Drill Core

Drill Core

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Ghostlight May 31, 2024 @ 6:00am
Either this game is too hard or I suck at it
I cannot get anywhere near succeeding in the 2nd difficulty. Any tips? It's coming very close to "ragequit, won't buy" for me, which is unfortunate as I do like the game but it is much too hard.

I also end up losing with tons of the blue rocks but no red to build anything, which is, in itself, very frustrating.
Originally posted by itchyjeve:
Originally posted by Ghostlight:
How can you have 11 workers?
more than one baracks ups the pop
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Showing 1-15 of 18 comments
satans_favourite May 31, 2024 @ 7:47am 
best tips i can give ya
1: day 1 and 2 focus on economy. multiple factories and 2 barracks upgrade workers.
2: get the shield turrets and place 1 at every floor.
3: choose turrets wisely. i usually have turrets that do more damage to 60%hp bugs on top. and atleast 2 AOE turrets on every floor.
4: dont underestamate to damage of the night abilities. like the machine gun and drones ( the 2 best at the moment )
good luck hope this helps.
Aseneth May 31, 2024 @ 9:14am 
It IS hard but it's that "just out of reach" or "I can do better next time" hard. I have really good and really bad runs and the good ones really hit the right buttons in my brain. I am still trying to figure out how to adjust my tactics for the 3rd level of difficulty, as the basic routine I was running on isn't quite cutting it.
Ghostlight May 31, 2024 @ 9:20am 
Let me come back with a very basic question.... what ratio of worker types do you guys use?

I've been sticking to 3/2/2

But I am starting to think that 3/3/1 or even 4/2/1 might be better.

I am also starting to think that upgrading the workers is a trap, at least beyond one Laboratory. There's such a shortage of the red metal.
Phero May 31, 2024 @ 9:56am 
The third level is 200 meters deep - I get to 100 meters and get overrun, even if I think I got pretty lucky with the turrets.
Kruxed May 31, 2024 @ 10:09am 
I'm usually 5 miners 1 hauler 5 soldiers as a minimum, if I don't have drone carrier then I need 2 haulers.
You should look at using the bonuses from buildings and supplementing the turrets you get, if lasers do more damage to enemies below 60% hp and auto turrets do more damage to enemies at full health, then you can probably work out the ordering you should chose and you then need to use the correct buildings to boost the effectiveness of whatever it is you are doing

I just did the 2nd difficulty with no shields, I have experience but it wasn't that difficult, 3rd difficulty is not worth the effort. Really I shouldn't be day 22 and depth 200 with no shields, its a game design problem
Ghostlight May 31, 2024 @ 10:17am 
How can you have 11 workers?
Kruxed May 31, 2024 @ 11:01am 
With most buildings if you have more than 1 it gives extra bonus, so when you get a 2nd barracks you can hire 3 more workers and then a 3rd and a 4th. I think the max on most buildings is 5
The author of this thread has indicated that this post answers the original topic.
itchyjeve May 31, 2024 @ 12:11pm 
Originally posted by Ghostlight:
How can you have 11 workers?
more than one baracks ups the pop
Sea Base May 31, 2024 @ 12:47pm 
The starting strat I use for D3:
1. 2 factories off rip
2. Mine with a focus for tech
3. As soon as you hit 3 iron, +1 factory
4. Keep mining to the next 3 iron
5. +1 Barack's
6. Pour iron to up your Miner count to 5

7. First night - hopefully RNG has been kind and you can use your 2 free turret placements to build 2 lasers or 2 firework launchers. If not, 2 of the machine gun turrets will have to do. Leave the bottom slot open for a shield. I've found all other turrets to be a trap at the bottom at D3 as they do not scale well enough.

8. Mine for iron and build your 4th factory
9. Build the research building
10. Research +25% move speed
11. Save up for the next floor
12. Build a 2nd baracks
13. +2 haulers

14. At this point you can make a judgement call based on what techs you've found if you have a dead run or not. If you don't have at least 2 turret techs out of shields, lasers, fireworks, poison, it's probably gonna be a bad run and worth a restart. D3 is brutal for RNG.
Ghostlight May 31, 2024 @ 3:19pm 
Originally posted by itchyjeve:
Originally posted by Ghostlight:
How can you have 11 workers?
more than one baracks ups the pop

Somehow I missed that. Owned difficulty 2 on my first try after learning this, with core at 70%. Was pretty easy. Thanks.
Last edited by Ghostlight; May 31, 2024 @ 3:21pm
wdschnik May 31, 2024 @ 6:13pm 
Originally posted by Ghostlight:
Let me come back with a very basic question.... what ratio of worker types do you guys use?

I've been sticking to 3/2/2

But I am starting to think that 3/3/1 or even 4/2/1 might be better.

I am also starting to think that upgrading the workers is a trap, at least beyond one Laboratory. There's such a shortage of the red metal.
use 4/4/5 but sell the buildings wenn you got them and plase some other stuff and use in the first day get 4 factorys
Sev May 31, 2024 @ 6:51pm 
I used to do the 3-5 Factory start for econ. However what I found is this works so much better.

1 Barrack, 1 Factory, 3 workers, 1 Barrack, 2 hauler 1 worker.
Basically this start lets you mine a side like crazy for your tech and have a huge work force. If tech allows I fire my guard and get another hauler. After this you can go where ever depending on tech but 9-10 man work force is strong on day 1.

Tech wise early you're looking for a night time activate that will carry you till wave 5ish with only starting turrets. OR a primary turret that you'll use long term like firework or shield. Having these lets you invest little for long term profit. Remember, core health is a resource. You win even at .01% health. Tank some get that econ and tech lead.
Eagle_of_Fire Jun 1, 2024 @ 2:47am 
I think the last run I played I had like 19 workers... My standard is 6 drillers, 2 haulers (with drones) and 5 soldiers for a total of 13 and I hire more when I can afford switching to barracks, hiring people up and switching back to the original buildings during the same day.

When you rush drilling a space, a maximum of four drillers can be sent to it. So I like having 8 drillers and splitting them into two teams with two different rush commands. You can drill really fast this way.
NeoGalaxy Jun 1, 2024 @ 10:18am 
Originally posted by Ghostlight:
Let me come back with a very basic question.... what ratio of worker types do you guys use?

I've been sticking to 3/2/2

But I am starting to think that 3/3/1 or even 4/2/1 might be better.

I am also starting to think that upgrading the workers is a trap, at least beyond one Laboratory. There's such a shortage of the red metal.

Hello. I am using 3 different options, 5/2/1 but here the warrior dies a lot :P Then I move to 5/2/2 that works better but one runs I had to use 5/2/3. Sometimes even 5/2/4. Also I don't get the turret building... or the laser turret... I keep 3-4 warriors.
Infected Jun 1, 2024 @ 8:26pm 
4 3 3 ratio for me, and working like a charm
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Date Posted: May 31, 2024 @ 6:00am
Posts: 18