Outpost: Infinity Siege

Outpost: Infinity Siege

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How do you guys deal with the ammo problem?
I see a lot of really amazing cool bases with tons of guns on here and I'm just trying to run an outpost with just a couple of hellfires and around 10+ other turrets - and I can't seem to keep up with the ammo cost - especially in infinity siege when you don't really have wrecks you can salvage.

How do you get so much material in the middle of battle that's enough to feed like... 10+ auto ammo makers?

What am I missing here?
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Showing 1-13 of 13 comments
Demon Carroll Apr 28, 2024 @ 10:23pm 
I've found on the hard infinite siege mode the material problem sorts itself out, and with 16 auto ammo fabricators or whatever they're called tends to be too much. also throwing any unwanted materials into a dismantler or material converters usually helps
kknd Apr 28, 2024 @ 10:25pm 
Well, what's your core output looking like? up to 3k core output you get a % boost to all turret damage from your core output that massively saves on ammo.

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.:raven:
Pandorian Apr 28, 2024 @ 10:26pm 
I thought you were going to ask how we deal with the ammo clogging our belts when I read ammo problem. Uhh let's see.

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.
Riktor87 Apr 28, 2024 @ 10:49pm 
One thing I do once the base is spooled up for recovery is one of my xens is a focus with battering ram III's stacked "5 of them" and I go shoot wrecks.

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.
Schalimah Apr 29, 2024 @ 1:40am 
Normally the materials you get from killing the waves is enough to feed the ammo makers.
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.
kknd Apr 29, 2024 @ 7:54am 
Originally posted by Schalimah:
Normally the materials you get from killing the waves is enough to feed the ammo makers.
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.
I need to try making something like that, lord knows there's enough scorpions running around.:raven:
Wmd Apr 29, 2024 @ 8:59am 
Staggered ranges for guns
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.
ExavierMacbeth Apr 29, 2024 @ 9:11pm 
Generally decide what you want out of the siege before you go in... Are you looking for new XEN, New Gear, occasional Material drops, Tech points? Anything you DON'T want goes immediately into the Matter/Power Converter as quickly as you can. That will get you the starting materials you need to get up to speed.

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.
HeathenSW Apr 29, 2024 @ 9:30pm 
Originally posted by ExavierMacbeth:
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.
While it's true for most of the game there will come a time in the infinity mode when you will benefit more from AOE of 30mm hitting small targets, since CIWS/Hellfires will be much more needed to kill bigger targets real fast (they do have bigger dps afterall) and the amount of shots to kill smalls will be quite big. I'd say around wave 20+ or so if you allow 30mm to fire at small targets and lower the priority for them for CIWS/Hellfires you'll start to notice things getting smoother. It's especially true for Viper Chainguns in Vanguard edition, since they are using less ammo per shot.

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&
kknd Apr 29, 2024 @ 9:44pm 
Originally posted by HeathenSW:
Originally posted by ExavierMacbeth:
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.
While it's true for most of the game there will come a time in the infinity mode when you will benefit more from AOE of 30mm hitting small targets, since CIWS/Hellfires will be much more needed to kill bigger targets real fast (they do have bigger dps afterall) and the amount of shots to kill smalls will be quite big. I'd say around wave 20+ or so if you allow 30mm to fire at small targets and lower the priority for them for CIWS/Hellfires you'll start to notice things getting smoother. It's especially true for Viper Chainguns in Vanguard edition, since they are using less ammo per shot.

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&
Well I'm gonna need a lot more AAM's then, since I've only got 6 and 3 Hellfires (plus other turrets) to feed. pity the link is dead, but thanks for sharing the numbers with us!:raven:
HeathenSW Apr 29, 2024 @ 10:08pm 
Originally posted by kknd:
Well I'm gonna need a lot more AAM's then, since I've only got 6 and 3 Hellfires (plus other turrets) to feed. pity the link is dead, but thanks for sharing the numbers with us!:raven:
Dunno why it doesn't work, I'm not that good with discord sadly. But it's this (XD_Nobody seem to be the author, definitely not me):

Ammo per box
Ammo cost
Fire interval
Time to deplete (seconds)
№ of ammo makers to supply 1 turret
Max range
Damage per shot
DPS
Total damage per ammo box
hellfire
1000
4
0.1
25
1.8
12k
1,875
18,750
468,750
ciws
1000
2
0.1
50
0.9
10k
250
2,500
125,000
mortar
1000
20
1
50
0.9
10k
897
897
44,865
twin 30mm
1000
40
3
75
0.6
10k
2,100
700
52,495
viper
1000
20
1.5
75
0.6
8k
1,052
702
52,615
single 30mm
1000
40
3
75
0.6
8k
727
242
18,173
mg
1000
2
0.15
75
0.6
5k
100
667
50,000
pyro
1000
5
0.2
40
1.125
1.2k
313
1,565
62,600
cryo
1000
5
0.2
40
1.125
1.2k
188
940
37,600
Last edited by HeathenSW; Apr 29, 2024 @ 10:10pm
Schalimah Apr 30, 2024 @ 12:33am 
Keep in mind that this table is based on constant fire.
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
Vigilante Apr 30, 2024 @ 2:50am 
Unwanted orange quality guns and armour are thousands of materials in the converter each if you want a boost at the start of infinity - the other trick is to leave one tank alive at the end of the wave (as long as it’s missiles are being shot down) and just spam miners and harvest the map as the next wave won’t start till that one guy dies
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Date Posted: Apr 28, 2024 @ 10:13pm
Posts: 13