Drill Core

Drill Core

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weavah9 Sep 20, 2024 @ 10:09pm
The Swiftbase, an attempted analysis
By the look of this thing, it is meant to be parked between two buildings where it will apply a 40% bonus to both of its neighbours' recharge rate. It boosts only General-type buildings with a charge time, which I think applies only to the Repair bay, the Bar, the Hospital, and the Laser Corrector.

Unless it works with Factories or Barracks, in which case, does it have to be by the main factory/barracks? Maybe I should experiment with this later.

A 40% bonus to two buildings means that, if applied to two identical buildings, it is worth 0.8 of one of those buildings. This means that, from an effectiveness standpoint, you'd have been better off placing three of that building in a row.

Unless you have already placed all of the instances of that building you are allowed to place, this is not a good use of resources or space. More to the point, I've never placed enough of any of the buildings I'm most confident that this works with to even find out how many I'm allowed to have.



Hang on a sec. The watchtowers are all General-type too. This also presents problems, mainly that watchtowers are most useful toward the centre of the shaft, where fewer of the enemy will have been taken out by turrets, and to boost two watchtowers, the Swiftbase will have to be between them.



How do I use these most effectively?
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Node Sep 20, 2024 @ 10:21pm 
Higher difficulties I was using a factory + swiftbase start. Works great. Factory churns out 40% faster.

I also beat Difficulty 10 by setting a swiftbase between two whirlwind watchtowers, for a 40% boost to their charge. Mobs could hardly get close to me but it was dicey. And since you can only place up to 5 of the same watchtower, you're getting more effect out of them.

Also the factory/swiftbase start, after a few nights you can sell a barracks and replace a repair bay nearby. It too will recharge 40% faster.

Bar is worthless.
Hospital is mostly worthless.
Laser Corrector is also worthless.

Just always use swiftbase with a single factory, and situationally replace either a repair bay (if you need it) or a watchtower on the other side of it. It boosts build times of a barracks when hiring a worker, but they already build fairly quick anyhow so it's kind of a useless buff.
Mad Cow Mabons Sep 21, 2024 @ 5:45am 
I'm looking to get it, as Factory is mostly pointless to build more than 1, and 1 repair station already keeps your core hp topped off, sitting it between both of those sounds lush.

Didn't even consider watch towers, sounds good! Will try them out when I get to it.
weavah9 Sep 21, 2024 @ 10:11pm 
Thank you all.

How much does a second factory boost the production time, anyway? Does a third apply the same bonus, or a smaller one?
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