Hi all, being a new player in TT (a few days) I have yet much to learn so maybe if you could help me by anwering my questions? I strongly leaned towards GC in my campaign game which makes my designs slow, cumbersome and decidedly undergunned. How effective are the mining weapons at GSO level 3.... can I still use them for a bit or should I begin to upgrade ASAP? Of the available mining weapons... are the plasma cutters really that powerful in terms of damage? Currently my design is running on a lot of GC medium wheels. Having got access to caterpillar tracks at trading stations recently... I am strongly considering switching to all track drive. What would you recommend for a large GeoCorp design? My test in R&D as well as creative mode as as well as the - painstakingly searched for and outdated - hitpoint values seem to indicate that the middle track outclasses the right/left track of GC.. being both faster, harder to destroy and being more universally useable by not being somewhat side limited. Globally speaking for the game and for other factions as a whole.... are tracks or super large wheels the better option or is there an advantage for both of them depending on the situation? What is the best option to carry the most mass without having access to hover tech? Should I invest into 3 Pound Cannons or should I wait until I can buy bigger cannons? Should I have a base? And if yes... are the AI sentries enough to fend of attacks? While less efficient than other generators... the mobile furnace generator seems to generate plentiful of power from even basic fuel sources.... is there even a point in all those anchored ones? Is there a way to avoid generators consuming fuel when all batteries are charged? They seem to happily burn fuel for no gain at all. What shield and repair bubble is the best in what situation? Any further advice? Thank you for your time.