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Swarmers aren't that bad tbh
Been testing them out and i gotta say having a ton of them helps for most enemies. I think they get a bad rep but they're pretty cool to use:

-low cost materials to build relatively to others in both amount and tier.
Only expensive one is probably plastanium but it's easy to build if you unlocked spore presses and cultivators as well as water extractors or just set them near a water source)

-can use surge pyritate or blast compound (but if you can make plastanium you can probably upgrade the pyritate to blast compound easily).

-takes up only 2X2 spaces, a big plus if you're low on space

-only holds a little ammo but that can be seen as a plus since you can over stock a belt or container and just resupply instead of ♥♥♥♥♥♥♥ through the ammo. Helps reroute to other swarmers or turrets easily as well.

-homing!!! big plus makes any of the 3 compounds automatically lock on and saves on ammo compared to other turrets that just shoot in a straight line or more wasteful in 3's but non-lock on

-fire 3 consecutive shots each time it shoots

-decent range

-can attack both ground and air enemies (something most mid-lvl turrets cannot do or do well without lock on erm homing missles).

-on bosses, they're decent since they only use 3 ammo types. Each does a different debuff such as knockback, fragging, or shock. Pretty good supportive turret or flat out destroy them if you have enough of them and ammo.



imo they're actually much better for enemies especially with the lock on that the damn bosses keep dodging alot and side strafing.

Add a little bit of oil/slag/cyrofreeze waves and you got yourself a really decent and cheap to make defensive line or support line (since they can work in conjucture to hold back enemies with the fragmentation).


seems like they're treated as the black sheep since people instead go for the other turrets like fuses or just jump immediately to the end-game turrets (cyclone, meltdown, spectre, etc.).

feels like they're the ultimate anti-air turrets and decent on ground units. Sorta like a scatter/salvo hybrid with lock on.
Last edited by Fumo Bnnuy n Frends; Feb 9, 2020 @ 1:58pm
Originally posted by Viddaric, Flesh Robot:
Here's a tip: flyers always prioritize power production blocks over everything else, even if they're unused power production blocks. So if you build a bunch of useless combustion generators off somewhere away from your main defense but close to the spawn point, you can get all the flyers off of your mainline defenses and going there instead. Load up on Scatters or Cyclones and watch the fireworks. Metaglass highly suggested ammo; the Frag trait increases the damage by WAY more than you'd think it would.

Also, I think Swarmers are mainly good for PvP, where enemy flyers come out in a slow trickle instead of a big clump, so big splash damage isn't as important. Also where homing is good for hunting down enemy players who can just dodge normal shots.
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Showing 1-13 of 13 comments
Commanders Jan 20, 2020 @ 4:19am 
If you using blast compound it is the best to counter a horde of low tier air unit.

https://steamcommunity.com/sharedfiles/filedetails/?id=1970086109
i find it easier to just make an industrial assembly line blast compound setup (my stackable impact reactor but only up to the blast compound) then just reroute it to the swarmers. Again the 2X2 space really ♥♥♥♥♥♥♥ helps a ton to navigate it easily compared to 3X3 or 4X4 turrets.

may try surge setup later on but for now blast compound can eliminate or severely damage a long mass of both ground and enemy units.
Last edited by Fumo Bnnuy n Frends; Jan 20, 2020 @ 4:22am
Skyblue Jan 20, 2020 @ 7:49am 
They work pretty well for mid-game. This is something that you can replace your scatters with, especially if you're massing them. But it's not something that I used often. I usually goes duos -> arc-lancer-scatters -> meltdown-spectre.

But yeah, with that range and air+land targeting capability, it's quite decent. The only thing that I don't like is the projectile speed, it's too slow, but then again it's probably compensating for the homing.
Last edited by Skyblue; Jan 20, 2020 @ 7:50am
Imo speed doesnt matter if you can land 1 hit with 4X area explosive vs trying to shoot down enemies with a machine gun turret and missing most shots
Last edited by Fumo Bnnuy n Frends; Jan 20, 2020 @ 3:46pm
PhailRaptor Jan 20, 2020 @ 5:03pm 
I wish their targeting preferred air targets to ground, though, when both are available. Defending ground is generally pretty easy, and handled effectively for a looooooooooong time with Arc + Lancer. Air, on the other hand, once the Scatter falls off there isn't a clear effective option.

