to cope with a shard 2 annoyance tactics where all sources in a room [and/or controllers] are surrounded by 1 hitpoint walls in neutral rooms. While it is simple issue, and in just few touches, it may lead to some inefficiency. Without modification automatic mode will waste resources on room it cannot gather from, and will waste a ton of CPU on trying to recalculate new path to the sources, where simple attack command with a worker [that is heading to source anyway] will fix it.
In similar way - Overmind doesn't seem to be able to cope with neutral room that you cannot enter without breaking a wall; That can be used to completely shut down Overmind by surrounding it with 1 hit walls using extremely disposable RCL2 rooms abandoned as soon as walls are complete. While admittedly I do not know efficiency of defense against that on higher RCL levels of Overmind, but it can extremely easily lead to limiting a colony to just local power.
3 and 4 can be easily circumvented by simple trigger happy worker delegation, even 1 work 1 move can take care of extreme version of it [1 HP walls], where advanced ones can easily break through much stronger ones, where if wall is present in neutral room near overmind and a constructed wall is seen - a removal is scheduled of all walls in the room. Shouldn't waste too much of CPU on that.
The text was updated successfully, but these errors were encountered: