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Beyond that, bringing some starting ammo boxes (via the compact crates you can make) helps to get over the initial hump. Combat Miners on the Xenium boxes help to get enough starting funds to keep going early on, and throwing stuff you don't want into the material converter has saved my bacon a few times (Usually a cannon mounting or broken missile.) with material supplies.
Cataphracts can be really ammo efficient, especially the Vanguard. (the one with the siege mode and cannons) plus since it holds 6k ammo, it can last a solid amount of time between refills and it's shots are AoE which helps.
Material converters to turn all non-heroic drops into materials on the early waves.
Bring ammo packs with me to initially fill auto loaders.
50 Fuel to turn the wrecks that are on the map into resources(DBD)
Front line consists of Titan Spikes that kill a lot of enemies and are rechargeable so don't need ammo.
After your front line is established then all extra materials should be going to ammo production. After a few waves have passed enemies give more materials per kill and I'm literally swimming in ammo.
Two, every kill the base makes is 5 resources before any tour buffs "the base can hit weakpoints and trigger the bonus materials"
And three, I have 12 combat miners I spam around the edge of the map in the trees.
To jump start it, I have a Gravity XEN with 2 Disassamble II on it.
Shoot that into a large group of scorpions and it generates about 2k materials.
Designated guns for smalls targets so that muntion usage isnt overkill
Mortars also eat through a lot of munitions, so set them to target Med/Large
Engineer helmet for 75% reload bonus manual gun reloading
A lot of muniton makers, I think 16 normal and 8 automatic.
You also want Massive Material storage, since material is lost when your storage is full.
If you have a good auto ammo system then once the waves start rolling in the kills will usually offset most of the materials costs depending on how efficient your setup is.
As some others have said, setting up your guns properly (Staggered Ranges, Specified Target groups, etc) can save you alot of ammo waste and reduce the need. For example, letting the Twin 30mm take pot shots at small targets is wasting ammo, better to let a CIWS or something that has a smaller cost per shot chew them up to prevent overkill. Even more so for the Mortar shooting things other than Large.
Advanced ammo makers can drown your hellfires in ammo between waves, and all of that will be used in time:
https://steamcommunity.com/sharedfiles/filedetails/?id=3235752064
If I recall unboosted Hellfire needs about 1.2 advanced ammo makers to fire with no interruptions. Since damage amplifiers now increase ammo consumption, I'd say they'll need 2.4 fully boosted.
Edit: Nope, found the table in the discord and it's 1.8 unboosted. Then it's a whopping 3.6 advanced ammo makers fully boosted nd that's insne
https://cdn.discordapp.com/attachments/1228721014116978698/1228721014310178876/image.png?ex=6631afde&is=66305e5e&hm=df1bc2c530184c84bc39e1026b4ac72361883bf92aef346e11e385333fe41106&
In actual gameplay, I have found that 2 adv ammo makers are making more then enough ammo for 2 hellfire turrets.
Only now that I have 10 damage amps on them, am I not seeing huge ammo piles anymore.
With 6 each I still had ammo boxes pileing up.
Based on DBD wave 20-25