From The Depths
uberDust Aug 20, 2017 @ 11:23am
Looking for campaign tips
i'm a new player here, I already did a bunch of the tutorials and some of the deepwater guard missions. So i'm starting the first campaign now. and i just want to ask if anyone who reads this has any tips on what I should do first.


and also, I even tried building a boat but the waves kept flipping it over before i could even place a few blocks, there's gottat be a better way to do that, right?
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Showing 1-9 of 9 comments
FourGreenFields Aug 20, 2017 @ 11:32am 
Replace the starting fortress. It might look better than a very basic mining rig, but it's not the cheapest.
If you want to keep some looks, at least replace the engines (very inefficient), maybe the refinery, and remove the weapons (the starting fortress simply has too little armour for real combat).

Make sure you can beat most of the designs of the difficulty you're fighting, with craft of roughly the same cost.

Few DWG designs sport shields or LAMS, so you won't need to worry about that too much. They use loads of wood, so fragmentation, or AP shells should work fine. HE might also be an option, but only for bigger calibres.
(Note: I have no clue about CRAMs. I don't like them, and never used them because of that - might be that other shell types would be better for them)


In designer, the default key to freeze a craft is capslock. Also lifts it a bit above the water, if it's not in the air allready.
Or you could dock the craft and then start building, but you'll want to design craft in the designer anyway.
Last edited by FourGreenFields; Aug 20, 2017 @ 11:33am
Tashrinbackup Aug 20, 2017 @ 12:03pm 
As a noob my self, I have learned its always best to bate the enemy forces, just enter their territory then leave and the defence force for that square will come after ya. If you rush in, you might find your self out gunned by 3 different forces. Also, make sure to have your AI tweeked, otherwise you'll end up like me where I made a LAM raft, and it decided its best course of action was to charge at a enemy house on land and grind its self to peices.

As for weapons, I personally hate advanced cannons, so I use missiles and crams and only recently figured out PAC's (I'm a energy weapon nut though I don't use peicing mode) though lazors for some reason still elude me on how to get one to fire in pulse mode. Anyway, for the DWG I find, have some stuff that hits like a truck. Crams, PAC's, I got a 11k craft that uses RTG's that can near one shot most DWG's smaller boats and take on a fleet of them alone. As FGF said above me, they use a lot of wood. So armor stopping damage is not a thing.

Just be ready to switch gears when you go to take on the Onix, I found me explosive PAC's where suddenly taking far longer to take out their metal ships. Make sure to have a ship of some sort that can tank damage. Because even some DWG have some big or lots of guns and you don't want them hitting your cheaper frail crafts. I'm still working on making that tank, you can use repair bots but keep in mind that costs resources, though I suppose if you use RTG's and no ammo (lazors and PAC's then its only time after construction the ship will cost you resources.


I personally love RTG's, sure their expensive but they don't sap my resources every time I use them in the campain unlike the cheaper ones.
FourGreenFields Aug 20, 2017 @ 12:14pm 
Originally posted by Tashrinbackup:
As a noob my self, I have learned its always best to bate the enemy forces, just enter their territory then leave and the defence force for that square will come after ya. If you rush in, you might find your self out gunned by 3 different forces..
That only happens if you don't scout ahead though. No map grid will spawn more than one defensive force - the only ways to fight three forces at once are that you enter several grids, encounter an offensive fleet, or encounter static defence forces.
To prevent that from happening, send a scout craft with a strategic antenna. As the antenna range depends on altitude, you'll prob want a high-flying plane, or, better yet, a satellite.
Last edited by FourGreenFields; Aug 20, 2017 @ 12:15pm
xchrisx88 Aug 20, 2017 @ 12:20pm 
Originally posted by Tashrinbackup:
lazors for some reason still elude me on how to get one to fire in pulse mode. Anyway,

use Q-Switches on the Laser Coupler(idk if its the right name)



Originally posted by Tashrinbackup:
Just be ready to switch gears when you go to take on the Onix, I found me explosive PAC's where suddenly taking far longer to take out their metal ships. Make sure to have a ship of some sort that can tank damage. Because even some DWG have some big or lots of guns and you don't want them hitting your cheaper frail crafts. I'm still working on making that tank, you can use repair bots but keep in mind that costs resources, though I suppose if you use RTG's and no ammo (lazors and PAC's then its only time after construction the ship will cost you resources.

- Onyx Watch are your classical big slow fortress ships, mostly build out of multiple layers of metal, you wont do much with pure HE damage there, try EMP, that fries alot of the early ships (but not the sailing ships)

- the OW mostly have big a** CRAM guns that are slow as ***, just keep your distance and go fast and they wont hit you alot

- Ammo Barrels regenerate your Ammo slowly on its own, you dont need Ammo Processors and waste resources to create ammo,
if you dont have a ship with weapons that need ammo, you can still use a few Ammo Barrels as decoy at the very end of your ship, or very bottom, since most enemy ships shoot your ammo supply first
- you can also make Flare Missiles and Radar- / Sonar missiles that use that little ammo to decoy incoming enemy missiles
uberDust Aug 20, 2017 @ 12:40pm 


Originally posted by FourGreenFields:
Replace the starting fortress. It might look better than a very basic mining rig, but it's not the cheapest.
If you want to keep some looks, at least replace the engines (very inefficient), maybe the refinery, and remove the weapons (the starting fortress simply has too little armour for real combat).

Make sure you can beat most of the designs of the difficulty you're fighting, with craft of roughly the same cost.

Few DWG designs sport shields or LAMS, so you won't need to worry about that too much. They use loads of wood, so fragmentation, or AP shells should work fine. HE might also be an option, but only for bigger calibres.
(Note: I have no clue about CRAMs. I don't like them, and never used them because of that - might be that other shell types would be better for them)


In designer, the default key to freeze a craft is capslock. Also lifts it a bit above the water, if it's not in the air allready.
Or you could dock the craft and then start building, but you'll want to design craft in the designer anyway.


