Quanta and capacity to truly rush opponent

This morning, I've been pondering whether that the current starting unit capacity, and the connection of logistics to quanta, actually forces a certain opening. 

Essentially, I am FORCED to build a few quanta refineries in early game, just to progress.

But if the initial unit cap could be raised, or logistics could be separated, it might add a strategic layer.

I could build a few more units and then rush, or I could head down the quanta path.

 

It's not that I don't like the current pacing.

And it's cool that you need to make some tough decisions about spending quanta. 

But what if there was a risky early game alternative to quanta, which would allow you to build just a few more units and achieve a genuine rush that might have some possibility of success? 

17,238 views 3 replies
Reply #1 Top

I think that quanta spending tradeoffs is good for this game. Thats when you start making strategical decisions and not just "build everything" tactics. You only need 1 quanta gen to progress tbh. 

Reply #2 Top

Haven't refined my play to that point. I know you need ~60. And I know you start with enough for one logistics upgrade. I am assuming a rush would want to spend that on weapon upgrade.

Reply #3 Top

Quoting fantstc1, reply 2

Haven't refined my play to that point. I know you need ~60. And I know you start with enough for one logistics upgrade. I am assuming a rush would want to spend that on weapon upgrade.
End of fantstc1's quote

Depends on your strategy. Many rush strategies are based on around orbitals (avatar or probing force) and aircraft. I think going in upgrades early, since it consumes all of your quanta, is a bad idea. If i do remember my numbers correctly its 50 quanta for 1 lvl of logistics upgrade.