![noobs go back to overkill noobs go back to overkill](https://i.ytimg.com/vi/jpLvcdPdej8/maxresdefault.jpg)
Anyone run into this issue? I have reseated both MH bulbs many times and have tried tigtening them in the socket as much as I would dare. What I read says it sounds like a bulb problem but with 2 new bulbs I am thinking ballast issue. I don't know much about this new lighting. A bit frustrated now, I popped the HPS bulb in and sure enough, it fires up fine.
![noobs go back to overkill noobs go back to overkill](https://cdn1.dotesports.com/wp-content/uploads/2019/11/02191717/Riot-Shield-Xmas-300x169.jpeg)
Just to be safe I turned it off and let cool for 30 min than tried to turn back on, now it is back to on for a few seconds and than shuts down. After 4 or 5 attempts the bulb finally fired up and I ran it for 10 min, whew. I received the new MH bulb today and same issue. They told me it was the wrong bulb for the ballast which made not sense since it came with the package inside the housing but I purchased a new bulb and they refunded me for it. After several attempts I contacted Vivosun. The HPS bulb fires up fine but the MH bulb turns on for a couple seconds and shuts off. So I got the Vivosun 1000 watt HPS/MH package, sadly it has given me nothing but trouble.
![noobs go back to overkill noobs go back to overkill](https://i.ytimg.com/vi/MyN_dfZHSTE/maxresdefault.jpg)
Eventually, I guess, when perfect play is in everyone’s code, and nobody can think of any new ways to be better, the result would be determined by who gets the best random map.Update. Then there will come a point where the decision that archers should function that way will be in everyone’s code, and the differentiator will move on to be something else. But in the recent contest won by rehoboam, the most obvious difference was its ability to micro archers and fire the exact numbers of arrows at specific targets needed to avoid overkill.
#Noobs go back to overkill code#
If both players chose the same strategy with the same civ, their equal numbers of knights would meet in the middle of the map, and the game would be decided by micromanagement of the resulting fight, so even making it about strategy to that extent would still leave micromanagement as the differentiator.ĪI contests are perhaps the logical conclusion of this - they perfectly execute the strategy that their code embodies. If we made it truly about strategy, then you’d tell the game, for example, “Follow a scouts into knights build order for me”, and it would perfectly execute it every time. Most of the ELO range is separated by ability to execute. Winning because your opponent forgot to make vils just feels a bit hollow and doesn’t really feel like a “strategic” victory In short, I think the game would be more fun if people could spend their mental energy on deciding things like what their eco balance should be rather than monitoring to see if a vil is in the queue or not.
#Noobs go back to overkill pro#
I also agree with the idea that such a change could even improve the pro scene as again it just gives them a little bit more headspace to focus on other more interesting issues (eco balance, unit micro, etc). So yer, I support the idea because it frees you up mentally a little bit more to focus on the more engaging/fun parts of the game. Even from a spectators point of view there’s nothing interesting about watching pros perfectly build vils, it’s a skill that just acts as a barrier to entry without offering anything in return. Villager queueing is fundamentally a mundane boring repetitive task that you have to be able to do to be competitive but doesn’t add anything in terms of fun / critical decision making. That being said I doubt the developers would ever implement it, but I think they should. I came into this thread against the idea but after reading all the posts I am now massively pro the idea.