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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.
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.
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
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.
Somehow I missed that. Owned difficulty 2 on my first try after learning this, with core at 70%. Was pretty easy. Thanks.
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.
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.
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.