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If you use an actual anchor block, you can put the solar panel anywhere on your tech. When you anchor(during the day obviously), the solar panels will open, and charge your batteries.
NOTE::Best way to anchor is you use the build beam(B), then use the anchor.
You want around 5 or so solar panels per GSO battery.
Later in game(not to far from where you are now), you will get wireless chargers. Best thing to do is make a solar tower with a couple batteries, anchored near your base with as many wireless chargers as possible. When you get near, you will automatically charge your batteries.
You can put a furnace on your base, hook up some conveyers and filters, add some wireless chargers. When any wood/burn blocks get unloaded, the furnace will take them(make sure they go through a refinery for better power output), and make them power, in turn charging your batteries/your tech.
Just a few ways to charge.
what. i usually use about a 1:3 ratio. 1 solar per 3 batteries. how do your techs have room for guns?
We do, because we dont put the solar panels on the car. I build the panels when I need to charge, after I disconnect and remove them again.
I built very large techs. It's just what I do. lol
Anyway, after I get the wireless chargers, I lose the solar panels and just load up on GeoCorp. batteries.
You'll probably be able to craft the GSO charger before you find one. You'll also want a ton of them for faster charging. Saved a charging base to make things quicker. Just plopped it down when needed.
Later you will also get mobile generators. Attach these to your resource collector pads and then mow down some trees. Charging on the go! Easy to waste your better fuel though.
It was an estimate. lol I have no idea the actual amount of solars to batteries I use early game. If I wanted to use 15 solars for a battery...what of it? lol Like I said, I build quite large techs. In no way are they...technical...but they sure do get the job done with no issue. :) One or two shots and techs blow across the map in all directions, to include the invadors.
And the mobile generators [i[are[/i] nice, but you get the smallest amount of juice from them. In order to get the best output, it's best to refine whatever fuel block. And in order to do that, you would have to be anchored for the refinery to work...right?(I'm not 100 percent sure) I've used them in the past, but never was enough juice to charge my huge techs.
I have probably 10 GeoCorp batteries...maybe more. Tons of wireless chargers is the way I go.
When I first started playing this game, I got tired of getting creamed literally everytime I strayed to far. So I started loading up on batteries and shields, making my techs huge with tons of guns....no issues since. lol
When I mean tons of guns, I mean tons of guns. On my current tech, I have 2 of the hawkeye battleship guns(the non rotating ones), 2 of the hawkeye turrets(rotating), 4 of the GSO x4 missile launchers, 2 of the venture missile launchers, I think 4 giga ton cannons, 2 hawkeye gatling turrets facing the rear, 2 hawkeye 3 tube mortars(the biggest ones), 2 venture auto cannons, around 6 or so hawkeye repeaters, I think 6 railguns, some shotguns, some lasers, a few regular mortars, and 4 geocorp articulating drills..all on 6 venture monster truck wheels(the 2nd biggest ones)...I'm sure there are more. But yea, tons of guns. That's how I roll. :)
EDIT::: My untechnical beast tech. lol https://steamcommunity.com/sharedfiles/filedetails/?id=1478859570
intermediate - place a wireless recharger , a few solar, and a battery or three and wait fot your charge
advanced - sneak an anchor block onto your tech, add a few solar. anchor when you need a fill up
Extra - create a titan, a dreadnaut, a tech so large, you cause frame rate to drop. when you hit the space bar, the lag lasts in the seconds.... anchor it and it takes a full day cycle or two to fill you up. un anchor and you dont need a fill up for 5 day / night cycles at the minimum
So I just lazily run over piles of trees to charge.