Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
thaank you for watching!
The magnet and SCU gimmick was also used for the tech that was assembled a year ago.
Although it is a little vague, I remember that it became usable as the AI core block specifications changed.
But it's got built in recharging/selling, surprisingly agile booster jumping (as per the name) and a 'key-chain' magnet tech for instant, wide reach block pick-up to mobile SCU!
It used to be that you *had* to have the SCU or magnet as a separate tech, in order for that trick to work at all, but magnets quietly started to release blocks for SCUs on the *same tech* some months back (not sure when). So, strickly speaking you don't *need* a separate magnet tech, but it makes the process war smoother, with the magnet instantly releasing blocks.
So great work and nice little demo video.