#T2 Cons should be able to make con turrets...
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Same reason why you can’t make a t2 bot lab with a t1 veh con.
It’s about having multiple types of constructors capable of making different buildings.
Why can’t Juno be built by t2 constructors is for the same reason.
why is naval engineer the only unit in the game that can build naval mines 😦
why can't t2 con build chainsaw
Yeah this leads to games where you ask a teammate for a con, them not giving it for whatever reason, and causing fury in the game. Its ruined a few games of mine and its not from the players being a beginner
Can you imagine decoy commanders with naval mines?
Your t2 con can make a t1 lab, which can make a t1 constructor which can make nanos.
It's about keeping tools for specific jobs so you have to juggle more than one thing
Or rez bots only in the T1 lab. Forcing the lower tiers to still be relevant into the late game is a nice game balancing idea.
Yeah exactly, easier to ask an ally.
What about the proposed t2 con turrets?
As I agree the we shouldn't break the consistency of cons being locked at their respective tech levels.
I’m pretty sure we have rejected t2 con turrets multiple times for the base game
t2 con turrets need to be more explosive to be balanced so they still chainreact
t2 e converters dont suddenly stop chainreacting, they just have more HP
balance t2 con turrets so they randomly explode
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t1 con turrets explode too, its not random
Almost everything is made of Explosiumâ„¢ (with hardly any exceptions, things do death aoe damage).
T2 con turrets just need to have about the same range as T1 with better BP, that's all. Less spam, more RoI
PvE mode's T2s are just insane in terms of range, that's the only problem.
I think letting T2 cons make turrets makes the existing T1 cons completely obsolete. The exclusivity gives your T1 cons something to do.
i think it would actually be fine if t2 con turrets are less eficiant metal / buildpower have the same range and allso chainreact like t1 con turrets
i disagree because the t2 con turrets are less efificient in every way; except BP density.
Density is only an issue when space is at a premium.
True; t1 turrets chain. You can put a fire break in there or space them out.
Also; you can transport t1 turrets for rapidly shifting buildpower.
t1 = 200 BP, 210m, 3200e, 5300t
t2 = 600BP, 840m, 12800e, 21000t
Comparing costs to achieve the same BP
3x t1 = 600 BP, 630m, 9600e, 15900t
It's almost like you get an extra T1 turret for the same cost ...
t2 range is a bit more. by the time you build those 4x t1 turrets; they cover almost the same range!
it's cheaper in all resources.
in the same way that AFUS offer an increase in energy density.
T2 con turrets offer an increase in BP density or the AFUS farm is at 12+ AFUS
a 4x4 grid supports and cost:
16xt1 = 3200 BP, 3360m, 51200e, 84800t
9xt2 = 5400 BP, 7560m, 115200e, 189000t
Given the arrangements of how players group their BP and the usual AFUS and converter farms. Also; given that T2 buildings require a T2 constructor. While scaling economy; 32 t1 turrets is more economy than you have for the first 8 AFUS .. by then it's late game.
It keeps t1 cons useful to build that BP.
I'd say that in almost all cases excepting where space is at a premium t1 turrets are a better cost option.