I wish this was it, but I've had less then spectacular results, because they keep targeting ground instead of air.
Originally posted by PhailRaptor:
I wish their targeting preferred air targets to ground, though, when both are available. Defending ground is generally pretty easy, and handled effectively for a looooooooooong time with Arc + Lancer. Air, on the other hand, once the Scatter falls off there isn't a clear effective option.

I wish this was it, but I've had less then spectacular results, because they keep targeting ground instead of air.
I usually have them behind each other at least 3 rows.
1 front 1 air and 1 both for whatever needs help. Usually have electrical tureets front and water.
Though i agree but still sometimes a blessing in disguise.
Last edited by Fumo Bnnuy n Frends; Jan 20, 2020 @ 5:08pm
The author of this thread has indicated that this post answers the original topic.
Here's a tip: flyers always prioritize power production blocks over everything else, even if they're unused power production blocks. So if you build a bunch of useless combustion generators off somewhere away from your main defense but close to the spawn point, you can get all the flyers off of your mainline defenses and going there instead. Load up on Scatters or Cyclones and watch the fireworks. Metaglass highly suggested ammo; the Frag trait increases the damage by WAY more than you'd think it would.

Also, I think Swarmers are mainly good for PvP, where enemy flyers come out in a slow trickle instead of a big clump, so big splash damage isn't as important. Also where homing is good for hunting down enemy players who can just dodge normal shots.
Last edited by Viddaric, Flesh Robot; Jan 21, 2020 @ 5:49pm
Originally posted by Nostalgic Viddaric:
Here's a tip: flyers always prioritize power production blocks over everything else, even if they're unused power production blocks. So if you build a bunch of useless combustion generators off somewhere away from your main defense but close to the spawn point, you can get all the flyers off of your mainline defenses and going there instead. Load up on Scatters or Cyclones and watch the fireworks. Metaglass highly suggested ammo; the Frag trait increases the damage by WAY more than you'd think it would.

Also, I think Swarmers are mainly good for PvP, where enemy flyers come out in a slow trickle instead of a big clump, so big splash damage isn't as important. Also where homing is good for hunting down enemy players who can just dodge normal shots.
tried that and it worked with swarmers blast compound and oil/pyritate wave turrets.

never stood a chance.
been testing.

Idk if it's just coincidence but apparently having water or cyrofluid seems to increase their range as well (more noteable in cyrofluid).
Commanders Jan 24, 2020 @ 8:58pm 
Increase little bit...and overdrive with fabric also boost their range abit too.
Fumo Bnnuy n Frends Jan 24, 2020 @ 11:04pm 
Originally posted by Commanders:
Increase little bit...and overdrive with fabric also boost their range abit too.
oh that explains it

had both near it and it almost doubled its range
Been awhile



https://steamcommunity.com/sharedfiles/filedetails/?id=1992827505


found hidden stats apparently could be wrong

swarmer missles will continue for some time. In addition they seem to explode near enemies and less error if it's a frag like pyritate or blast compound.

In addition they suffer from the duo/hail effect. They're not particularly powerful but if you put them en mass they are strength in numbers rather than numbers in strength.

That and having specific ammos, fluids, and overdrivers near them inc. their ranges drastically.



Seems like a perfect mid-end game tier and are the utlimate air defense since they lock on and the missles continue. Unlike end game turrets like metldowns, spectres, and cyclones that have / need fluids in order to work to the max the swarmers are just there. Fluid is optional (though it does boost them significantly), they don't NEED them to work efficiently.


I do hope they never get nerfed tbh. One of the few reasons plastanium is worth harvesting in large amounts early on.

In other words they're probably the best for side strafing ♥♥♥♥♥♥♥ liches and reaper enemy fighters.
Last edited by Fumo Bnnuy n Frends; Feb 9, 2020 @ 1:55pm
also side note is they're actually stupidly easy to rebuild if they're ever destroyed making them really useful if fast wave timers are a thing.


They're basically immobile longer ranged / more powerful omega mech players that can multi-hit many enemies depending on the type of ammo you use.
Last edited by Fumo Bnnuy n Frends; Feb 10, 2020 @ 10:19pm
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Date Posted: Jan 20, 2020 @ 4:07am
Posts: 13