Effectiveness of reclaiming unit wreckage

Discussion in 'PA: TITANS: General Discussion' started by andrehsu, August 28, 2015.

  1. andrehsu

    andrehsu Active Member

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    So since unit wreckage has been added to PA:T, I'm wondering if there is any actual tactical advantage to reclaiming unit wreckage. It seems as though if it is a unneccesary step, and only takes away your attention. Is there any matches where reclaiming wreckages actually helped the winner to win?
  2. skypheonix20

    skypheonix20 Member

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    personally i haven't yet watched a match where this has significantly changed the outcome but im sure with professional players who need some sort of comeback will see this come into play.

    there is a large about of metal to gain from wreckage especially if its mostly tanks, infernos and dox as there is no splash damage to destroy wreckage.
  3. pjkon1

    pjkon1 Member

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    The problem is that at T1 no one is going to have the energy to both reclaim and spend all that metal so the metal isn't worth much unless they've just been badly raided.
    stuart98 likes this.
  4. ace63

    ace63 Post Master General

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    Reclaiming costing metal is a bad design anyway. Just like fabbers draining full energy while you stall metal.
  5. MrTBSC

    MrTBSC Post Master General

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    disagree ... energy drain is a matter of maintainancecost for fabbers .. otherwise you may as well just throwout a swarm of fabbers purly for reclaiming .. that is just as silly ..
    huangth likes this.
  6. ace63

    ace63 Post Master General

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    And why would that be silly?
  7. crizmess

    crizmess Well-Known Member

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    I think it depends on the map.
    With the current metal-rich maps out there you will not see it very often, But if you have maps where metal is really scarce it will get more important to get an edge over your opponent.
  8. towerbabbel

    towerbabbel Active Member

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    You can reclaim with combat fabricators which have great energy efficiency.
  9. cola_colin

    cola_colin Moderator Alumni

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    Reclaiming sure is important. Though overkill on wreckages still does reduce how much it helps and the added energy costs make it harder to manage as well.
    huangth likes this.
  10. MrTBSC

    MrTBSC Post Master General

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    simply for the speed and ammount of metal you could get out of it .. sure you would have to build those fabbers first but those may easily pay for themselves with the basicaly free reclaim ...
  11. cola_colin

    cola_colin Moderator Alumni

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    So where is the problem? That is the whole POINT of reclaimable wreckages ;)
  12. MrTBSC

    MrTBSC Post Master General

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    no risk other than losing the fabbers ... would rather benefit defensive play while being less vulnerable ... so i say if you want that metalboost than be ready to risk more powergenerators ..
  13. cola_colin

    cola_colin Moderator Alumni

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    Look at SupCom. It works well without energy costs.
    Last edited: August 30, 2015
  14. ace63

    ace63 Post Master General

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    Reclaiming so you can build more powergenerators so you can reclaim - duh.

    Also, a big problem with the current system is that it heavily promotes micro since switching your fabbers on and off all the time is the best you can do while running low on metal.

    @cola_colin even made a mod which shows how extreme the problem is (for metal stalling when building, but those are kinda related): https://forums.uberent.com/threads/wip-free-energy.69359/
    stuart98 likes this.
  15. elodea

    elodea Post Master General

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    if combat fabber cost 50 metal less or had more hp to withstand 2 tank shots, i would use it as part of core composition both to repair and to reclaim as needed.
    tatsujb, stuart98, temeter and 4 others like this.
  16. andrehsu

    andrehsu Active Member

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    Is it possible to have a client mod in which combat fabs auto-reclaim? It would really cut down on the unnecessary micro
  17. MrTBSC

    MrTBSC Post Master General

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    so just went into sandbox ..

    like realy have a couple combatfabbers they are fairly cheap in energymaintanance and realy if you float power there is no excuse to not have them on how quickly they can reclaim units

    just do the math they drain 400 energy a plant provides 600 ..
    that´s 2 plants for 3 cfabs ... otherwise at worse build yourself a powerstorage ..

    the problem is only the buildcost realy 250 metal for cfab + 400 metal for pgen .. but depending on what they reclaim they may pay for themselfeves fairly quickly .. like reclaim 6 tanks you may have the cost back in ..
    Last edited: August 28, 2015
  18. philoscience

    philoscience Post Master General

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    Listen to this man Uber. Make the combat fabber worth building.
    tatsujb likes this.
  19. wondible

    wondible Post Master General

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    More like 10, if there isn't any overkill.
  20. cola_colin

    cola_colin Moderator Alumni

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    Yeah overkill is a pain. Is it actually possible to do something like "wreckages in general only take half damage" or something?
    tatsujb likes this.

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