Originally posted by xchrisx88:
Originally posted by Tashrinbackup:
lazors for some reason still elude me on how to get one to fire in pulse mode. Anyway,

use Q-Switches on the Laser Coupler(idk if its the right name)



Originally posted by Tashrinbackup:
Just be ready to switch gears when you go to take on the Onix, I found me explosive PAC's where suddenly taking far longer to take out their metal ships. Make sure to have a ship of some sort that can tank damage. Because even some DWG have some big or lots of guns and you don't want them hitting your cheaper frail crafts. I'm still working on making that tank, you can use repair bots but keep in mind that costs resources, though I suppose if you use RTG's and no ammo (lazors and PAC's then its only time after construction the ship will cost you resources.

- Onyx Watch are your classical big slow fortress ships, mostly build out of multiple layers of metal, you wont do much with pure HE damage there, try EMP, that fries alot of the early ships (but not the sailing ships)

- the OW mostly have big a** CRAM guns that are slow as ***, just keep your distance and go fast and they wont hit you alot

- Ammo Barrels regenerate your Ammo slowly on its own, you dont need Ammo Processors and waste resources to create ammo,
if you dont have a ship with weapons that need ammo, you can still use a few Ammo Barrels as decoy at the very end of your ship, or very bottom, since most enemy ships shoot your ammo supply first
- you can also make Flare Missiles and Radar- / Sonar missiles that use that little ammo to decoy incoming enemy missiles



Thanks guys :D I Appriciate the advice
Mrvecz Aug 20, 2017 @ 2:23pm 
Ill toss few things too:

- For campaign, focus on efficiency over aesthetics, pulling both is something to be left for players with +600-1200 hours of experience
- Use terrain to your advantage, force enemy fleets to move through chokepoints
- Board enemy vessels if you can (By jumping on them and finding AI) this is a big reward, no risk action, you will capture the enemy vessel so you can either use it as your own, or scrap it to resources

AI ships in general are massively bloated in term of resources, since AI doesnt actually pay for its units (Not yet atleast, might change with Strategic AI) you will be able to make.... fleets out of few end game ships.

- Dont follow real life conquerors like Hitler, dont fight on multiple fronts. Pick and destroy one oponent at a time
- I fight factions in this order
DWG -> OW -> WF -> LH -> SS -> TG -> GT -> SD
Some notes about factions
DWG are weakest as you might now
OW has the toughest units in the game
WF focuses on melee and AP weapons, keep your distance !
LH is your first energy weapons faction (Hitscan weaponry, cracks down the usefulness of aircraft
SS are the strongest naval faction in the game with massive battleships and modern airforce
SS are strongly bonded with TG and eventually you will have to face both
TG has self repair capabilities, so bring some sustained DPS
SD are flier only faction with most of the game weaponry accesable

- Combine your units, subs, ships and aircraft so you can tackle any foe
- Certain factions have more than one building that can build fleets, look for oportunities to raid them to reduce the number of fleets.
- Dont base your army around static buildings or Fortresses, keep everything on mobile units. Fortresses can move but only at 3m/s. You will face foes you cannot beat and retreat should be thing. And pointlessly losing units isnt a great idea in longer run. (You can scrap them and rebuild them elsewhere, but that takes time, and the longer you play Neter, the more ships the faction gets access to)

Mortus Eclipse Aug 20, 2017 @ 2:34pm 
I will say that although ammo barrels/parts boxes to regenerate over time, you will need to make sure you have enough ammo barrels to supply your weapons for the duration of the fight.
I would first like to say that the best way to learn is to play around in designer. The tutorials were vague when the game first started, and since then has been updated and great deal. Having said that, here are a few tips to note making a ship to start.
1) Don't dream big- Everyone dreams of making some monolithic dreadnaught out of the gate. Don't. You won't have enough resources to do it, and waiting for resources to spawn while building is honestly more frustrating than waiting to find a match in Evolve. Start with a small, light ship with moderate weapons. When building it treat light alloy like Metal. It is very durable and cheaper than the real deal. Also, wood is your friend. It may not be pretty and it sure ain't good, but it is dirt cheap and most stuff thrown against you can't penetrate more than 2m of it.
2) CRAMs are a no no- CRAMs are expensive. REALLY expensive. Making a decent one will likely cost a small fortune, and I am using the word 'decent' in the loosest possible definition of the word. Just... don't.
3) Steam Engines=Bankruptcy- In terms of resource to power, steam engines are great. But talking terms of efficiency, you might as well just burn all your resource. It would last longer that way than using a steam engine. Fuel Engines or RTG (although RTG is still quite expensive for its returns) is a safe bet. They will get the job done and aren't fueled by your wallet.
4) Fast Guns versus Slow Guns- Dont be afraid of a slow fire rate. People run into the misconception that the only good cannon is a 2000RPM Gatling gun. It isn't. I started the campaign with cannons with a fire rate if 9RPM. It worked just fine.
Last edited by colonelmustardgas3; Aug 20, 2017 @ 4:18pm
il Aug 20, 2017 @ 10:13pm 
Stone is actually very good early game, it's extremely resource efficient. Make sure you use beam blocks whenever possible (4m beams have the health of 6 blocks, for the cost and space of 4), hitting capslock will help with the problem you were having where your ships would flip during building, and making a cheap satellite balloon will help a lot. Just build a relatively large satellite on a wooden platform with a bunch of balloons on it, and you should get tons of vision.
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Date Posted: Aug 20, 2017 @ 11:23am
Posts: 9