TerraTech

TerraTech

45 ratings
The first five hours
By Karythrys and 1 collaborators
If you are just starting the game, returning, or just want to relive the first few hours, this guide is for you. As this is the first guide I have made, expect a few mistakes and whatnot, but I will do my best to update it and make it accurate. If you like it, please leave a like and maybe a comment. Ty and read on!
   
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Landing
Since this part of the game has its own tutorial, I will leave this section short so as not to be a copycat. However, I will tell you what to expect: When you first enter the game, you will go through a short intro that will show you how to do certain things, namely charging batteries and building, with a bit of enemy-destroying. The only real advice I can give you for this stage is: Stay alive. You don't want to lose the parts given to you by the tutorial, as these will give you a tremendous head start if used right. You will see why later in this guide.

On your own for the first time
After you finish the game's intro, you will be practically on your own for the rest of the game. There will be other tutorials, but they are technically "optional" tutorials since they have to be accessed by the mission stations, also called gso trading posts, to actually complete. Before you go anywhere, STOP! It is extremely helpful to build a base when you start the game. A base will allow you to craft, sort materials, and even sell the ones you don't want. Note that if you want to progress solely by missions, collecting, refining, and then selling materials will speed you along very nicely.

Now location is very important. If you want a protected base, opt for a big rock and put the base right up next to it. This will provide protection from about 140 degrees of LOS (line-of-sight) on the side of the rock. It will prevent enemies from attacking you from behind, and provide a much better resource later when you gain flight and are able to build your base on top of the rock.

For a convenient base (i.e. if you don't want to travel far for missions), build your base next to or near a gso trading station. Note that it is unconfirmed that enemies will actually come to the station in search of missions &/or to trade and attack your base. This can get very annoying until you have a base that can defend itself. This base is quite good if you always have a lot of extra BB's to spend because you will be able to buy all the things you need right from the trading station.











Once you have a homepoint/base, search the gso trading station for the GeoCorp license mission. It is almost impossible to make proper mid-game techs without GeoCorp. GeoCorp provides the best Hp-heavy blocks and makes excellent short range weapons and resource collecting gadgets.

If you have time to kill, do all of the crafty mike missions as well. These will give you all the resources needed to make a crafting base all while teaching you how to do it. Make sure to bring all the blocks from the bases he gives you back to your base and start making a semi-automated crafting base, this will make it easier once you have the materials to gather blocks since the gso prices are so expensive and since you can only buy gso blocks from the trading station.
Building a combat vehicle
Once you have a base carved out, It is very good to build a better vehicle than the one you finished the tutorial with. IT IS EXTREMELY IMPORTANT TO GET REPAIR AND SHEILD BUBBLES ON YOUR VEHICLE! These must be powered as much as possible during combat. I learned this the hard way when my land ship was destroyed finally by one of those tech teams that land near supply crates on missions, take a page from my (updated) book to keep them charged. This also goes for your base. Putting them on your base is very helpful as well.

Guns, except mortars and the mini versions of the cannons, should never be put rows wider than 2 guns. If you do put them wider than that, they will block eachother's fire and become ineffective. This rule is mainly for "Broadsiders", techs that look like buses and have lines of guns on either side to pummel the enemy with. Note that the tech class it does not apply to, and would actually decrease effectiveness of, is the gunbed class. These are techs made to have huge damage output and little health, less than broadsiders. Gunbeds look sort of like "steps" in the fact that they are up a block, back a block, up a block, back a block, and so on.

If you are making a tank, Use mainly GeoCorp because of their high health blocks. Gso is best for dune buggies once GeoCorp is unlocked, and Gso weapons are best on all techs until you unlock Venture and Hawkeye unless you like short range (GeoCorp).

Missions
The last thing I will talk about in this guide is missions. The GeoCorp resource collection missions are nice and easy, Gso missions give some good combat, BUT: do not do the Venture license mission until you atleast get the Hawkeye license. From what I hear, the venture missions are pretty bugged as in they fill the entire mission panel and leave no room for the other missions.

Tech on!
35 Comments
Goose Oct 8, 2021 @ 12:39pm 
that advice about building on top of the big rocks, thats KIND OF a good idea,
i did this myself one time as i was curious as to whether or not i could,
while yes, it does offer perfect protection against alot of threats, any tall techs with mortars on them WILL be able to destroy your entire base given enough time, and since you build on a big rock, you arent able to get alot of resources up to the base (unless you use conveyor belts or that new better future air receiver, that, again, defeats the purpose of a base on the rock,
but putting your base on the rock is a pretty good way to be safe from most threats, it still leaves you open to mortar fire as i said above.
Zerobudgetman Jul 30, 2021 @ 4:50am 
if you are careful, you may not need shields at all. i rather just use repair bubbles. shields drain your battery QUICKLY and can leave you unable to regenerate later. batteries should ALWAYS be stored in the core of your tech and be surrounded by other blocks. when they are destroyed, they explode damaging everything around them. multiple batteries next to each other can cause a chain reaction if destroyed that can destroy your entire tech.
Commander_Black Jun 25, 2021 @ 9:45am 
i personally find that having a base is a haandicap since it forces you to come back to the same place over and over.
It is best to have ressource refining and selling integrated into your tech and have an extra base bluprinted that you can pop out whenever you need it anywhere and anytime.

You dont need much on your tech, ressource-wise. 3 or 4 delivery cannons, fedd by same amount of refinery and 1 silo per refinery. 6x6 blocks in the back of your tech and youre set.
Ofc later on you can have mobile refineries and cannons but thats a whole other level ^^
Darastrix_belikir Jun 13, 2021 @ 9:18pm 
another thing that is important is to unlock and finish the turret joe quest and obtain an scu
tf2 pomson enjoyer #FREESCHLEP Aug 11, 2020 @ 7:25pm 
I make a base at the first trading station i see.
Avi8 May 29, 2020 @ 9:48am 
Why don't you just put the base on your Tech? I just find a fixed anchor, slap it on my Tech, and then put delivery cannons and whatnot on the Tech.
Wungry - Jane Helldiver ᴴᴹ May 9, 2020 @ 3:55am 
Kerbonautics true but i make my stuff have gso cannons to protect me
Kerbo Apr 21, 2020 @ 7:35am 
Venture license is a pain in the ass and cant be canceled. the real problem with it though, is that sometimes enemies will spawn on or near the track, making it very difficult to finish with a light speed vehicle
Bauhamuat Mar 13, 2020 @ 12:29am 
well good thing i read this now i was 3 hours into the game and was doing everything wrong
ShelLuser Nov 16, 2019 @ 12:56pm 
Fun read but not much of a guide. You say " build a base " but then never bother to explain how to do that leaving newbies such as myself completely in the dark.