ItsThatGuy, on November 23 2012 - 11:34 PM, said:
ok ok ok wait. I've heard 2 different things on how EU collection worked in CB2 now. Even in this thread there is no consensus.
In CB2, EU collection
A. decreased if there were more people trying to tap the same EU tower.
B. was a steady drip until the EU tower was full. EU collection would slow down when the tower was drained and that steady drip was all that you were collecting.
No.
C. Towers had a fixed EU generation rate (quite slow), max capacity and fixed transfer rates to mechs nearby. Available EU was visualized with green tanks visible on the tower: these were visibly depleted accordingly. Several mechs tapping into the same tower would quickly deplete all reserves even though generation was running all the time. Once the tower is depleted, EU gain from it, naturally, reduced to that tiny generation rate (additionally divided if several players were sitting there).
This made EU valuable. If you're seeing several teammates near a tower, you should head elsewhere. If you're seeing an enemy rushing from a tower, chances are this tree is now empty and you must kill him at all costs to grab his EU, preventing the enemy team from using it. If you are full, you should rush to your base immediately or risk losing hard-earned EU to the enemy.
Changes to EU trees removed all these situations and any need for confrontation. No point in holding two trees at once to maintain a decent EU gain, no point ambushing people on tree exits or attacking supply chains, etc.
Edited by bac9, November 24 2012 - 12:56 AM.