1/5/2024 0 Comments Underhand throw grenade csgoIf your team owns only your HQ sector and no resource nodes, you will have 0 resource income besides maybe a small manpower income from holding your HQ sector. There is no “base” income of resources all resource generation comes from these 2 sources. Thus, your team’s total income for each resource is the sum of the bonus from all of your team’s constructed nodes, plus the sum of bonuses from all sectors controlled. You also get a small amount of resources for holding some sectors if there’s a manpower/munitions/fuel icon on the sector, it gives a flat +3/min bonus of that resource just for owning it. They stay alive until they are destroyed. If you lose control of a sector, even if you are now unable to move into that sector due to the “turn back or get killed” countdown, resources nodes are not DESTROYED like OPs and Garrisons are. This is capped at either +15/min or +20/min on the furthest nodes, due to map size (you can’t build one far enough away to get +25/min). For example, a manpower node built 2 sectors from your HQ would generate +10 manpower per minute, while a manpower node built 3 sectors from your HQ would generate +15 manpower per minute. The amount of resources a node generates per minute is equal to the number of sectors it is distant from your HQ, times 5. There may also be a limit on the total number of each node that can be active at once (needs testing for confirmation). Nodes cannot be built in an HQ (main team spawn) sector, and are limited to 1 of each resource node per sector elsewhere you can have 1 manpower, 1 munitions, and 1 fuel node per sector. It costs 50 supplies to build a resource node. They can only be built on flat ground, within range of supplies. Resource nodes are built by the engineer class. If you’re reading this guide, you probably already know how to build resource nodes, but just in case… This guide is intended for beginner to intermediate level players, to help explain some of the less-well-known mechanics of the game.
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