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Повідомити про проблему з перекладом
I switched to Laser turrets (and later laser+flamer) on the bas ein my biggest game so far, after the gun turrets ate more than 5 million magazines of various ammo to defend the base.
That's a lot of plates to spend on ammo, for no real gain, comapred to laser turrets which are a good chunck more expensive to build (even if you add the turret, plus energy production/storage, plus extra turrets to defend the area for said production/storage), but don't have constant drain.
I'd say the laser turrets run cheaper after around 10 hours in palce, max 15 if your defense lines are in quieter areas. From that point onwards the turret will get cheaper and cheaper compared to a gun turret with every hour.
I only have lasers and the bitters never got to my walls. At upgrade 8 for the lasers speed and dmg they shoot 10 lasers a second and do 80dmg each. So 800 dmg a second for each turret. You put them in a line all around your base and that's it. ;)
That flame deals damage as long as the biter is touching it.
This makes them excellent for taking out large groups of biters, especially groups with spitters.
Adding laser turrets for the biters that get through is the best way to cover the flamethrower blind spot.
Another row of flamethrowers would work too since your front row (and any stone walls) is completely fire proof.
Flamethrower turrets also barely touch their ammo so they can withstand prolonged attacks easily.
They have 1000 health too so their not getting destroyed.
Your turrets are tanking so your bots can fix them risk free.
Repair packs are super cheap.
Normal - 11 damage but after armor it does 0 with 0 DPS
Piercing - 17.6 damage but after armor 3.84 with 96 DPS
Uranium - 28.8 damage but after armor 13.92 with 348 DPS
Laser - 66 damage but after armor 47 with 451.2 DPS
Even with the better damage you also don't have to reload lasers and also they have a much bigger range then gun turrets. In the start gun turrets are better because you are not rolling in power but still need protection but once you start advancing into making better power then you need to switch lasers for the late game.
E.g. 50 turrets (= 32 tiles of border) and 30s waves means you need a whopping 3250 accumulators... but if you have that many resources lying around you might just as well plop down another nuclear reactor.
Actually it's somewhat more complicated and simpler at the same time.
A laser turret eats 800 kJ of energy per shot, so the actuall power/sec of a laser turret rises as you research firing speed.
An acumulator can store 5 MJ, or 6.25 shots for a laser turret, which is indeed not all that great.
But accumulators are crap for energy storage anyway, unless you are using solar.
If you are using coal or nuclear, you will want to just build some extra steam engines/turbines and storage tanks.
A single storage tank can store 750MJ in boiler produced energy (steam for the steam engine, at 165 °C, or 2.425 GJ of Nuclear produced steam at 500 °C.
Then you will need some steam engines/turbines ofc.
At 900 kw a piece, 8 Steam engines will produce 7.2 MW, or exactly enought for 9 laser shots per second, which is not that effective yet compared to accumulators, but that setup of 1 tank and 8 engines will last you for 104 seconds of continuously firing 9 laser shots per second.
At 5.2 MW a piece, 2 steam turbines will produce 10.4 MW, enought for 13 shots per second. Which is pretty space and resource ffective compared to accumulators. A Single tank of 500 °C steam can supply 2 turbines for 233 second sof continuous operation at full power, and replaces 485 accumulators in total storage (not in output, but scaling extra turbines doesn't take up much space, and tanks are really dirt cheap for their storage).
Now nuclear reactors, heat exchangers and turbiens are fairly expensive to build. But your only coninuous costs will be a few fuel cells, and if you build reactors in a a 2 wide line as long as you need, they will be very, very fuel effective.
For comparison:
A gun turret at the last non-infinite damage research steap will deal 40.8 damage to a behemoth biter per shot with depleeted uranium rounds, and take 74 shots to take it down. That means 7.4 magazine per behemoth biter, which translates to 37.5 Copper plates, 30 Iron plates, 7,5 Steel (or another 37.5 iron plates, for a total of 67.5 Iron plates), and 7.5 U-238.
so oyu would need a total of 97,5 Plates of iron and copper, and 7.5 Uranium for a single behemoth biter. YOu can build and run a LOT of reactors, storage tanks and steam turbiens with the costs of defeating a coupel larger waves.
Edit: Oh, and of course producing all those plates, and ammo, and supply them to the turrets also needs a lto of miners, smelters, belt and/or trains, inserters and/or bots.
All of which also eat fuel and/or energy in fairly large quantities in sum.
If you're building just enough power just to barely keep your factory running then it's just your bad factory design. As a rule of thumb I always tend to keep my power near 50% usage and if it get's to 80% I will take the time to add more steam engines and/or solor panels. Once Nuclear power is an option then power will never be an issue for me ever again.
Also you are over exaggerating how long you will be attacked at a time. All waves last for about 5 to 10 seconds max especially for laser turrets as the damage is really powerful.
that said, if it isn't obvious overproduction of power is just as easy to automate as other things in the game are, you really just plan to rush solar and accumulator research from the start and it should never become an issue, just being honest with you.
i will literally never play this game without at some point fairly early on producing an effectively infinite backlog of solar panels as well as accumulators, trust me you can ALWAYS add more.
personally any and every time i can take power usage over a solid item input to keep a machine or object running i'll gladly take it, i can then devote more planning to the rest of the base and have one less task to upkeep and get distracted with.
edit: fun note, i think the most power i've ever had in reserves was over 10GWh on longest interested save.
Best advice I ever heard. "Why have a wall when you can have another row of turrets?"
also, you disabled biters spawning the next smaller size when they die, didn't you?
i do never play with biters attack first setting though, they're a means to an ends for me, i will need the alien drops for science and other stuff eventually anyway but i don't like them to be a 50/50 focus of the game split between building and protection, at least not typically and with many mods.
When was the last time you updated the game? Vanilla Factorio Aliens has no longer dropped anything anymore for quite some time.