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That makes sense, I was wondering how generators were supposed to fit on the pillars, so simply making pillars next to each other allows that, got it.
sounds like you should be making and putting down material crates which add 40 material storage each, and are very cheap.
Leave the items with highest value per inventory square in your backpack. The length of the recovery day tower defense is determined by the value you try to extract VIA YOUR BASE. Stuff in your backpack won't increase the tower defense length.
Also try to use the artillery, the mine thrower and the two tanks with 3 shots.
It's becoming a bit of thread hijack but my base currently nearing entry to city here, has lots of room in and on the back for the spikes, though I know it wont always be useful, as I said, I am swimming in materials and no reason not to get 400 extra core power on a run. Especially when I can just shoot tanks with free fire and break them in seconds for the materials making energy and material gain ezpz, (doesn't work with the + material gain cards but w/e, its 0 energy).
https://steamcommunity.com/sharedfiles/filedetails/?id=3210921562
With just the 2.5x7x1 space in the back I can fit 12 spikes (last square wont fit, so one per square -edge) if it was the 3x9 I could now expand it to, could easily shove all the titan spikes inside only, and still having space up top.
+ More on topic, I didn't realize when you are going into recovery day, the FIELD STORAGE in top left is a button, that lets you move items to and from your bag, and you can selectively pull out your expensive items. Doesn't even look like a button and someone had to tell me about it.
You absolutely should be spamming material crates and batteries into empty space inside your outpost. Even early on you can start stacking these to get your caps up. And as you said, you can't afford the cost to add turrets because you haven't increased your base values.
You can use an easy method with walls placed every half tile, that fits one battery and six material crates each. You also want lots of these generic walls for free core output.
https://steamcommunity.com/sharedfiles/filedetails/?id=3210942654
https://steamcommunity.com/sharedfiles/filedetails/?id=3210942695
Also, I'm just making this upgrade now that I can afford a lot of small generators as well for the +10 core output, but you can replace every 'middle' wall on a square with a utility wall for a generator, the batteries on both sides from the alternating generic walls, and in the space with the generator, still fit a U shape of five material crates.
https://steamcommunity.com/sharedfiles/filedetails/?id=3210951667
The other alternating walls with generic walls can fit batteries on both sides top rail.
Edit: Just went from 529 to 965 Output with that trick. Good since it cost no less batteries, and I still have lots of room for material crates that loss of a few per tile meant nothing. (The utility walls give +3 as well so it's +11 output per tile -- generic wall was already +2)
https://steamcommunity.com/sharedfiles/filedetails/?id=3210960321
grab only the loot you need. the more loot you have, the longer the horde will come, with more enemies and even a possible boss. if you only grab what you need and do small runs, you should be able to make it out.
You don't place temp fortifications before recovery day. All the stuff you put down during exploration days get left behind.
On exploration day 1, you put temp stocks like ammo crates in the container and then pull them out of field storage right before recovery day.
Build those little helper drones to use up extra resources before Recovery Day - mix cannon and mgs.
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Snow Ruins map design is terrible. Tanks hide behind hills where your direct fire cannons can't hit them. You can set a CWIS to priority target missiles, then large and gigantic; max out its range; and that will give you the time to deal with the tanks manually. I got two of them setup this way.
Alternatively, build yourself a Knight Hangar first thing and your life becomes way, way simpler.
I can mostly hold the forward outpost by standing on top of a Knight to hit priority targets, sometimes hopping inside to deal with tanks with the Knight's guns. All the cannon and mg drones I've built up on exploration days I put on the right of the forward outpost so they have clear fire lines on the center wave. Put stake walls in front of the titan spike to distract the enemy, and rebuild them between waves.
Build an ammo crate at base (9 ammo boxes), put it in your container Exploration day 1, pull it out of field storage on Recovery Day loot setup, drop it on the ground at the forward outpost and unlock. You should be carrying another 6-8 boxes of ammo alongside to feed your drones and frontline outpost guns. Have 3K+ loose ammo in your inventory beforehand too. You will still run out of ammo, but you'll have killed off most the enemy units by then.
Having better gear and xeno synergy for your gun is huge on this map as stated.
Having a Knight, better gear, a CWIS on missile duty, and carrying ammo to the frontline means I don't even bother with the artillery anymore.
Artillery not showing their firing ranges is another huge issue. Most pieces pre-placed on the snow map can't hit anywhere useful for holding the forward outpost, and then get blown up when the enemies get past the forward outpost. The mine launcher is a lot like that too.
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There's a lookout tower in the middle of this map. It has bonus loot and a control panel for a turret facing the left path to your base. You'll want to park yourself there if you manage to get to the point where you're doing this in command mode.
Again, they do. On your ATC platform, titan spikes, turrets, fortifications all carry over every day to recovery day. Rarely things can fall off when your outpost gets up like I'll lose some spikes, but its a random bug. Anything that made it through the day I placed it stayed until the end.
Early players should absolutely be placing the titan spikes they have and closing them for the +20 core output benefit as they explore.
i'm still not really sold they are worth the 100 materials. maybe in the early maps. but in city ruins i'd much rather invest it back into energy, spare ammo, or spare shells. plus having to place the on the base takes up important space that could be going elsewhere. unless you are doing like a meta build or something where you just have all these massive flat areas with a borg cube.
I think the main point was that these temporary items do carry over throughout the tour, so if you do choose to build them then they will stay with you until recovery day.