Ingame press i. If average wind is ~11 then its ok but if min is below 4 you might want to mix in a few solars for stability. it also depend what strategy you are using, if youre using a lot of metal then wind is a bit better and if youre compushing (i.e need dgun a lot) then the stability solars offer is most superior. Also winds chain explode and have little health, solars are stronger and wont chain.
Joined: 15 Dec 2008, 15:53 Location: at front, llt pushing
if min wind is 0-3 bette start with solars, if its 0-15 or bigger u can/have to spam wind, but be prepared to e stall. if u make wind, build e storage. u can make 3-4 adv solars when u suck some pile of wrecks.
Solar is more raid-resistant. However, solars shut-down temporarily when damaged, so if a guy can hit a bunch of your solars, you can lose your E input completely, which will quickly shut down many crucial things, including your LLTs and some other laser weapons. Core solars are short enough that LLTs will fire right over them, so it's popular for Core players to defend their LLTs with walls of solars (I haven't tried this in a while, and hitboxes change between versions so test this yourself).
Also, solars cost no E. You can build them when you're e-stalling. Remember that - when you're running out of E, you have all yoru cons drop what they're doing and biuld solars.
On most maps, however, Wind is more efficient. Wind is a gamble, though, because it is fragile and blows up large enough that adjascent wind generators will explode. It also can stall-out on you sometimes - wind is inconsistent. If you feel secure in your home base, and wind is high on the map, build wind.... but build some E-storage for when the wind cuts out. And never ever build solid 2x2 blocks of wind.
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