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2) Turning in on
3) Turning it on when you have 100 Materials
You should see a green rotating light when it's working.
As stated before, they need to be turned on manually at the start of any tour. They have a 45 second "build" time and if you have 100 materials available after 45 second then they poop out ammo to the floor below them.
2 auto ammo makers feeding can easily feed an auto loader hooked up to 4 hellfires with 10 damage amps each. You'll end up with surplus actually. Now if you have a couple of smart mortars also going off that auto loader then you might run into ammo issues with only 2.
Now, that's not without bringing ammo to half load them up at the start (and for the basic autoloaders, full load them) of the tour, and I turn on the ammo spigot of 6 advanced ammo makers on recovery day to keep supplied. But the idea of either policing the ammo crates or wasting huge amounts of materials every day of tour just rubs me the wrong way. Really starting to wish there was a 'Harvester' Guardian type so I could crank out a couple and throw them at the stands of trees.
I can't say your wrong about the belt accumulating a lot of ammo and it eating into performance though, all those physics objects in motion is gonna take work. My one test with a production belt setup immediately educated me on the topic.
I'm starting to think maybe I should have a design for tours and one for Infinity Siege runs, where I can throw down 3 Advanced Ammo Makers behind the AAL's, flip them to on and fill a little bin with ammo without care between waves.
The jump from manual to auto isn't simple. In fact, I think there is a bug at the moment that if you turn on the autos in "bullet time" then they do ♥♥♥♥ all. I have (paranoiacally) had to turn them off and back on numerous times.
However, once you work out the ratios, the autos far surpass the manuals - assuming they actually work.
If your belts are piling up ammo, you have too many ammo generators for that level of difficulty - remove some. Autos only work if your guns are killing enough to sustain the ammo generation. - for eg; snow 4 I have to micro manage mine whereas in city 5 there fine by themselves, due to enemy density.
I actually thought there were loads of bugs when it comes to auto ammos; but actually, apart from the possible bug of not turning on in bullet time, if you turn them on in good time to feed they work better than manual.
EDIT: I should mention that I don't even manually tour - I just afk spend even at C5 and jump right into the boss battle with zero resources to start with. I think the idea of what you do prior to the end zerg map is kinda irrelevant, given that.
Come to think of it, there is just enough space for 2 Ammo Makers and a belt at the edge. That hybrid setup might meet my needs perfectly. Any left over from the travel will be there on Recovery day, while the belt ensures a steady flow for ammo during that and sieges. Plus the two AM's would provide an immediate reserve of ammo for peaks in demand which conveyor belts can't really respond to.
It's not paranoia but what's most likely happening is if the ammo maker doesn't have material after its 45's it'll go into like a paused state but they'll never come out of it, and thus never actually make anything. What I've observed at least from sitting there watching them in tests. And by what I mean in not having material is say you have 1000 material banked, turn on the ammo maker then use all that in standard ammo makers. My work around has been say I have 10 ammo makers then I don't turn them on till I have the 1000 material to run all of them, then if at some point my material reserve drops below that I turn them back off.
I've arrived at this conclusion as well. The ammo needs of City 5 vs Infinite Siege are different and you need specialisation. If you have Hell Fires, it turns out 406 and 105's are rarely needed in the game (a few bosses occasionally)... hell fires are so effective you'll need more of those first than anything else, and those things are thirsty. Currently there isn't a mechanism to automatically "throttle" ammo making except by turning things off and on. Perhaps if we had this, just one outpost would be more possible. I don't find having an "ammo bin" works well on Infinity Siege, I need conveyors, because I need every crate feeding the hell fires ASAP. Bins are fine for City 5 as the build up and waste doesn't matter. What would make management easier, is the ability to throttle ammo makers with a slider - or even automatically - but that might take away the skill to much.
I've had no issues turning them in slow mode. The main issue is there's a bug on main branch where if you turn them on before they have 100 materials they'll stay stuck in the disabled state(same with shell makers and 150 materials). There's a fix on the PTR for it right now.
This is very likely what I have been experiencing then; thanks for clarifying - I only slowmo at the beginning so for sure there will be less than 100 rss quite often...I'll now stop doing that!
You can jiggle a 2 auto / 1 manual setup quite easily with just 2 belts - use the manual as the endstop on the middle of the belts --I--, or a pure 3 (or even 6 if, for some insane reason, you need 6) auto setup with belts.
I don't know but I have become ahem...a little...fixated...on building my outpost - current value 869k, 5k power, 13k resources and 3.5k core...and only my bottom floor (of 6) is actually complete :D
https://steamcommunity.com/sharedfiles/filedetails/?id=3236226314
Once you tip a certain power point, skipping then adding hazards at the end to multiply your loot is very viable. Just tedious as hell to load up on batteries...
Did a nice long run of Infinity 1 today, using 3 Advanced Ammo Makers per Advanced Auto Loader, to a bit above wave thirty. It gets a little messy with ammo packs not staying in the pickup zone (blast it) but other than one side getting more work than the other (and thus requiring some shifting of ammo from the dead zone's production on occasion.) it worked out pretty well.
Would not use it on tour, since I'm splitting development paths into a tour and a siege design, but it worked out. Need more shell makers to feed the 406 set to 'I do not want to see Large or above units please.' auto targeting, despite keeping a dedicated AAL full of shells for it. (I guess that'll see me using some belts.)
Having a Xen setup for 'all the materials on kill' didn't work out as nicely as I'd hoped though it did help a little early on. (Gravity and Missile have too long a refire rate, elemental spray isn't very ammo efficent...) I might have a go with a wreckage shotgun setup next run. Incidentally, I need to thank the person on the forums who suggested using basic missiles to instant mine wrecks remotely for that brilliantly wacky idea, because it works.
I think I'll need to try a run of Tour doing 'load up on materials at the first stop, skip to non-PoI's and then load up on mats at the final stop before retrieval. (also letting me stock up on ammo and all that.) I basically only care about one resource at this point (Where is all the Xenium Soil and why is it the mining site gets me a worthless trade good instead of more Xenium Soil!?) as I've piled up a lot of the rest. Well, that and getting some red gear, but that'll be an Infinity Siege stage 2 run thing.
Sadly not.
I can't help with the XENs or the infinity as I don't do much of the latter (but I too have found that materials mod useless), but I can say that if you can, just blitz C5 as far as you can in auto - you get what you want then extract, if you don't then abort and retry.
Takes just a few mins that way - only load your reds that you want (components) into the trunk, and hope for at least one of the two component multipliers. I did 3 runs in 20 minutes, and my last run yielded 9 red components whilst the other 2 were aborts. By far the fastest way of getting soil or uranium or ions or barrels or processors - depending on your needs.
EDIT: Also, doing snow on max for 50-100k a run on auto is better than C5 manual - 10 mins for 50-100k vs 2 hours for 500k. I don't think, when it comes to non-infinity at least (infinity I can't comment on), that running maps manually is at all economic in the current game state (unless your after blueprints of course).